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Health: regen or stimpack?

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Daywalker30

Daywalker30

Senior user
#41
Jan 13, 2013
Well Health Regen would make sense with this Game (augmentation and stuff), but only 10-20 % (or really really slow) the rest needs a stimpack or sth.

How I miss the medipacks in games these days :(
 
G

Gottrahmen

Forum regular
#42
Jan 13, 2013
Prospect 101 said:
Potions?!...Excuse me but this is not a medieval game at all. This game is an futuristic one, that means that the only way you can get your health back up again, is visiting a fixer or having a health implant regeneration method. Other wise it will not happen how you think it would.
Click to expand...
I didn't literally mean potions, I just used it as an example because it's what TW2 uses.

I have not played 2020, so I don't really know what would make sense in the Cyberpunk universe. If there's something that goes against the logic of Cyberpunk I'd be against using it, but I'm just trying to look at what would make sense from a gameplay perspective. Please excuse my ignorance. :)
 
G

goldringer

Rookie
#43
Jan 14, 2013
sardukhar said:
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.
Click to expand...
I completely agree with you I love it when not playing as the armed to the teeth bad ass is still a valuable character.
 
V

voitan

Rookie
#44
Jan 14, 2013
Whatever means is used to "heal" the player, I want it in real time, and no pauses in the gameplay.

And no quick regening health. Fuck that.
 
R

rebelins

Rookie
#45
Jan 14, 2013
I have an idea that ties into the combat system, health regen, AND the cyberpunk style over substance motif.

An adrenaline/style system that increases as you chain together stylish combos during combat. Sprinting, well-timed dodges, vaulting between cover rhythmically, and stringing together hits would all raise this meter. The adrenaline would increase your damage reduction by a slight proportional amount. However, any lethal hits would still be lethal regardless of your adrenaline, so you can't just go balls out berserk and expect a free win. After combat, you gain a health regeneration boost based on how high your adrenaline was. Having a high adrenaline post-combat could be the difference between a lengthy and expensive hospital visit, and a cheap doctor checkup.

So you do get a form of regeneration, but the caveat is that you have to play less passively to take advantage of it. Shooter nooblets can choose to hide behind cover and play like a pussy, but they better make sure they never get hit during combat. If they do take damage, it's going to hurt a lot, and they're going to regen little to nothing after the fight.

In the end, this system would add a sense of lethality and pulse to both passive and aggressive styles of play.

I should add that I am in favor of having zero inherent health regeneration outside of this mechanic or other cybernetics.
 
D

dmaple

Rookie
#46
Jan 15, 2013
Sirnaq said:
Im pretty sure, there is no such thing as stimpack in cyberpunk 2077, but i could be wrong.
Click to expand...
Think they are from Shadowrun, myself.
 
D

dmaple

Rookie
#47
Jan 15, 2013
Voitan said:
Whatever means is used to "heal" the player, I want it in real time, and no pauses in the gameplay.

And no quick regening health. Fuck that.
Click to expand...
So you seriously want to say be in hospital for three weeks? In real time in the game? That sure sounds like a fun experience.
 
D

dmaple

Rookie
#48
Jan 15, 2013
Anyone remember the first Rainbow Six game, or the SWAT games? You didn't need a heath bar or healing in those, one or two shots and your guy was down possibly dead. I think that is how Cyberpunk 2077 should play, at least until you get cyberware.

I think it would be good if the early missions (locations near where you start), are mainly stealth or investigation with few enemy contacts, or at least ones you can surprise and get the drop on. As you get more equipment and/or cyberware the mission present more opportunities to go on a killing spree against corporate goons, but generally there still should be a non-combat way through the missions for people that focused skills in a different direction. No end bosses that your are forced to fight, and you stand no chance against if you haven't decided to go the Solo route (Deus Ex:HR I'm looking at you).

Armour would be the first item you are likely to get that will improve your survivability.

Healing would involve visiting a Ripperdoc, and downtime (during which events happen, look at X-Com for inspiration (but no alien invasion)), and would not be available during a mission unless you had a Med-tech character with you.

Cyberware would greatly improve your survivability, and reduce healing times.

Trauma Team contracts could be used to recover a character that actually dies on a mission.

You don't need a health bar. Even a biomonitor implant should one show your heart rate/blood pressure and give another clue as to your condition.

Your condition would be reflected by changes to game controls, as you get weaker it gets harder to aim, you might limp if shot in the leg, you might be restricted to one handed weapons, if an arm is injured.

So to the initial questions - Health regen or Stimpaks?

Neither. I'll take a dose of realism thanks.

Okay I'll expand that a little. Some health regen with cyberware, but still no health bar. Drugs could negate the some of the pain effects of wounds, but don't stop the visit to the Ripperdoc at the end of a mission, and won't actually heal you to full by magic, or mend that shatter arm.
 
S

saburoarasaka

Rookie
#49
Jan 15, 2013
I have to side with the "neither" group. You should be able to take combat drugs to keep on fighting even if at the brink of death, but you should heal only at a clinic. Obviously some implants may add some little regen or extra "stay alive" capabilities.
 
wisdom000

wisdom000

Forum veteran
#50
Jan 15, 2013
I wanna see the blood on my character when he is shot.... and maybe the blood from others when he beats them down...

I loved it in Sleeping Dogs when I would go into a big brawl in my nice clean white suit, and come out looking like a used feminine hygeine product...Nothing says badass like being soaked in the blood of your enemies...

Hey the chick in the video was splattered in blood from her victims, why not us too...
 
J

Jack_in_the-Green

Forum veteran
#51
Jan 15, 2013
I would also be against quick health regens as in Mass Effect.... You should be able to cure yourself up, though, specially when fighting against incredibly powerfull enemies (like the giant ROBO-COP we saw in an artwork last year). Going to the hospital EACH time you're about to die = NO FUN, in my book.

There could be a compromise met, though. Like, you could recover your full "general health" using "medi-kits", but if you're terrribly damaged you could onlly recover the use of some of your augments through an obligatory visit to the doctor, be it a hospital or an underground illegal dude. Just an idea... :p
 
R

reconmember

Rookie
#52
Jan 15, 2013
Depends on the augmentations you have.
 
D

dreddpiratebob

Rookie
#53
Jan 15, 2013
TRAUMA TEAM!!!

i am not sure where i stand on the healing issue. I understand how hard it is to implement healing in games but i do want Trauma Team. Nothing beats the moment where the characters make themselves broke to save themselves. Back to square one! but, mainly, GMing when the Trauma Team arrives, guns blazing to save the day is MOMENTOUS!

I have sat while the PCs discussed for an hour whether to save a character with trauma team. They let him die :D
 
U

username_3641406

Rookie
#54
Jan 15, 2013
Very slow regen that takes into account if your offline for a day or two

Nanosurgeons to help speed your recovery

a plethora of drugs that make you Go longer

but a good medic /clinic stim paks or ALOT of time to get you back to full health

I like the idea of only being able to get your health back to say half while on the job without a medic to patch you up
 
U

user_nam_e

Rookie
#55
Jan 15, 2013
when it comes to health/regen i dont really see how a standard solution would work for all those different classes CDPR wants to put in.

There's no reason for a cop (range character or a human without many body modifications) not to have an ability to heal himself a bit in the middle of a fight.

malee units need more dynamics. You go for this kind of class because you want more action. He would have to have a standard health&armor bars. He can regen health in the fights while the armor needs to be repaired after the fight.

Netrunners probably dont need health regens at all. For them hacking is swim or sink.

i really am interested how will CDPR solve this
 
D

Demut

Banned
#56
Jan 15, 2013
Dragon Lady said:
Very slow regen that takes into account if your offline for a day or two
Click to expand...
Wait, what? Are you talking about real-time days?
 
K

killerjv

Rookie
#57
Jan 15, 2013
Augmented Characters:-

Health Regeneration -> YES
Stimpack -> NO

Unaugmented Characters:-

Health Regeneration -> NO
Stimpack -> YES
 
S

sm0kexfr0g

Rookie
#58
Jan 16, 2013
this has probably already been said but the health regen could be present at the start of the game in a very basic form. you then have the choice to either upgrade it and become more cybernetic, or rely on body armour instead and stay unmodified? just a suggestion
 
videopete

videopete

Senior user
#59
Jan 16, 2013
Demut said:
Wait, what? Are you talking about real-time days?
Click to expand...
No but heavy activity prevents healing, I'm thinking time passes faster as if you hit fast toward id you decide to rest.
 
C

ChaosWolf1982

Rookie
#60
Jan 16, 2013
killerjv said:
Augmented Characters:-

Health Regeneration -> YES
Stimpack -> NO

Unaugmented Characters:-

Health Regeneration -> NO
Stimpack -> YES
Click to expand...
Makes perfect sense.
 
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