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Health: regen or stimpack?

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Garrison72

Garrison72

Mentor
#1
Jan 13, 2013
Health: regen or stimpack?

Or both? Personally what I don't want is to take cover and have my health go back to normal in seconds. If anything, I'd like a slow regen system like TW2, which can be enhanced by augs, drugs and upgrades. If we have a set amount of health per mission that can't fully regenerate, it means we'll have to think our way through conflicts carefully. Maybe after each mission we need to get fixed up at the hospital or limb clinic to mend major injuries. Thoughts?
 
Dr. LaBrat

Dr. LaBrat

Senior user
#2
Jan 13, 2013
i think the best games combine both methods
your health should regenerate (slowly) to a certain extend (let's say to 50%), but you can only get your full health back through the use of stimpacks

it would also be interesting if cdpr turned this system upside down and if your damage is more then 50% you won't regenerate anymore and you need stimpacks to heal the biggest wounds.. if your health is half full again then it regenerates again like normal
 
J

johnny-silverhand

Rookie
#3
Jan 13, 2013
Health regen and ONLY if you have cyberware for it. Like an exo-skull with nanomachines to fix some of the damage.

If you are going to battle in Night City without the proper gear and cyberware, you deserve to die.

Also, I would REALLY like to see the Trauma Team contract in the game. Like in the PnP, it would be expensive with a summon of an AV vehicle to treat your character and bring him to a hospital. Expendable, of course (you would have to pay a lot again to renew the contract).
 
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G

greyice

Rookie
#4
Jan 13, 2013
Johnny has a good idea, it'd be great to see Trauma Team.

I think that if people are poor, they may have to suffer traditional "time heals all wounds" healing times. This would result in the best result (ed. This would also depend on their lifestyle choice.).

If people are dark, they make buy or take drugs to accelerate healing. This would heal quickly but have the worst result. ie. Bones are fragile, mental conditions come back quickly.

If people are more machine than human then they may require a mechanic not a doctor. the results would be, the better quality of the mechanic, the better the results, ie. titanium not alloys, stronger joints.

If people can afford it, then Trauma Team might be the answer. This would be excellent work, you pay through the nose for it though.
 
G

Gottrahmen

Forum regular
#5
Jan 13, 2013
Something along the lines of how TW2 did it would be ok in my book. Very slow health regeneration that can be sped up with potions, or in this case, augmentations or drugs. Not sure how it would work in terms of upgrading, etc., but I certainly wouldn't want to see any system that allows you to fix yourself up completely right in the middle of combat. If you need instant healing outside of combat you could always use some facility that restores your health, like a lot of games have.
 
wisdom000

wisdom000

Forum veteran
#6
Jan 13, 2013
Characters who have taken damage should remain damaged, and they should have no idea of how much damage they have taken, as in no health bar, UNLESS they have a bio-monitor implanted...

Unaugmented characters should not regnerate health, except when sleeping, and even then only say 1/4th of their health per day. Cybernetics such as Enhanced Antibodies, Nanosurgeons, should each allow up to 25% regeneration, and be stackable... while the drug Speedheal gives another 25% (50) if both healing cyber options are chosen.

Other than that, the only Healing options should be a visit to a medic, either a real hospital or clinin, or a ripperdoc. (Medtechs as a role, can heal themselves up to full on one nights sleep without cyber or speedheal, though they make the process faster)

Anyway, that's how I would like to see it handled.
 
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U

username_3641919

Rookie
#7
Jan 13, 2013
Wisdom000 said:
Characters who have taken damage should remain damaged, and they should have no idea of how much damage they have taken, as in no health bar, UNLESS they have a bio-monitor implanted...

Unaugmented characters should not regnerate health, except when sleeping, and even then only say 1/4th of their health per day. Cybernetics such as Enhanced Antibodies, Nanosurgeons, should each allow up to 25% regeneration, and be stackable... while the drug Speedheal gives another 25% (50) if both healing cyber options are chosen.

Other than that, the only Healing options should be a visit to a medic, either a real hospital or clinin, or a ripperdoc. (Medtechs as a role, can heal themselves up to full on one nights sleep without cyber or speedheal, though they make the process faster)

Anyway, that's how I would like to see it handled.
Click to expand...
I pretty much agree.

Nanotech for any health regen, which would still be slow, and no instant healing at all. Only time and rest would help, which basically just increases the regen rate.

I'd also like to see a beefy wound system used, where body locations are treated individually for damage. That way, the implanted tech would have a bigger impact on game play. The amount of damage a location takes indicates a wound state (cheerfully indicated by your biomonitor implant -- you DO have one, right?), which would get progressively worse, the more damage that is sustained. Eventually, when a location is heavily enough damaged, it becomes non-functional. For a cyberlimb, the character is otherwise unaffected, they just can't use the location, and any upgrades there might be permanently destroyed. For a meat location, they might have to deal with negative effects from pain and blood loss, which can be temporarily alleviated with combat drugs like Black Lace. Long enough to survive the fight and haul their half dead carcass to the nearest ripperdoc. Or at least, crack their Trauma Team card.

So basically, no quick heals. The damage you take becomes a gameplay element that you need to deal with. How effectively you can do that would have a major impact on your game.
 
Sardukhar

Sardukhar

Moderator
#8
Jan 13, 2013
HA! Health regen?! Study your 2020, kids! Even nanotech and enhanced antibodies WITH lifesaver skinweave means it takes DAYS to repair that Critical or Mortal damage. Which is better than weeks or months, of course.

No, health potions, stimpacks and regen should all be out, at least on my "Cyberpunk" hardcore setting. Medpacks or cyber to stabilize and then it's Trauma Team and hours if not days of recovery.

I also hope they remember to include Death State. Because I totally want to stare at my corpse as it fails Body roll after Body roll and then dies.
 
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A

ashp

Rookie
#9
Jan 13, 2013
I'd like the game to be as close to the original as possible and one of the things I love of cyberpunk 2020 is combat is deadly doesn't matter how much implants and armor you have, so you have to be smart and not go looking for a firefight whenever you get a chance, when you get wounded it's expensive to speed up healing and that means taking days instead weeks or weeks instead months, no just drinking a miraculous potion/ heal stim and back as new.
 
videopete

videopete

Senior user
#10
Jan 13, 2013
Don't get shot. Use your Rep to intimidate, bribe your way, talk that boosters input into leaving the back door unlocked. Use cover and don't forget your metalgear if it gets dicey. Remember chromers if bullets start flying some one made a mistake. Never play fair.
 
wisdom000

wisdom000

Forum veteran
#11
Jan 13, 2013
sardukhar said:
HA! Health regen?! Study your 2020, kids! Even nanotech and enhanced antibodies WITH lifesaver skinweave means it takes DAYS to repair that Critical or Mortal damage. Which is better than weeks or months, of course.

No, health potions, stimpacks and regen should all be out, at least on my "Cyberpunk" hardcore setting. Medpacks or cyber to stabilize and then it's Trauma Team and hours if not days of recovery.

I also hope they remember to include Death State. Because I totally want to stare at my corpse as it fails Body roll after Body roll and then dies.
Click to expand...
I would prefer that as well, to be fair though, CDPR does actually have to get people who aren't familiar with the game to buy it too... Some amount of healing is likely going to be necessary... just to keep people from whining.

videopete said:
Remember chromers if bullets start flying some one made a mistake.
Click to expand...
That makes a great sound bite, but it doesn't always make for fun gaming...
 
Garrison72

Garrison72

Mentor
#12
Jan 13, 2013
I'd argue that some amount of health regen is necessary. This is a PC game now, not PnP.
 
C

corvidaehakubi

Rookie
#13
Jan 13, 2013
Honestly without knowing anything about how the rest of the game mechanics are going to work it's hard to say what I'd prefer to see. As was said, translating from PnP to video game may require some form of health regen. After all you won't likely have a competent ally anywhere nearby if something goes wrong to help. Though the same can be said about PnP (especially the competent part :p) I like the idea of having to go see a doctor or such to fully heal but I think you may have to have a regen up to a certain point to keep from having a point where you just have to start the game completely back over due to getting stuck or something (multiple save slots!) Having never played the Cyberpunk PnP, I've only recently gotten interested in them and have only played a tiny bit of a few, I can't say much for how the systems work in it and how it would translate to a video game.
 
Sardukhar

Sardukhar

Moderator
#14
Jan 13, 2013
slimgrin said:
I'd argue that some amount of health regen is necessary. This is a PC game now, not PnP.
Click to expand...
True, but why is that? It wasn't always so - if you screwed up, you died and you reloaded. It's a few extra seconds.

The silly regen and Doom-style healthpacks certainly encourage a foolish, wolverine-style mentality, but that doesn't mean it has to be the only one.

I'd never prevent your gameplay style, ( weak as I think it might be....I mean, what else is Trauma Team FOR? They need to EARN my money!), but I'd really like to see a gameplay option that removes such arcade silliness.

You know, I've noticed that in CP2020 games where combat is applied as written (8 dam destroys limb, kills in the head), players play a lot more non-Solo classes, because they really want to avoid unnecessary combat. This leads to more roleplay and deeper plotlines, and means when combat occurs, it's pulse-hammering.

Win all the way.
 
Aditya

Aditya

Forum veteran
#15
Jan 13, 2013
I guess it will be most likely regen health bars. I haven't seen a game today which doesn't use in that in some way or another
 
B

braindancer12

Rookie
#16
Jan 13, 2013
regen health
 
kofeiiniturpa

kofeiiniturpa

Mentor
#17
Jan 13, 2013
No health regen thank you very much.
 
S

Sirnaq

Rookie
#18
Jan 13, 2013
Im pretty sure, there is no such thing as stimpack in cyberpunk 2077, but i could be wrong. Id say whatever cyberpunk pnp suggest to use, few people mentioned implants with health regen and stabilizers. What would i like to see is limb dmg, for example if your limb is destroyed you need to buy another one etc.
 
videopete

videopete

Senior user
#19
Jan 13, 2013
I hate regenerating health, I hate stimpacks. Esspecially when it comes to my favorite game. Remember you have a reload button, in table top you didn't, you got turned in for parts and the rest of the team ate real pizia that night. That didn't stop us from having heavy combat. Plus there is something we need to remember that this is a Role Playing Game, not a shooter. You are here to immerse your self into your character, to love it as an extension of your self. I feel regenerating heath breaks what we in the role playing community call verisimilitude. With regen or health packs the answer for violence becomes being the solution becomes the only o e you see. We see success as the only means of continuing our story that if a player makes a mistake its game over, instead in the face of over whealming odds some times its okay to admit you lost to head back to the safe house for the rest of the body to heal, for the heat to die down, and the next descision to be made. But in cyberpunk sometimes in failure you get a more interesting narrative. So with out regen or health packs, it makes you think of other ways accomplish your goals.
 
T

Tarathelion

Forum veteran
#20
Jan 13, 2013
Well, pen and paper mechanics have to be adjusted to computer game environment. You can't expect people to wait a week till your health will regenerate. It works in pen and paper, it even can lead to some really good adventures, but not so much in video games.
As i said it has to be adjusted, some element of health regen is necessary.
I would like to see something like this:

- Very slow health regen outside combat, (accelerated by sleep/rest)
- no in combat regen
- wound system - (way easier to design in turn combat but i guess could be implemented in real time one as well) - what i mean is basically a system that determines in what part of your body you were hit, not too specific (head, chest. left arm, right arm, left leg, right leg would be enough)
- damage to your augmentations - if you have a augmented arm, that augmentation can be damaged if hit. Afterwards you can repair it yourself if you have such skills or visit npc.
- specific health regen augmentations just like Wisdom suggested (i am assuming its based on pen and paper) increasing health regen
- drugs to enhance health regeneration
- no instant heal medpacks, stimpacks
 
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