the point is that if you are close to death you can avoid damage for a while and regain health. How is better to have to wait for the health bar to refill before you can get into another fight? In the previous games i always used health regen potions they don't need to encourage us to use them, if anything they should be discouraging us to them as much.What's the point of health regen potions in shorter fights? Then you can just win a fight and wait a bit until your health quickly regens.
See what I mean? There's a fine balance between these 2 extremes. You don't want the player to just chug potions continuously but neither do you want him to just wait it out for a few seconds before he can jump back in to the next fight, Geralt is Wolverine.
Because it calls for micromanagement. If you know that your health bar, and the resources to regen it, is finite, the player will be encouraged to take a more tactical view to combat, manage his resources carefully, use them sparsely and so on which adds to the element of preparation when hunting or dungeon crawling. The devs have already ensured that the actual gathering/gameplay involved in generating those resources is cut to, in their view, reduce tedium and make it friendly to those people not invested in those aspects of an RPG. They don't need to add health regen on top of infinite potions, even if there are limits imposed upon the number you can carry.the point is that if you are close to death you can avoid damage for a while and regain health. How is better to have to wait for the health bar to refill before you can get into another fight? In the previous games i always used health regen potions they don't need to encourage us to use them, if anything they should be discouraging us to them as much.
There is nothing inherently wrong with either of those "extremes" though, plenty of games have made each work. Health regen is more a consequence of pacing and enemy AI behavior. Unfortunately, they've said they are demoing the game on easy where balance is meaningless, so its difficult to gauge just how aggressive and deadly enemies will be.What's the point of health regen potions in shorter fights? Then you can just win a fight and wait a bit until your health quickly regens.
See what I mean? There's a fine balance between these 2 extremes. You don't want the player to just chug potions continuously but neither do you want him to just wait it out for a few seconds before he can jump back in to the next fight, Geralt is Wolverine.
There are infinite potions in W3? where did you see this?Because it calls for micromanagement. If you know that your health bar, and the resources to regen it, is finite, the player will be encouraged to take a more tactical view to combat, manage his resources carefully, use them sparsely and so on which adds to the element of preparation when hunting or dungeon crawling. The devs have already ensured that the actual gathering/gameplay involved in generating those resources is cut to, in their view, reduce tedium and make it friendly to those people not invested in those aspects of an RPG. They don't need to add health regen on top of infinite potions, even if there are limits imposed upon the number you can carry.
I don't really have a problem with that. if you can win a fight then you won it, the state you are in afterwards doesn't discredit that.What's the point of health regen potions in shorter fights? Then you can just win a fight and wait a bit until your health quickly regens.
yeah, I understand, I just think there is no "good" solution. fast and slow regen are essentially the same thing. in either case you can (and a lot of players will) just wait out until their health goes back to full again. it's a free resource. so on one side you have a tiny bit of immersion, and on the other not having to wait 5 minutes every time before the next encounter.See what I mean? There's a fine balance between these 2 extremes. You don't want the player to just chug potions continuously but neither do you want him to just wait it out for a few seconds before he can jump back in to the next fight, Geralt is Wolverine.
I said short fights. A fight where you can run around, avoiding hits to regen health so you won't die on the next hit isn't something I'd define as short. The scenario I was illustrating showcases the issue with fast regen out of combat: you can get sloppy in these kind of short fights, you don't care if you get hit because you know that if you are victorious (and you probably will be) there's no penalty to playing sloppy. Why should I worry then about preparation etc. if I can just YOLO it and then wait around for a bit.The point is that if you are close to death you can avoid damage for a while and regain health. How is better to have to wait for the health bar to refill before you can get into another fight? In the previous games i always used health regen potions they don't need to encourage us to use them, if anything they should be discouraging us to them as much.
I feel that's dependent on the type of game. Some games need fast health regen out of combat because they're balanced around it (CoD) while others are balanced around no regen at all (CS, Quake, UT). Personally I think that a hybrid would work best with TW3 for the reasons I stated before.There is nothing inherently wrong with either of those "extremes" though, plenty of games have made each work. Health regen is more a consequence of pacing and enemy AI behavior. Unfortunately, they've said they are demoing the game on easy where balance is meaningless, so its difficult to gauge just how aggressive and deadly enemies will be.
Of course its dependent on the game, thats is my point. None of these styles are automatically better than the other. Until we've seen the game played at a proper difficulty its impossible to say whether fast regen will have any detrimental effect on W3.I feel that's dependent on the type of game. Some games need fast health regen out of combat because they're balanced around it (CoD) while others are balanced around no regen at all (CS, Quake, UT). Personally I think that a hybrid would work best with TW3 for the reasons I stated before.
This is true but lets not forget that Geralt isn't Wolverine even in the books when he got his leg smashed he stayed a few months recovering from the broken leg.Geralt heals faster than normal humans.
Great perspective on this. A little off-topic but as far as modern fps I think the new Wolfenstein did it pretty good, rounding health up slightly giving you a chance. Would have meant more though if Über difficulty had actually been hard.I hope they aren't messing with another core Witcher element. I greatly appreciated the slow regen in both games and I used food and alchemy to speed it up. I felt no need to wait it out when the game supplied a compensatory mechanic. I'm very much against fast regen. How is traveling between fights in the wilderness going to feel perilous if you regen to full health after each one? Where is the long term risk, the need for planning? It's not just bad in RPGs, but shooters and action games now feel awfully safe with the idea. Please don't do this CDPR.