Out of combat HP regen... :)

Post » Thu May 10, 2012 6:01 am

Ah but what is role-play without risk?
Role-play without 'risk'? The risk is dying. Not finding food before going for the next fight. Role-play =/= Survival.
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loste juliana
 
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Post » Thu May 10, 2012 10:44 am

Cool story, Bro'. You enjoy gettin' pissy over stupid stuff while the rest of us enjoy the game.
This cracks me up. So much hate over someone's opinion. He didn't say he was visiting all of our homes to mod it out, just his.
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leni
 
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Post » Thu May 10, 2012 8:51 pm

Does anyone know how fast does it regenerates?
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Michael Russ
 
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Post » Thu May 10, 2012 4:25 pm

name it .P

if a pure RPG has auto reg, ooc
then the infight reg is limited very much

skyrim pots have no cd, healing spells too
KOTOR, Witcher, Diablo

And where is it stated that regen works during combat?

Also just look up the speed of it, obviously nothing will be able to kill you with that huge speed...

Magicka has limits and not regenerate by self in Arena, Daggerfall and Morrowind, sleeping impossible without of bed, simple waiting will not restore all your Magicka and Health without consequences like chance be ambushed during rest what can cancel all restoration effect, in Daggerafall there even Medical skill thats affect how well you can heal self during rest.
Oh yes, you can sleep without a bed, the ambush thing is really just an annoying artifical difficulty that can easily fixed by... fighting the thing that attacked you.
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Stace
 
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Post » Thu May 10, 2012 8:20 am

I like it. Much more natural than "waiting." It will give me an excuse to hang around town, visiting the tavern and the library while I recover from my injuries. It would be a problem if the rate were too high, but I'm sure it won't be.
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Quick Draw
 
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Post » Thu May 10, 2012 11:56 am

Oh no thats gamebreaking.

Its actually a good thing. I hated that I didnt have any way to get health back up when i got out of combat in MW and FO3 and i didnt have any potions/food/restoration spells/stimpaks spells.
Can't tell if this is sarcasm or a troll.

Anyway, not having the proper resources after a fight is just consequences of your previous decisions mixed with a does of luck. Proper planning and all that, tactics, etc. Also, that's life :shrug:

makes alchemy and restoration magic nearly pointsless

another step to action rpg, away from pure rpg

one of the 3 things i don't like in skyrim (wich is far less than oblivion :P)
For some reason, I vaguly remember daily healing as part of DnD back in the olden days. Or another PnP...at the rate of 2 HP per day. Of course, your statement begs the question of "what is an RPG" which is always good for for a few laughs in the Community Discussion ;)

Also, the rate of regen and how one plays determines the "uselesness" of what you said, yes?
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Code Affinity
 
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Post » Thu May 10, 2012 5:32 pm

makes alchemy and restoration magic nearly pointsless

another step to action rpg, away from pure rpg

one of the 3 things i don't like in skyrim (wich is far less than oblivion :P)


If the only thing that you are using Alchemy and Restoration for is healing, and only after a fight is over; then yes, it will be useless. However, if that is all you were using them for in the first place, they were pretty useless.
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tannis
 
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Post » Thu May 10, 2012 2:18 pm

If the only thing that you are using Alchemy and Restoration for is healing, and only after a fight is over; then yes, it will be useless. However, if that is all you were using them for in the first place, they were pretty useless.
Considering the speed of the regen, completely relying on it seem to be a really bad idea...
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kitten maciver
 
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Post » Thu May 10, 2012 9:28 pm

I agree, but you really should expect this, games get easier every year, easier and easier, catering for younger and younger children, spoiling an invigorating challenge for the rest of us.

We have the power to improve Beths mistakes though, mod power.
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JD bernal
 
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Post » Thu May 10, 2012 9:13 pm

why would it be easier?

No, really.
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Peetay
 
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Post » Thu May 10, 2012 1:38 pm

I don't mind some health regeneration, a least not at first. Later playthroughs done with a heavily modded game
usually has some realism/survivalist type mods added to them. Eat. drink and sleep. No sleep 1 hour heal full,
the usual stuff. FO3 had a whole bunch of good ones.
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T. tacks Rims
 
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Post » Thu May 10, 2012 9:25 am

You know people do heal over time without medicine, or without constant application of medicine. Each game had a Health Regen amulet or method that was available to the player if they knew where to look or what to do. However, none of those devices ever regenerated my health to the point where I did not feel I had to have Health Potions or Spells.
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Fiori Pra
 
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Post » Thu May 10, 2012 9:29 pm

I hate regenerating health in whatever kind of game.

It's not a dealbreaker, but I too, will take the first chance I have to get rid of it.
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Melanie Steinberg
 
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Post » Thu May 10, 2012 10:00 pm

why would it be easier?

No, really.

Well, it's easier for those who find it challenging to cast the starter healing spell. ;-) I think it will be rare that this change will have any effect at all on difficulty. I seem to recall rings in earlier TES games that had comparable effects, and they were conveniences not game changers that affected the outcomes of battles.
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Benito Martinez
 
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Post » Thu May 10, 2012 7:35 pm

We'll have to see just how strong it actually is, but it does seem to make many of the minor active-healing abilities (simple healing spells, food, potions) somewhat redundant/less necessary. A bit odd. :shrug:
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Ashley Tamen
 
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Post » Thu May 10, 2012 2:20 pm

I remember Todd saying in an interview that they did this so people would not rely on the "wait" function to restore their HP/magicka
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Alina loves Alexandra
 
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Post » Thu May 10, 2012 8:51 pm

Oh yes, you can sleep without a bed, the ambush thing is really just an annoying artifical difficulty that can easily fixed by... fighting the thing that attacked you.
Well so you say be ambushed during resting in dungeon full of danger is "artifical difficulty" do you accept thats smart enemy will not wait until such ridiculously nonchalant character heal completely by simple resting to full power and you say player character will able fight back well in such dangerous situation, especially when we take a nap not in sewer full of rats but in an Dread Dungeon of Doom, quite interesting logic you have.

If ambushes for you are "artifical difficulty" then what is constant health regeneration from almost zero health to fully healthy in one keypress for all characters and without consequence and requirements?
I think adding health regeneration must have consequence for example you can regenerate health in such way only if current health not below certain percent
e.g you cannot simple wait one game hour to restore broken limbs and damaged internal organs (health is below of 50% of maximum) but contusions and bruises (Health is not below 80% of Maximum HP) you can.
Since health regeneration is not an skill but actual trait of character body biology better if regeneration will be tied to an Attribute or character Trait, doubtfully you can simple learn regeneration as card trick, but since attributes is out and all traits what we have is racial only, we can try bind health regeneration to certain skills as form of health care preparation during stay in camp (Firsts Aid, Medicine) for example Restoration school and Alchemy skill can affect how well you can care on your health during rest.
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Ryan Lutz
 
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Post » Thu May 10, 2012 10:18 pm

If I had to guess, I'd say it was added to keep folks from getting stranded early on when they might not have access to food or potions and mana pools could be pretty meager. Later on when we have more resources and need more healing, I suspect most of us will ignore it and heal ourselves by other means when needed.
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biiibi
 
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Post » Thu May 10, 2012 7:21 pm

In real life, "health" regenerates on it's own... take for instance yesterday, I was applying Roof Sealer to my Aunt's roof. I'm 6'5" and the brush I was using had a short handle, so after 2hrs of scrubbing this stuff on, my back was hurting so bad and i could barely stand up straight, but a couple hours later, I could barely tell there was any soreness.

Obviously a crick in the back ain't like getting stabbed or sliced or burned etc etc, but minor injuries do indeed start healing as soon as they're acquired.

Now if you ask me, what is unrealistic, is that if you're hurt very badly, like say 10% overall health or less, you're nearing critical condition... You're cut very deeply or burned very badly or lacerated (depending on what is assaulting you), why doesn't your health continue to go DOWN, as if you're 90% of the way dead for said injuries, you're going to be bleeding out.
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Cody Banks
 
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Post » Thu May 10, 2012 3:17 pm

One thing I do like about this is I won't waste a 50 point health potion on the last 20 or 30 points of health on my life bar.

Also, does anyone know at what rate we regen? If it takes several game days to gain back half of your health, then this is really no big deal. If we regen all of our health in the time it takes to walk from one town to another, then it might be less than ideal.
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Marta Wolko
 
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Post » Thu May 10, 2012 1:04 pm

maybe its really slow
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Project
 
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Post » Thu May 10, 2012 10:04 pm

I hope it's really slow, and that the "Wait" feature only regenerates the amount of health that would've regened in that span of time, so if you only wait one hour, you'd only regen the same amount of health as if you just waited 2 minutes in real life.

edit: unless you find an actual bed to sleep in, then it should double or triple, sleeping in real life does aid the healing process.
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Bee Baby
 
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Post » Thu May 10, 2012 3:26 pm

The only time I realy like regenerating health is when it is as an ability that makes you unique.

In Oblivion I used a birthsign mod that gave every birthsign unique very useful powers and abilities.
The Lord birthsign had the weakness to fire as usual, but you also had a dynamic health regeneration when your not being damaged. It wasn't overly powerful, and worked on a % base, but it was way better than the default Lord healing power.
Made me feel like I was special, my wounds would seal themselves faster than anyone else in Cyrodil.

I'll probably dislike the regen in Skyrim as it's not a special thing, but rather a default setting. Won't stop me enjoying the game, and I can always mod it to my liking if it bothers me too much.
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Sandeep Khatkar
 
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Post » Thu May 10, 2012 12:24 pm

Well! Thanks god that i'm gonna play it on PC! I'l just immediately turn off the automatic health regeneration! Morrowind had no Magicka/HP Regen unless sleeping, Oblivion had just Magicka regen and now Skyrim has both HP and magicka regen. Bethesda surely are making this game way to easy. I hope they release the construction kit with the game so i can remove the regeneration script before start playing!

This isn't necessarily the best thing for doing dungeons, but for just running around the world? I don't see a problem, seeing as I'd normally just spam whatever healing spell my warrior had a bunch of times until health got back to a decent level.
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Guinevere Wood
 
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Post » Thu May 10, 2012 10:05 pm

I don't like it.
If I use up all my health pots and don't have any healing spells then tough break champ.
I made a choice and now I suffer the consequence.
Allowing it to regen is ridiculous, if it's really REALLY slow or if it was unlocked by a perk or something then it'd be different.
But it remains to be seen just how fast or slow the regen is, I still don't like it.
If a player makes a mistake then don't coddle them, make them learn from their mistakes.


And Bethesda, no [censored] regen feature for Fallout 4 unless it's in the [Casual Mode] which I've suggested.
[Normal], [Realism] and [hardcoe] should not have regen.
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Floor Punch
 
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