cRPG
cRPG => Suggestions Corner => Topic started by: Kulin_ban on December 01, 2012, 04:14:59 pm
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HACKED
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I wouldn't be against it, as long as the amount of hp regenerated didn't exceed 7-14% of dmg received.
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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.
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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?
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Remove health bar and add bloody screen with regeneration.
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Siege - yes, battle - now :P
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[...]
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.
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Would make it too forgivable, at least in my opinion
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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...
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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:
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If we talk about the overall health status, I am pretty sure your agi-whore has the healthier organism... :P
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health as a separate attribute will just make everyone slower and weaker than they already are :/
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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:
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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
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Before the discussion gets de-railed:
I am serious about Health as 3rd attribute.
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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...
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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.
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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.
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The most idiotic thing I have ever read on the forums.
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I think it would only make sense to Team Wounding, for an huge number of reasons.
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I'd say no... just think of how many classes would be affected by this.
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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 :)
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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.
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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.)
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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
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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.
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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.
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As STR gives 1hp per unit, give AGI 1% hp regen per min per unit or something.
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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.
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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.
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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.
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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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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.
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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
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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.
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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.
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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.
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It is a nice idea and would help balance agility classes who need to retreat, but it would also make tincans even MORE dangerous.
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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.
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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?