I feel like in a game where you have health packs or medkits and the ability to be stealthy you can do without regenerating health, because, in theory, you can avoid being shot.
It might be too hard core in a game like FC5 but looking at all the latest vids, health regenerate super fast and i feel like it makes a lot of gameplay mechanics redundant.
It's UBIs most famous desease - making one gameplay mechanic redundant due to another. It happens mostly on AC games but not only.
In GRW you get poor attempts to balance the entire gameplay around over powered abilities (like rebel skills and sync shots) and it creates a mess with AI that always know how to find you, even without laying eyes on you for a second.
In FC5 and many other shooters the regenerating health system means that shooting at enemies from far away is always the best thing to do because getting hit by far away enemies has zero impact on the player since he can just hide for 5 seconds and regen health, while in close quarters fire fights enemies can flank the player and kill him. This means that using pistols and shotguns is sub par to ARs and snipers.
Also health packs are not needed if the player can health on his own and just keep his distance a bit.
Another issue with todays games is that losing doesnt matter. dying has no real implecations - you just spawn 10 meteres from where you were. its so easy to go back to where you where when you died that taking uncalculated risks or messing up is almost encouraged, and there is no sense of fear and suspense from losing anything....
I wish for the health in FC5 to either regened much much slower than it does currently in the builds we've seen, or only regen up to a small amount (like 25% of the total health), or only regened a portion of the damage you took (you where hit and lost 15% of your health? than only 5% of it will regen) or even not regen at all.
I'd love a game mode (which isnt a difficulty setting. its a toggle) that once turned ON than health wouldnt regenerate on its own, armor would matter more, health packs will be more abundant in the game world and maybe in order to complete an objective or save the progress of the game you need to be away from enemies AND make sure enemies are not searching for you, or even go to a friendly outpost, but that's probably too much hastle.
Such options will mean that the player need to avoid damage and not charge head on into agroups of enemies. it would mean the stealth is realistically important and looting is always important as well since you would need to look for medkits. And getting away from enemies in order to save your progress (instead of the game saving at the moment you do an objective or pick up something) would put the need to survive a mission rather than just die a second after accomplishing it.
Or (and?) perhaps some risk involved into dying. maybe instead of just spawning 10 meters from where you were killed you'd spawn at the nearest liberatedd settlement, or lost some of your money or even lost RP or an unlocked skill ability? something along those lines....
Such options are not new to games. they are just a dying breed of mechanics where developers think little of their audience and see them as crying little babies that cant take a feeling of failure here and there. like we always need to be pampered and looked over so, god forbid, we feel bad when playing.
There are games that thrive on difficulty and all im whishing for is a game that has such a thing in it's options. I guess that if such a "mode" was possible than i'd pick a Normal difficulty setting along side it. maybe not the hardest one. maybe playing such a thing on HARD is too much, but that's why i think it should be a toggle, separated from difficulty.
Just some thoughts of mine....
Well it seems (to me at least) that a lot of people are getting upset over nothing. Mostly I feel this way because all we've seen is some gameplay footage that is not only still in the beta stage (when they are still working on stuff and tweaking things here and there), but a demo version too. This means they are gonna have lots of skills and such not only unlocked right off the bat so people can get more a feel for the gameplay without the leveling up and crafting aspects we know will be in the final product, but also suped up to near OP levels too for much the same reason.
I am sure once the game is in our hands, we will find the regenerating health probably be non-existent or even just very, VERY slow when we start off, and then when we are able to put skill points towards it it will just be slightly bigger bump. I also feel that folks complaining about a lack of harvest/skinning animations and no-medkit healing animations are also overblown for the same reason; someone just turned them off by default for the demo of this game and they will be implemented in the final product.
Anyways, that's just how I feel about things.
im not coomenting about the videos we've seen in a vacuum.Originally Posted by Suikodudeman Go to original post
We all know games and Far cry games in general. We know how fast it takes in games for health to start regenerating and we can assume that even though what we've seen was on EASY, the biggest change will be how much damage you take. probably nothing more.
This beta version does look very forgiving and i dont forget that its on EASY and meant to be forgiving.... but i have been gaming for almost 30 years now and i know the direction games tend to go these days (years) and its in the direction im afraid of - fast regenerating health. its like that in almost every game, including UBI games.
The way health regenerates in games makes them too forgiving and eliminates consequences of smaller skirmishes and injuries. its how it is in every AC game, in Ghost recon games, in FC games....
im worried because i know UBI and i know AAA titles and theres a reason to be concerned.
I dont judge what i dont see (like lack of game mechanics like crafting or weapon costumization. i will juddge them when i see them) but its far more reliable to assume that what we're seeing is the final concept of it rather than just 'assume' things will be different.
Regenerating health from 0% to 100% is shown and i dont like it. Previous FC games had segments of health and i am not seeing it here and its more likely it was an abandoned concept rather than a temporary solution to health and i dont like what im seeing.
Some real valid points made in this vid about how games have been dumbed down....
https://youtu.be/ds-DWsO04TI
I definitely have never found myself missing losing 1/2 hour to an hour of progress because I hadn't trekked over to a gunshop or safe house to save the game. That is beyond a punishment for making a mistake well into the realm of tedious frustration. Though why they're changing the health system they had in place for FC2/3/4/P is beyond me, I always liked the balance of multiple brackets for the health bar and only one will regenerate. I had never read about anyone finding that set up annoying or having negative feelings toward it so why they changed it to a full regen system is beyond me, I always felt that system was really good.Originally Posted by Viragoxv535 Go to original post
Well the way you are feeling really has no evidence to support it. There has been absolutely nothing to indicate that what we're seeing is going to be different in the final version. I can see it being so more for the health situation being more forgiving for journalists at these impressions events, there is a precedent for that kind of thing, but there is definitely no reason to think that havesting & skinning animations are simply being withheld from demo builds. I think they're not doing them this time around and I don't think it's overblown to express disappointment in that. Time will tell I suppose.Originally Posted by Suikodudeman Go to original post
Well medkits are still in the game so you CAN still heal right there if you have a med kit. The manual healing never fully replenished your health anyway, and made you vulnerable, so it was always smarter to retreat to cover before performing them anyway right? I am also not a fan of them switching to a full regen system, and am curious what the motivation was behind the decision because as I said before I had never of any negativity about it, so I'm wondering what the cause for the change was...Originally Posted by Canadian Beer42 Go to original post
While I do not support it in FC5, I don't see regenerating health as a whole as the 'dumbing down of games' either. I think some games work better with regen health than with health packs. DOOM would be a good example of a game where health packs would've negatively impacted the pace & flow of the gameplay. It works for some games but can be detrimental to others, but for Far Cry I definitely feel like full regenerating health is not as good of a system as what they had. I'm just baffled they changed what they'd been doing since FC2, it worked so well for the series I thought.Originally Posted by LaMOi Go to original post
I would say the element of FC5 that is more worrisome is that we can tag enemies with the binoculars without even having line of sight on them now. I am not one of the ones who thinks tagging should be removed all together, but I did support it being toned down a bit. I thought they should make it so you have to pull up your binos/ camera and still press a button to actually tag someone, but now we don't even have to have line of sight and we can just pan across an outpost and tag up everyone, thats pretty lame....