What about health?

Post » Thu Jun 14, 2012 11:36 am

With all this dispute about mana regeneration it makes me wonder about how the health will work. Will it work like mana so it is broken up into sections that once depleted past it cannot regenerate?... will we need to search for random health viles in chests and cabinets with only a sliver of life left? Has it already been explained how the health will work or if there is health regen?
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chinadoll
 
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Post » Thu Jun 14, 2012 1:30 am

I hate health regen it's too casual imo i want to fight to survive not rewarded for being passive so i hope you need to find health one way or another and as for powers it don't really matter to me.
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Ice Fire
 
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Post » Thu Jun 14, 2012 2:16 pm

Health regen makes every encounter feel the same, I dont know if I would call that feature a casual only feature but it sure makes gameplay less varied. I really hope we get to scavenge for healthpacks or maybe get a power that converts mana to health.

The fact that we have a healthbar at all leads me to belive that health will not regenerate. Maybe it will be like the manabar; only one third regens. This is actually a good idea as it prevents you from ending up in a "moskito can kill you" scenarino while still preserving variety in tension and the need for scavenging/exploring
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sw1ss
 
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Post » Thu Jun 14, 2012 2:31 am

I hate health regen it's too casual imo i want to fight to survive not rewarded for being passive so i hope you need to find health one way or another and as for powers it don't really matter to me.

I agree. I want you to act like an assassin not something like Assassin's Creed where health there is completely arbitrary. From the gameplay footage we know that Health won't be automatically regenerated, which is good. So the question is how will we be able to regenerate it? If it's by consumables then how much of them can we carry or find within the mission area?


Health regen makes every encounter feel the same, I dont know if I would call that feature a casual only feature but it sure makes gameplay less varied. I really hope we get to scavenge for healthpacks or maybe get a power that converts mana to health.

The fact that we have a healthbar at all leads me to belive that health will not regenerate. Maybe it will be like the manabar; only one third regens. This is actually a good idea as it prevents you from ending up in a "moskito can kill you" scenarino while still preserving variety in tension and the need for scavenging/exploring

You do have a healing ability.
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Marquis T
 
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Post » Thu Jun 14, 2012 2:03 am

I agree. I want you to act like an assassin not something like Assassin's Creed where health there is completely arbitrary. From the gameplay footage we know that Health won't be automatically regenerated, which is good. So the question is how will we be able to regenerate it? If it's by consumables then how much of them can we carry or find within the mission area?
Well some games games have painkillers or consumables and it would work as long as it isn't very common the game still needs challenge or you have a power that can heal a set % of your total health but with long cooldown.
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Verity Hurding
 
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Post » Thu Jun 14, 2012 8:17 am

You have health potions, and can restore health with a spell
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Nadia Nad
 
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Post » Thu Jun 14, 2012 1:07 am

In some games health regen makes sense but this one seem like it would be better if you had to find health.
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Ross
 
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Post » Thu Jun 14, 2012 2:37 pm

In some games health regen makes sense but this one seem like it would be better if you had to find health.

Very few games have done automatic health regen right. Human Revolution is a good example. Yes you had health regen in there which was activated 6 seconds after receiving damage. OK, so that normally would be a bad mechanic. But in HR every fire fight you're in leaves you extremely low health or nearly kill you since you can't take too many shots. Of course the system can be abused at the lower difficulty by ducking behind cover and just waiting, which defeats the challenge aspect of the fire fights.

Also in HR your Health can go above 100 (max 200) via Painkillers or booster shots. The health above 100 does no regenerate. It's still not a good design but it's better than most games.
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Marnesia Steele
 
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Post » Thu Jun 14, 2012 8:50 am

I think it'll be good if like some others have said, only a small chunk of your health regenerates, not the whole bar. I think if it did, the game would be pretty easy for someone who understood the game, too easy perhaps. Having health potions encourages you to explore, and heightens the sense of danger when fighting enemies. Those tallboys are going to be a much bigger threat if you can't blink to cover and wait 5 seconds before fighting again.

No, I have no doubt the team will have thought long and hard about the system that works best for THEIR game.
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Ashley Tamen
 
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Post » Thu Jun 14, 2012 3:14 pm

I agree with the majority here: health regeneration takes all the challenge out of a stealth game. If you mess up, all you have to do is go hide somewhere and go make a sandwich. When you get back, you'll be fine.
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lucile davignon
 
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Post » Thu Jun 14, 2012 12:23 am

Tie it to difficulties. Let me have the option for full regen, slight or none. Voila.
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Nienna garcia
 
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Post » Thu Jun 14, 2012 3:35 pm

Tie it to difficulties. Let me have the option for full regen, slight or none. Voila.

You do know that some people don't want to play on higher difficulties. And implementing a bad design with lower diffulties is a very bad move. Not to mention that almost no game has done difficulties right.
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kevin ball
 
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Post » Thu Jun 14, 2012 2:22 pm

I should of embellished a little more on my post but my bed was calling so for that I apologise. I didn't really bring much to the table, but sure just making it an option would be better. Though in my opinion Thief did difficulties right, not only did it give you less HP it changed the amount of loot and objectives in the level etc but not necessarily the AI or damage done. By changing AI paths and loot placement you change the way people approach a level entirely, in the case of Thief it meant that you had to utilise your skills and patience an awful lot more and to me that should suit Dishonoured to the ground.

I also wish plenty of things were added to difficulty options ala Goldeneye 007 mode where I could fiddle with many things from the damage to accuracy of enemy AI etc, but of course with much more depth.

-Edit- Thought I would build upon the Goldeneye 007 mode idea. Instead of choosing Easy, Normal, Hard etc you enter your difficulty menu which has sub topics, Stealth, AI, Damage, Health and so on which themselves have different options; Alertness time, AI Vision radius, Health Regen, Mana Regen, Loot availability etc all of varying degrees. Thus you make your own difficulty and you play how you want.
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Javaun Thompson
 
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Post » Thu Jun 14, 2012 11:22 am

I should of embellished a little more on my post but my bed was calling so for that I apologise. I didn't really bring much to the table, but sure just making it an option would be better. Though in my opinion Thief did difficulties right, not only did it give you less HP it changed the amount of loot and objectives in the level etc but not necessarily the AI or damage done. By changing AI paths and loot placement you change the way people approach a level entirely, in the case of Thief it meant that you had to utilise your skills and patience an awful lot more and to me that should suit Dishonoured to the ground.

I also wish plenty of things were added to difficulty options ala Goldeneye 007 mode where I could fiddle with many things from the damage to accuracy of enemy AI etc, but of course with much more depth.

I completely agree. Arkane is probably not gonna toy around a lot with the difficulty. I get discouraged when a game starts to talk about difficulty settings like it's gonna manage something. That's why I like games which don't have a difficulty setting but have an option to raise some aspect of the gameplay's difficulty. I think we can all show Basion as a perfect example of this. The Shrines in the game made your enemies tougher and rewarded you with a bonus. It made the game a lot more exciting to play and it gave much more meaning to New Game +.
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Bryanna Vacchiano
 
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Post » Thu Jun 14, 2012 1:41 pm

As long as there is no health regen I will be happy. Most modern games seem to go this route and in my opinion it takes away from the gameplay. Things just become too easy.
-Edit- Thought I would build upon the Goldeneye 007 mode idea. Instead of choosing Easy, Normal, Hard etc you enter your difficulty menu which has sub topics, Stealth, AI, Damage, Health and so on which themselves have different options; Alertness time, AI Vision radius, Health Regen, Mana Regen, Loot availability etc all of varying degrees. Thus you make your own difficulty and you play how you want.
I really like this idea, it gives the player the ability to set the tone of their own game experience. That way you can please people who want different things.
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Marquis T
 
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Post » Thu Jun 14, 2012 12:48 am

As long as there is no health regen I will be happy. Most modern games seem to go this route and in my opinion it takes away from the gameplay. Things just become too easy.

I really like this idea, it gives the player the ability to set the tone of their own game experience. That way you can please people who want different things.

It's a great idea indeed and it's simple to design. I don't see why modern games take this approach.

That's why I support the idea of modding tools in most games and cheat options. Such great things can be created with those features.
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Sarah Edmunds
 
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Post » Thu Jun 14, 2012 3:48 am

Does anyone know if we can pick up health and mana potions even if our bars are full, so we can use them later when we need to?
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Jesus Lopez
 
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Post » Thu Jun 14, 2012 3:11 am

Didn't Dark Messiah use health potions?

I don't see this game using health regen. Or should I say, I hope I don't see this game using health regen.
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Horse gal smithe
 
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Post » Thu Jun 14, 2012 12:52 pm

Does anyone know if we can pick up health and mana potions even if our bars are full, so we can use them later when we need to?

Yes, we can pick up health potions with full health. There is a specific spot for them in the 'inventory' wheel thingy.
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candice keenan
 
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Post » Thu Jun 14, 2012 5:25 am

Yes, we can pick up health potions with full health. There is a specific spot for them in the 'inventory' wheel thingy.
Thanks, that's what I was hoping for. Also, can we buy these items at the hub or do we just have to find them in the world in which (i hope) they generate randomly?
But am I to understand that (at least with the mana bar) it doesn't regenerate until you get too low whereby it will regenerate to one thirds capacity?
Does this also apply to the health bar? If our health gets real low will it regen to 1/3?
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Elisha KIng
 
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Post » Thu Jun 14, 2012 3:31 pm

Thanks, that's what I was hoping for. Also, can we buy these items at the hub or do we just have to find them in the world in which (i hope) they generate randomly?
But am I to understand that (at least with the mana bar) it doesn't regenerate until you get too low whereby it will regenerate to one thirds capacity?

Found and bought. I think at set points on the map.

The mana bar regenerates a short while after using an ability and it regenerates so you can have enouh mana to blink. Blinking rapidly will drain a LOT of mana.
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josh evans
 
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Post » Thu Jun 14, 2012 10:07 am

Found and bought. I think at set points on the map.

it regenerates so you can have enouh mana to blink.
How much is that would you say?
I do like that it seems the game gives you enough opportunity to replentish your powers during the level, enabling a more aggressive playstyle if the situation calls for it.
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Sarah Edmunds
 
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Post » Thu Jun 14, 2012 7:31 am

How much is that would you say?
I do like that it seems the game gives you enough opportunity to replentish your powers during the level, enabling a more aggressive playstyle if the situation calls for it.

I think it's actually the same amount. However, the amount of mana you get back is equal to one Blink. So for instance, if you use Blink once and wait in 2 seconds you have your mana restored but if you Blink twice fast if you want to cover more ground or you're running away, you'll just restore mana for one blink and the second 'quick' blink would have wasted mana that can only be recovered by eating a white rat or drinking a mana potion.

Spells like possession, stop time and wind blast are actually very costy because of their high reward nature. Rescourse managment seems tricky, more like in the first Deus Ex. This will prove to be a challenge but I do believe you can spec into lower mana cost. We have no official word yet on the skill trees. Would be great if they revealed a portion of them soon.
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WYatt REed
 
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Post » Thu Jun 14, 2012 3:26 pm

Strife, I should probably have found a different place to ask this but it's not entirely unrelated as this is about regeneration. Just mana...

Where did you read or hear that we can burn off pieces of maximum capacity? Talking of this game elsewhere and I want to be able to back my words if needed.
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lauren cleaves
 
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Post » Thu Jun 14, 2012 12:26 pm

You don't burn off max mana... your mana just doesn't auto regenerate to full, only about 1/3 or 1/2.
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P PoLlo
 
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