Although, I think the game that handled it the best was Resistance: Fall of Man
The health bar in Resistance is divided into quarters. Your health will fill up the quarter it's in, but it won't go higher without finding a health pack to restore it. Gave a good balance to the two types.
So, GAF, what's your favorite method?
F.E.A.R. is the first shooter I played (at least, which comes to mind) with the latter system. Felt good pushing the tab key with my pinky during a hefty fight.
Anyway, depends on the game. Health packs obviously make level design a bigger challenge for the developers.
I really like the far cry fix your dislocated finger or inject yourself with medicine animations.
Health regen should only happen if the damage is done to your (if you have one) suit, like halo.
I'd like realistic damage in games. If you're shot in the leg, you limp. If you're shot in the hand, you can't use it. If you're shot in the chest, your character staggers while your aiming is impaired, until you bleed out.
In CS, I always hated dinking someone with a headshot, only to give them 91 damage out of 100.. And they could run around at full speed like nothing happened, and can still win the round lol. Clutch
Doom had a great system. The problem with regen is that it encourages hiding/playing defensively. But classic health packs which are placed at specific places can be problematic too (having to trek back, accidentally running over them while almost at full health etc.). Doom encourages you to melee minions instead, which makes you keep eyes out for low level enemies and get to them asap if you're running low. It provides a great dynamic.
It's a great mechanic for a "pure" action game. But like others have said, it depends. I loved the Med-pack system in TLOU, but think that regen works great in Uncharted because finding safe spots to avoid fire is central to the gameplay.
You only regenerated health from certain damage. Melee damage, damage sustained from falls etc...
Damage from being shot did not regenerate
I really do like the games where you heal by beating enemies. So i guess that is closer to the health pack side.
Honestly it just seems so weird to be playing a game like Wolfenstein and pick up a med kit and gain 40 health. It is a little too gamey. On the other side, sitting behind a wall for ten seconds after absorbing 30 rounds and getting fully healed seems weird too, unless the game world is built around it. Like I get you regen health in Destiny the fiction is built with it
I wrote a piece about something a bit similar when I was talking about a difference in design between the Wizardry games and Might and Magic:
I think there's a similar issue with health packs and regenerating health; Regenerating Health is similar to the Might and Magic approach, where an individual encounter should have the potential to kill you, but you'll generally come into them at full strength; health packs are effectively the Wizardry approach, where the individual encounters can be quite simple in general, but the dangers stem from the accumulation of attrition through many encounters until the next pickup comes into view.
I recall reading an interesting observation about the differences between the early Wizardry titles and the early Might & Magic titles along these lines which I think reflects a difference in philosophy which ties in to the central theme of this thread. Both games are old enough that save-anywhere really wasn't an option, but - along a similar theme - there were notable differences in how the two games approached regenerating resources (HP, SP) combined with the nature of combat.
Might and Magic, each individual fight is potentially dangerous unless you're reasonably overlevelled; there's usually going to be mechanics that can wipe out your characters if you're not suitably careful to plan around them. You can expect to use up significant amounts of resources in any given fight. However, you can rest in most places in the environment, and doing so removes most status ailments and fully recharges health and mana; each fight will generally be approached with a full set of resources.
In Wizardry, however, the individual fights aren't really all that unpleasant. A nasty status element here, an occasional big hit there, but in general a fully-powered team will have little difficulty with a fight. However, you can't regenerate resources - in general - unless you're in a town. In other words, Wizardry is balanced around the accumulation of fights.
I don't think there's anything inherently wrong with either approach, fundamentally. Both require different skills, both are valid approaches to game design - and ultimately, both have benefits and pitfalls.
More importantly - and I need to highlight this - there's nothing inherently more noble about beating a game designed around conquering the accumulation of challenge and managing resources than there is about beating a game designed around conquering individual tailored challenges. Or indeed vice-versa!
Health packs encourage you to be careful with conserving health, good
Health packs getting me into a situation where the right tactic was to take a four-minute roundtrip through cleared area to collect a health pack I didn't need at the time, bad.
Regenerating health ensuring that a fight can always be balanced around the assumption you're on full health, good.
Regenerating health making running and hiding from threats an easy way to trivialise many fights because the AI can't adapt to it, bad.
Advantages and disadvantages. I think I would say that given the choice, I'd go for regenerating health, just because I tend to resent situations where the smartest tactic is tedious; at least with running and hiding, there's the stress of whether you're discovered!
On a more general note, I think regenerating health is easier to balance well. That doesn't necessarily make it better, as such, but it means I can go into such a game with a little more confidence.
1) Auto regen up to a set amount like 30% to ensure bare minimum fighting fit condition at all times. (Wolfenstein?)
2) Fix amount of healing items that automatic refill upon checkpoint or death. (Dark Souls)
3) Regen shield but not health (Halo)
4) Recover health from defeating enemies (MGR)
If the system is adaptive, dropping more health the lower yours is, a la Doom 2016, that is what i'd consider ideal.
Plus with packs there's no reason to spread jello all over the screen.
Goldeneye also had a good system.
Like some have mentioned some games do a good balance. I like the example in the OP. I like how The Old Blood and New Order does it too.
I like how Borderlands does it. Its a mix and you can actually set the game up to your preference. If you want health regen, depending on which game get a regen shield and/or regen class mod, artifact, use skill points on regen skills.
If you dont want regen, dont equip any of those regen things, use skill points on regen skills.
The health bar sections system is another thing that sounds good, but I always find myself just keeping the bar full and using them up when I just can't stand waiting around any longer, and at that point I'd rather just have a health pack stationed behind the enemy swarm. Works nicely in Far Cry until you're forced to get into a large gun fight and then you're back to hiding in corner sucking your thumb.
New Wolfenstein had a good system and then new DOOM took it to the next level. Regen can be good, just give it some depth.
I like the idea of enemies dropping health after defeat or the hybrid system; I don't want to sit in a corner waiting for my health to go back to full, but I also hate to have to scour a map looking for a medpack with a sliver of health and the imminent threat of death should I venture out of cover.
I did enjoy Max Payne 3's method of 'headshot for a health bonus', though. I abused the shit out of slow-mo dive for that very reason.