Out of combat HP regen... :)

Post » Thu May 10, 2012 2:33 pm

IMHO this is a nice time saver. I'd rather spend my time exploring and questing than planning a supply strategy for healing outside combat ...
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Flesh Tunnel
 
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Post » Thu May 10, 2012 3:16 pm

Regenarating health was what I always wanted, in fallout 3 i hated the stimpaks and in new vegas i was pleased with getting regen health (rad child).

What I do hate is this:

Im fighting two bandits, they got me down to 70% hp as im about to kill the first. NP i FREEZE TIME and enter the menu, where i drink 3 potions to take me back to full health....worst mechanic ever (the same goes for stimpaks).

I find it funny that people claim that it is

a) harder without regen health, yet freezing time at any point and getting full hp isnt worse? im talking about potions and stimpaks.

B) (bee, wont let me write b instead smiley face) unrealistic, yeah regen health is alot more realistic than the mid combat eating of 3 steaks, and drinking of 4 drinks. Heres a hint for you. Johnny Marshall fights two bandits and he is taken to 70% hp before killing them, now in the movies, dramas etc Johnny doesnt eat 3 steaks and drinks 4 beers in 3 secs before hunting down that dragon 15 meters ahead of him. And that anyone thinks this is a realistic and good move for games is so strange.

Id love a hardcoe mode with the following settings:

No entering the items menu in combat, sorry changing you inventory while fighting 3 guards isnt a good idea, and no your main character cannot stop time at will.
No eating, drinking potions etc mid combat.

No realoading for death. The dead are dead, and altering the timeline should beyond the main char.

Make these feautures toggles so that people can play with what they want.

Fine you wanna play at very hard and reload 20 times over a single game because your so leet then go ahead but i dont find that amusing at all, and its 100 times worse for my immersion to see my char forced in mid combat to eat 3 cows than any regen health could ever be.
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Guy Pearce
 
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Post » Thu May 10, 2012 10:06 am

I like how people think its instant health regen. Silly children rushing to conclusions

This

Silly, silly children
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kyle pinchen
 
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Post » Thu May 10, 2012 8:51 am

Good for you.

I think of Skyrim as a role-playing game and not a survival game. In Fallout's I want to experience survival, finding ammo and food to even keep me alive! But in Skyrim, I just want to role-play.

My thoughts exactly. I just want to walk around the environment.
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Trista Jim
 
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Post » Thu May 10, 2012 6:13 pm

Actually, didn't health regen in Oblivion when you waited?

wait 1 hour and you had everything to the fullest
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Miss Hayley
 
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Post » Thu May 10, 2012 9:17 pm

I like this change.
It means warriors/stealth characters who do not want to use magic (restoration) are not forced too to survive.

As long as it's not extemely fast i'll be happy with that.
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rolanda h
 
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Post » Thu May 10, 2012 8:15 am

I LIKE the idea of natural regeneration of fatigue, health, and magicka, but the rates should be miniscule (1 health point/hour) except while sleeping, where they'd be merely slow. It sounds like some peoples' idea of "gradual" means that you actually have to blink your eyes more than once until it's done. Healing hitpoints equal to your Endurance/10 would be "accellerated" far above reality, but would not be blatantly "broken" (as in watching your gaping wounds grow shut in seconds). Healing that much per minute would make Health almost irrelevant, just like so many other things in the game series have become, when they're not being removed entirely (like Endurance).

Morrowind's total lack of magicka regen became an annoyance (Mages sleeping three or four times a day), but Oblivion's too-rapid rate (wait 1 minute) but much shallower pool was its own kind of aggravation, where you could toss a weak spell every 15-20 seconds, but rarely have enough at any time to actually "finish" an encounter. I also liked the slow rate of MW's Enchantment regen, as opposed to OB's total lack of it. Oblivion's "recover fatigue by running" was just silly.

The more I hear about it, the more that this game sounds like a Combat game masquerading as a RPG. Hopefully I'm wrong, but so far I'm getting all the wrong signals from it.

Second that. It all depends on the rate of regeneration. If it's too fast then you might as well be done with the health bar completely and put a Call of Duty system (a few seconds without getting hit and you're good to go). If it's slow, slower than while sleeping, and kicking in only when you're not in a fight, it would be a nice improvement. If it's on par with the magicka regen rate of Oblivion then I really don't see the point of using food. You have to strike a balance.
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Emmie Cate
 
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Post » Thu May 10, 2012 4:32 pm

So use spell to restore health or potion instead of waiting is needless micromanagement and annoyance, I believe thats was part of gameplay previously but with free and unlimited healing such aspects become redundant and pointless awesome streamline of useless features.
Well, yeah, duh...
Seems your sign suit to you well, I use this spell as example thats regeneration is powerful effect even 60 second spell will require good portion of Magicka, now it completely free and constant and there nothing thats can balance such power, BTW in Oblivion "restore health" enchantment impossible because this spell effect is forbidden for custom enchanting and in Morrowind constant effects require Grand Soul, all comes with price as you see, health regeneration without requirements in Skyrim is nothing more then another casual streamline, why they just didn't make simple step in binding of health regeneration to eaten cooked food?
So your point would be "it's too powerful hence it makes the game too easy".

No, because that spell can be used during combat as well, you don't regenerate during combat in Skyrim (or it's definitely at a much lower rate, depends on what you saw...)

Magicka regenerated (and even in Morrowind/Daggerfall you could make resting much shorter by resting until you have enough magicka then casting a healing spell), so you could cast that spell as many times as you wanted.

There's nothing to balance.
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Russell Davies
 
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Post » Thu May 10, 2012 9:50 am

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:
I never used those minor things out of combat.. You'd spend 30 minutes healing and it'd be a waste of time.. much easier to use the wait button, which in essence is the same thing as the active health regen we're getting. I used the minor healing effects that acted overtime in combat as a buffer. Almost as good as more armor, and isn't held back by available armor slots or armor degradation and skill. So for me, It shall change nothing but add to immersion in that I shall no longer have to black screen to heal. I can take a spot, possibly RP that I'm washing my wounds if there's a nearby stream and commence immersificationitizing.

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

Guess I replied to this above. Bad response planning. :unsure: To put it in another perspective.. You're basically using the wait function in real-time where things can still spot and attack you and you see the day changing. I like it. Immersificationization
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sarah
 
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Post » Thu May 10, 2012 5:15 pm

Let me get this straight... some of you think that waiting on your health to regen between fights is less of an annoyance than sleeping/waiting for a few RL seconds to get a fully regen'd health bar?
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Kevin Jay
 
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Post » Thu May 10, 2012 9:28 pm

So your point would be "it's too powerful hence it makes the game too easy".
Yes, when wasn't easy achievable and powerful features didn't make game too easy?

No, because that spell can be used during combat as well, you don't regenerate during combat in Skyrim (or it's definitely at a much lower rate, depends on what you saw...)
Can you give certain proof thats Health regeneration is dynamic and depend on more the one factor, you say health regenerate with smaller rate in combat then out of combat is there any other effect thats affect such feature?

Magicka regenerated (and even in Morrowind/Daggerfall you could make resting much shorter by resting until you have enough magicka then casting a healing spell), so you could cast that spell as many times as you wanted.
In Oblivion where was Magicka regeneration introduced was Willpower and Intelligence based rate of Magicka regeneration what affect such feature in Skyrim besides of clothing and Altmer racial ability?

There's nothing to balance.
In Bethesda games always something thats require balancing thats one of classical features.
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Alexander Lee
 
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Post » Thu May 10, 2012 3:30 pm

Bethesda have said it will regen slowly, and until someone can give me sufficient evidence to suggest otherwise, i tend to believe them - after all, it is their game.

Honestly, it wont really bother me that much - in games that have health regen i always tend to carry health potions anyway - never have i felt that, unless i have another way of healing, it was ever a good idea to venture out of safe areas without potions and ingredients that can heal me. And in OB we had a wait button that healed us 100% wherever we where - Is it such a massive inconvenience that now we heal slowly outside of combat? Makes more sense to me that if we heal 100% whilst waiting, we heal slowly whilst waiting(or walking, brewing,smithing etc) whilst playing.


Of course, i still think one of the best examples of wounding and damage is found in the game Dwarf Fortress, and would love to see such a wounding system in a game like Skyrim, but hey, its just a game, and i'll enjoy it either way, even with any flaws :P
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Beulah Bell
 
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Post » Thu May 10, 2012 9:28 am

I'll be removing it personally, but I can understand while some people would like it.

Which is the good thing about modded games after all.
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Jesus Duran
 
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Post » Thu May 10, 2012 9:17 am

I can't really comment on this until I see the health regen rate.
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Marlo Stanfield
 
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Post » Thu May 10, 2012 10:36 am

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!

Hm, interesting opinion, if pessimistic....I think that adding a health regen feature means fights and battles will be MORE difficult then previous iterations.
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Jimmie Allen
 
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Post » Thu May 10, 2012 7:57 pm

I guess auto-regen is not appealing to everyone. Fine with me and those who don't like it can mod it out. If it was the other way around, I'd still be fine with it and those that wanted it could mod it in. It's not really going to affect my enjoyment of the game either way, is what I'm saying.
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Lexy Corpsey
 
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Post » Thu May 10, 2012 12:09 pm

It's only outside of combat and it regenerates very slowly.
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chinadoll
 
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Post » Thu May 10, 2012 10:30 am

I'll say this: it was fast. But, this is most likely due to the player being level 1 and therefore, having a small amount of health.
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NO suckers In Here
 
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Post » Thu May 10, 2012 12:11 pm

I like how everyone compares the features in this game to the ones in Oblivion and Morrowind. If you loved those two titles so much, then go play them. Bethesda is and always has aimed to create a unique experience. Don't compare the game to the previous installments. Just enjoy this fresh new adventure.
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RAww DInsaww
 
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Post » Thu May 10, 2012 10:21 pm

I absolutely adore health regeneration and despise instant health replenishment in all games I play.

In Daggerfall, I mostly healed myself with Troll's Blood spell (or what was it named).

In Morrowind and Oblivion, during last replays, both this year, I exclusively used heal-on-time spells of various balance. Some were designed to heal much health in 5 seconds or so, while others were basically my cheap, out of combat health restoration spells. Of course, I also used to cast them before going into any serious battle.

It's good.
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Dan Scott
 
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Post » Thu May 10, 2012 8:40 pm

I think it'd be cool to have a system that's a little more realistic...

Something like:

If your health is above 85% you heal at the rate of per second or minute or whatever. (Some bruises, scratches and cuts. Not a huge deal. Might wanna spiffy up before your date tonight after killing all them dragons.)
If your health is below 85%, but above 70%, you heal at the rate of <.5X> per second or minute or whatever. (You're looking like a dog chewed on you for a while, but other than the fact that you sorta feel like crap, a little breather will help out.)
If your health is below 70%, but above 50%, you heal at the rate of <.25X> per second or minute or whatever. (You've seen better days, but you'll make it, if that damn bandit would just die or go away or something.)
If your health is above 30%, but below 50%, you lose health at a rate of <.25X> per second or minute or whatever. (You're in bad shape, better break out the bandages or pee on your wounds or whatever survivalists do...)
If your health is above 15%, but below 30%, you lose health at the rate of <.5X> per second or minute or whatever. (You're getting pretty close to dying, better start working on stopping yourself from bleeding out. You got one foot in the grave.)
If your health is below 15%, you lose health at the rate of per second or minute or whatever. (You're busy dying, bleeding out or whatever with both legs in the grave...)

Also, if you're engaging in heavy activity (i.e. fighting, running, carrying heavy stuff, etc.) it should skew the rates towards the dying side... Health regen reduces or stops completely, depending. Or you start taking accelerated damage from your health status. And so on...
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Tai Scott
 
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Post » Thu May 10, 2012 10:03 am

I think it'd be cool to have a system that's a little more realistic...

Something like:

If your health is above 85% you heal at the rate of per second or minute or whatever. (Some bruises, scratches and cuts. Not a huge deal. Might wanna spiffy up before your date tonight after killing all them dragons.)
If your health is below 85%, but above 70%, you heal at the rate of <.5X> per second or minute or whatever. (You're looking like a dog chewed on you for a while, but other than the fact that you sorta feel like crap, a little breather will help out.)
If your health is below 70%, but above 50%, you heal at the rate of <.25X> per second or minute or whatever. (You've seen better days, but you'll make it, if that damn bandit would just die or go away or something.)
If your health is above 30%, but below 50%, you lose health at a rate of <.25X> per second or minute or whatever. (You're in bad shape, better break out the bandages or pee on your wounds or whatever survivalists do...)
If your health is above 15%, but below 30%, you lose health at the rate of <.5X> per second or minute or whatever. (You're getting pretty close to dying, better start working on stopping yourself from bleeding out. You got one foot in the grave.)
If your health is below 15%, you lose health at the rate of per second or minute or whatever. (You're busy dying, bleeding out or whatever with both legs in the grave...)

Also, if you're engaging in heavy activity (i.e. fighting, running, carrying heavy stuff, etc.) it should skew the rates towards the dying side... Health regen reduces or stops completely, depending. Or you start taking accelerated damage from your health status. And so on...

Nice idea... would love to have something like this.
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Courtney Foren
 
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Post » Thu May 10, 2012 6:42 am

I think it'd be cool to have a system that's a little more realistic...

Something like:

If your health is above 85% you heal at the rate of per second or minute or whatever. (Some bruises, scratches and cuts. Not a huge deal. Might wanna spiffy up before your date tonight after killing all them dragons.)
If your health is below 85%, but above 70%, you heal at the rate of <.5X> per second or minute or whatever. (You're looking like a dog chewed on you for a while, but other than the fact that you sorta feel like crap, a little breather will help out.)
If your health is below 70%, but above 50%, you heal at the rate of <.25X> per second or minute or whatever. (You've seen better days, but you'll make it, if that damn bandit would just die or go away or something.)
If your health is above 30%, but below 50%, you lose health at a rate of <.25X> per second or minute or whatever. (You're in bad shape, better break out the bandages or pee on your wounds or whatever survivalists do...)
If your health is above 15%, but below 30%, you lose health at the rate of <.5X> per second or minute or whatever. (You're getting pretty close to dying, better start working on stopping yourself from bleeding out. You got one foot in the grave.)
If your health is below 15%, you lose health at the rate of per second or minute or whatever. (You're busy dying, bleeding out or whatever with both legs in the grave...)

Also, if you're engaging in heavy activity (i.e. fighting, running, carrying heavy stuff, etc.) it should skew the rates towards the dying side... Health regen reduces or stops completely, depending. Or you start taking accelerated damage from your health status. And so on...

This idea made me drool...

I am one of those who will definately be changing health regen.

:vaultboy:
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Tammie Flint
 
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Post » Thu May 10, 2012 5:16 pm

I don't know if you fellows understand how quickly health might be regenerating. From my tests with the base stamina you regenerate ~38-40 hit points per real life minute. In other words it takes 2 1/2 real life minutes to regenerate to full health if you have ~100 hit points. To test health regeneration, take damage and then open up your skill menu which displays exact hit points, exit and wait one minute and then check the skill menu again. I think my tests should be right, but I'm not sure if higher level players regenerate at the same rate (I'm level 5). I'm playing on expert difficulty, also, I'm an Argonian so that might have something to do with it. I would like to get some feedback.
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Sarah Edmunds
 
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Post » Thu May 10, 2012 3:09 pm

Surprised people complain about this rather than the ability to pause combat and chug as many health potions as you want. Seriously, the amount of hp restored by a potion is independent of the amount of total player hp - so what's the point of investing level up points in your health bar? You can just spam potions. With health regen, you'll at least be going into combat with full health most of the time (without having to bother with equipping a healing spell), so having a bigger bar actually means something. What I'd like to see in a mod (probably add it as an option to my HTS mod) would be to have potion HP proportional to the player's total HP, with either a healing potion cooldown, or across the board heal-over-time instead of insta-heal.
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Oyuki Manson Lavey
 
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