buy teh haloz
Banned
I prefer it, but I don't really like hard FPS games.
That's an overused annoying gif.
People sure do love to spam the same gifs over and over again in almost every thread.
Wolfenstein did it right.
Regenerates to 50% health
Need Health packs to get 100% health
Can use extra health packs to get health temporarily 100%+
How did I misuse it exactly?
"The Straw Man fallacy is committed when a person simply ignores a person's actual position and substitutes a distorted, exaggerated or misrepresented version of that position. This sort of "reasoning" has the following pattern: Person A has position X."
Someone says (paraphrasing obviously) "regen only works in future/sci-fi setting otherwise it's unrealistic"
To which I reply "our bodies already self regen... Not to the same degree obviously but if you want to talk about which is more "realistic" I don't think health packs exactly fit"
I'm then quoted and told "yeah fulling healing in 2 seconds is realistic"
It seems to fit almost perfectly to me, why not educate me on why I'm apparently using it wrong instead of flaunting your "superior" knowledge yet keeping it to yourself.
How the hell are developers supposed to balance the difficulty of an area when health is potentially infinite? Regenerating health is a terrible game mechanic that leads to terrible level design.
Limited health 4 life.
On the other hand, Dark Souls gives you a limited amount of Estus Flasks each time after you die and until you die again or reach a bonfire. That adds a whole other layer of strategy and difficulty to the game because it's really challenging to manage the flasks, especially since bonfires are pretty far from one another. Therefore, Dark Souls is a more intense experience than its predecessor in each playthrough and it owes a lot to its healing system.Of course, I love Demon's Souls to death, just not as much as Dark Souls.
Wolfenstein did it right.
Regenerates to 50% health
Need Health packs to get 100% health
Can use extra health packs to get health temporarily 100%+
Hybrid system like Resistance Fall of Man, Resistance 3 or Wolfenstein new order are the best way to do it.
That particular argument is not good since it could be made to fit the other side too though, how the hell are developers suppose to balance the difficulty of an area if health is finite? What if the player runs out of health packs during a difficult encounter to replenish his health and still has a lot of enemies to kill?
"Health packs" or just consumable forms of recovery is better than regenerating health because it gives games much more design space. For example, with regen health, the whole concept of your level design is forced to be much more narrow. You can't really have enemies that do small to moderate chunks of damage through out the level and expect the player to really care about that. As long as the player can simply avoid game play long enough to regenerate, the mistakes they made are essentially meaningless. Where as with consumable form of recovery, they can heal to make up for that mistake, but they are limited on how many times they can do that. Something as simple as that makes the combat a lot more tense and engaging. Often people bring up how finding health kits is tedious where as plenty of games have shown simple (and obvious) ways around that issue. Dark Souls is a pretty clear example of doing it right.
What you've said is like saying that a game with regenerating ammo is no better or worse from a realism perspective than a game with limited ammo that requires pickups.
OP I agree with you.
That's an overused annoying gif.
People sure do love to spam the same gifs over and over again in almost every thread.
When Halo does it? Okay, sure. But what about when Resident Evil does it? A lot of survival horror is about resource management within a hostile but familiar place. Mapping a safe route to where you last spotted some herbs, or balancing your inventory between healing/keys/weapons, are intrinsic parts of the experience.Tell me it is anything more than a weak pace-breaking eye-sore of a distraction in Halo when I am forced to stop what I am doing to backtrack for a health pack that I don't feel one bit special about.
Health regeneration allows gameplay focused around balancing the amount of pressure the player allows themselves to be put under. It lets you plunge yourself into a dangerous firefight, make on-the-fly improvisations, and not be punished for it.I feel like every post that has defended regen health in the thread so far more or less is defending on its convenience rather than how it actually meaningfully affects the game.
Health regeneration allows gameplay focused around balancing the amount of pressure the player allows themselves to be put under. It lets you plunge yourself into a dangerous firefight, make on-the-fly improvisations, and not be punished for it.
When health is finite, the player is encouraged to make far more prudent decisions, and exploit holes in the AI in order to avoid conflict entirely. This may or may not suit the pacing of the game.
I actually miss rations in MGSV. Feels stripped away from the game to have such a series staple missing.
Why? That goes directly against the limited resources and scavenging aspect of the game. It'd make the game worse.
Instead of searching for aid, you could be looking for things to fight off infections. If you had unlimited meds, you could heal in full, but with the added antidotes you can take less damage. Maybe while being infected, you could be killed off with a few hits. Bitten or coming across virus induced smog could lower your immune system. This way you are vulnerable and it causes you to cough, which alerts enemies.
I always thought the hybrid in the recent Wolfenstein games is a good compromise.
The most annoying thing is saving with low health in a location with no healthpacks. Can stop you from playing the game entirely.