cRPG

cRPG => Suggestions Corner => Topic started by: Kulin_ban on December 01, 2012, 04:14:59 pm

Title: HACKED
Post by: Kulin_ban on December 01, 2012, 04:14:59 pm
HACKED
Title: Re: Let's talk about health regeneration
Post by: Bjord on December 01, 2012, 04:21:37 pm
I wouldn't be against it, as long as the amount of hp regenerated didn't exceed 7-14% of dmg received.
Title: Re: Let's talk about health regeneration
Post by: Boerenlater on December 01, 2012, 04:27:29 pm
Add a health regen skill then. For every 4str 1point.
With 0 skill in regen you won't regenerate health and let's say with 3 you will get some % back per minute.
Ofcourse this would make IF obsolete.
Title: Re: Let's talk about health regeneration
Post by: Teeth on December 01, 2012, 04:28:07 pm
I wouldn't be against it, as long as the amount of hp regenerated didn't exceed 7-14% of dmg received.
Why exactly 7-14%? Besides, if it is that low it is basically useless and not at all worth the coding time.

I would be against it, it promotes staying out of danger while you regenerate, basically slowing down gameplay. Simultaneously it allows classes that are mostly not in immediate danger, ranged and cav, to profit more from this than those that are, melee. Damage dealt should be damage dealt forever, without them being able to just walk it off. I personally hate games where you just not manage to kill someone and all that effort is useless because of health generation.

MAYBE, moving would disable health regeneration.
Really? Think about this one for a second, how exactly is having people standing still all over the place desirable for gameplay?
Title: Re: Let's talk about health regeneration
Post by: Laufknoten on December 01, 2012, 04:29:10 pm
Remove health bar and add bloody screen with regeneration.
(click to show/hide)
Title: Re: Let's talk about health regeneration
Post by: Falka on December 01, 2012, 04:44:03 pm
Siege - yes, battle - now  :P
Title: Re: Let's talk about health regeneration
Post by: Molly on December 01, 2012, 04:54:08 pm
[...]
Really? Think about this one for a second, how exactly is having people standing still all over the place desirable for gameplay?
You already have that now too, don't you think?
People who get hit early in the round for a lot of damage won't keep charging anyway. They would hide behind some wall to avoid damage and get back into the fight when e.g. less cav/ranged is around...

I don't think it would change much compared to now. Damaged player go to the 2nd row now and they would do it with hp regen. In my opinion this specific argument is invalid.

Not saying that all arguments are invalid but this specific one seems to be - at least to me.
Title: Re: Let's talk about health regeneration
Post by: Gurnisson on December 01, 2012, 04:55:56 pm
Would make it too forgivable, at least in my opinion
Title: Re: Let's talk about health regeneration
Post by: Molly on December 01, 2012, 05:02:59 pm
Dunno if this is the right place to throw in a suggestion I am making for 1 year or something but...

Instead of having Health regeneration I would like to see Health as a 3rd attribute on the character page, next to Strength and Agility.

By doing so - at least in my humble opinion - a lot of issues could be solved. Especially the viability of Agi-builds.
The coupling of Strength and Health always has been a quite stupid idea to me...
Title: Re: Let's talk about health regeneration
Post by: Falka on December 01, 2012, 05:08:07 pm
The coupling of Strength and Health always has been a quite stupid idea to me...

Strcrutcher:
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Agiwhore:
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According to you which one has more HP?  :wink:
Title: Re: Let's talk about health regeneration
Post by: Molly on December 01, 2012, 05:10:45 pm
If we talk about the overall health status, I am pretty sure your agi-whore has the healthier organism... :P
Title: Re: Let's talk about health regeneration
Post by: Osiris on December 01, 2012, 05:16:32 pm
health as a separate attribute will just make everyone slower and weaker than they already are :/
Title: Re: Let's talk about health regeneration
Post by: Strider on December 01, 2012, 05:16:40 pm
I support this. It was implemented in mb mercenary mod. Each point of Ironflesh increases regeneration speed by 0.5 seconds. It would totally buff usage of point in ironflesh and all in all, better gameplay.  :wink:
Title: Re: Let's talk about health regeneration
Post by: Laufknoten on December 01, 2012, 05:17:38 pm
If we talk about the overall health status, I am pretty sure your agi-whore has the healthier organism... :P
We could rename Ironflesh to steroids and players with high ironflesh/steroids have the chance to randomly die of a heart attack. :D 
Title: Re: Let's talk about health regeneration
Post by: Molly on December 01, 2012, 05:21:24 pm
Before the discussion gets de-railed:

I am serious about Health as 3rd attribute.
Title: Re: Let's talk about health regeneration
Post by: rufio on December 01, 2012, 05:33:16 pm
what about they focus on current mechanics, like buffing athletics, buffing hold attacks, fixing glance chances to counter brainless spam. also on a side note fix the sheath visuals...
Title: Re: Let's talk about health regeneration
Post by: Leshma on December 01, 2012, 05:44:14 pm
Severed arms, bandages, blood loss, medicinal herbs, yeah I'm for that.

Stupid regeneration, nope.

For the record, I don't even like stats system we have now. I like my games realistic.
Title: Re: Let's talk about health regeneration
Post by: San on December 01, 2012, 05:55:58 pm
Partial regeneration like they do in fighting games I'd be okay with. I would like some partial regeneration near the flag on siege. It gets annoying when you fought off many waves of attackers and now you only have a sliver of health left. I just find ways to get myself killed so I can spawn with health again in that scenario.
Title: Re: Let's talk about health regeneration
Post by: Emotion on December 01, 2012, 06:44:27 pm
The most idiotic thing I have ever read on the forums.
Title: Re: Let's talk about health regeneration
Post by: karasu on December 01, 2012, 07:09:57 pm
I think it would only make sense to Team Wounding, for an huge number of reasons.

Title: Re: Let's talk about health regeneration
Post by: Miley on December 01, 2012, 07:12:25 pm
I'd say no... just think of how many classes would be affected by this.
Title: Re: Let's talk about health regeneration
Post by: no_rules_just_play on December 01, 2012, 11:30:20 pm
not really into health regen, but a doctor would be pretty cool :D in persistent world, doctors can already use scalpels that slowly heal people by stabbing them. (doctor skill must be implemented in this case)

WARNING: make sure that there is no knife that looks almost the same as the scalpel, people might troll with it and tell people that their dagger is a scalpel and that they want to heal them.

well ok, maybe its just a stupid idea, but it could be cool :)
Title: Re: Let's talk about health regeneration
Post by: Spa_geh_tea on December 03, 2012, 06:21:58 pm
not really into health regen, but a doctor would be pretty cool :D in persistent world, doctors can already use scalpels that slowly heal people by stabbing them. (doctor skill must be implemented in this case)

WARNING: make sure that there is no knife that looks almost the same as the scalpel, people might troll with it and tell people that their dagger is a scalpel and that they want to heal them.

well ok, maybe its just a stupid idea, but it could be cool :)

Your suggestion makes more sense then everyone being able to rejuvinate themselves.

Perhaps a unique set of medical equipment (uses firearm wpf). Which does about 1(min)-5(max) HP per slap(which stuns the healee like a normal hit). Increased wpf increases healing capability. Bandage does 1hp, scalpal (2), saw (3).....

Make healing tents more accessible before adding individual micro bot to heal a player.
Title: Re: Let's talk about health regeneration
Post by: Memento_Mori on December 03, 2012, 08:25:09 pm
buffing hold attacks
*SNIP*

ew, no. :(

Buff chambers!

Why the hell would you want to buff held attacks, they're boring.


OT, health regen is stupid, game is already far too forgiving (boring, boring, boring, BORING) cRPG isn't really going anywhere fast. ("fast" as in exciting, so actually wouldn't doubt it if they actually do add some HP regen to make combat even more slow and boring.)

Title: Re: Let's talk about health regeneration
Post by: Snoozer on December 04, 2012, 09:35:04 am
fuck it why not? i like the buff IF idea

IF is damn near useless it only keep you able to fight black bar a little longer

it would be a nice change for siege as well that defenders have a fighting chance they lose 80% of the time anyways they just slowly get pushed back

and it would make fighting more intense seeing how people will be able to fight a little bit more fresher based off their IF
Title: Re: Let's talk about health regeneration
Post by: Vibe on December 04, 2012, 09:59:53 am
No way, people die way too slow already. Cutting the max HP in half or something would be a much better idea. Pay for your mistakes, fuckers.
Title: Re: Let's talk about health regeneration
Post by: Ninja_Khorin on December 04, 2012, 10:12:42 am
Nothing is as fun as slaughtering nabs on rageball in full plate, 12 IF and regenerating health. Oh, and occasionally I throw the ball in the goal from midfield.

But seriously, though. It's nothing I'd like to see in cRPG. But then again in 1v1, everytime I survive one hit I consider myself defeated, even though I kill the guy. It's not zen to be bloodied.
Title: Re: Let's talk about health regeneration
Post by: Malaclypse on December 04, 2012, 10:33:34 am
As STR gives 1hp per unit, give AGI 1% hp regen per min per unit or something.
Title: Re: Let's talk about health regeneration
Post by: Rhekimos on December 04, 2012, 10:56:58 am
It might even work in the weird mode called rageball, but don't ever introduce it in any form for any of the non-silly modes.

Running to hide to get your health back in battle will be the killing blow for this mod.
Title: Re: Let's talk about health regeneration
Post by: Molly on December 04, 2012, 11:01:13 am
Just make Health a 3rd attribute!

Then you have make a decision if you wanna hit hard, tank hard or run... umm... hard. Guess you get my point there.
Title: Re: Let's talk about health regeneration
Post by: Malaclypse on December 04, 2012, 11:26:22 am
Just make Health a 3rd attribute!

Then you have make a decision if you wanna hit hard, tank hard or run... umm... hard. Guess you get my point there.

I'd really like this, and have suggested it before. Decouple HP from Strength. Agi has passive benefit of movement speed, Strength has passive benefit of melee and armor gear selection, and Endurance or what have you passively increases HP and unlocks Ironflesh.
Title: Re: Let's talk about health regeneration
Post by: Tibe on December 04, 2012, 12:23:25 pm
Severed arms, bandages, blood loss, medicinal herbs, yeah I'm for that.
Stupid regeneration, nope.
For the record, I don't even like stats system we have now. I like my games realistic.

Aye! Like bandages refill about 5% hp while herbs refill 10% and they take slots and cost good ammount of upkeep. Id be all for that, it would increase teamplay dramatically. Like we would have guys who have all slots filled with medicalstuff and they drop it infront of players that could help the team win and need it. Blood loss.....naaaaaaah. Severed arms.....mybe. Regeneration, nononononononononononono.

Kulin suggested that cav should stand still and wait till HP regenerates. Thats just wrong. It has happened quite alot that one team has only meleefighters left, while other has cav. Do you not see a problem here? Everybody with a half a brain whould just ride to the edge of the map were infantry would never catch them and wait till HP fills up and go to another couchingrun. Overall regeneration is a shit idea. Would make rounds way to long. Suicidal players like myself whould just pick their nose in spec longer and play something else out of frustration.
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Title: Re: Let's talk about health regeneration
Post by: CrazyCracka420 on December 04, 2012, 06:09:16 pm
I would not like to see anything with health regeneration added.  Some people say it would add more to teamplay, but I disagree.  All it would promote is people running and hiding from combat.
Title: Re: Let's talk about health regeneration
Post by: Snoozer on December 04, 2012, 08:11:03 pm
Aye! Like bandages refill about 5% hp while herbs refill 10% and they take slots and cost good ammount of upkeep. Id be all for that, it would increase teamplay dramatically. Like we would have guys who have all slots filled with medicalstuff and they drop it infront of players that could help the team win and need it.
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the fuck? people wouldnt share these medical slot items,if they are slotted the only people who would be able to use them would be people with free slots so any build with more then 2 slots is probubly screwed and would now have to deal with self healing assholes as enemy's the only builds ive ever had that werent over 2 slots was a 1h/sh build....thats it actually lol

I'd really like this, and have suggested it before. Decouple HP from Strength. Agi has passive benefit of movement speed, Strength has passive benefit of melee and armor gear selection, and Endurance or what have you passively increases HP and unlocks Ironflesh.
why not? str has been dominant for too long imo it would be nice to see some viable diversity again
Title: Re: Let's talk about health regeneration
Post by: chadz on December 04, 2012, 08:16:31 pm
Objectively speaking, it could work in respawn modes(=siege), and not in non-respawn modes (=battle).

However, I think it wouldnt fit the mindset of cRPG.
Title: Re: Let's talk about health regeneration
Post by: Tibe on December 04, 2012, 09:22:50 pm
Indeed. Regeneration health should really stick to CoD and things like that. Cause all it takes is for you to spot your enemy and 2 seconds to kill him. Warband on the other hand is spotting and 2 minutes of endless fighting if 1 vs 1 and both are only good at blocking.
Title: Re: Let's talk about health regeneration
Post by: Ostulor on December 05, 2012, 01:12:45 am
Aye! Like bandages refill about 5% hp while herbs refill 10% and they take slots and cost good ammount of upkeep. Id be all for that, it would increase teamplay dramatically. Like we would have guys who have all slots filled with medicalstuff and they drop it infront of players that could help the team win and need it.

This could be an interesting idea.

Herbs could be lightweight and heal for a very small amount, so AGI builds could still keep their largest advantage while being able to heal. However, dedicated healers and STR builds with extra slots could bring bandages which would heal more but weigh considerably more as well. But, to balance it, blocking with either herbs or bandages in hand would be impossible, even with a shield. This would make it so healing during combat would be extremely risky and would be more for after the fight. And of course, repairs would be high too.

Would be nice to see 2h users carrying something other than crossbows.
Title: Re: Let's talk about health regeneration
Post by: Carthan on December 05, 2012, 04:17:31 am
It is a nice idea and would help balance agility classes who need to retreat, but it would also make tincans even MORE dangerous.
Title: Re: Let's talk about health regeneration
Post by: Ostulor on December 05, 2012, 06:05:30 am
It is a nice idea and would help balance agility classes who need to retreat, but it would also make tincans even MORE dangerous.

By that logic it'd make everything more dangerous, silly.
Title: Re: Let's talk about health regeneration
Post by: Callan on December 07, 2012, 01:01:04 am
As STR gives 1hp per unit, give AGI 1% hp regen per min per unit or something.

By that logic, agi spammers would regen 30%+ hp every minute...

And do you really want a 2h kuyak spammer regen 15% of his health every minute?