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| View Poll Results: What are your thoughts on Regenerating Health for Deus Ex 3? | |||
| I like it. |
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11 | 10.78% |
| I'm on the fence about it. |
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27 | 26.47% |
| I dislike it. |
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64 | 62.75% |
| Voters: 102. You may not vote on this poll | |||
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#26
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Are you positing the same fallacy that Rene did, that we have no inventory? Or a different fallacy, that the only way to get medkits was to scour the earth for them in random locations? Did you NEVER use a medbot? Or go to the hospital in Hell's Kitchen and buy a bunch of medkits? Or weigh the morality of killing a doctor or breaking into a medical supply cabinet to further your own existence? The point here is that when you have medkits, you've got storylines you can build off of them, choices you have to make, items you need to bargain for. This is what DX is about. Determine your own values, and thusly your own play style. Removing this and replacing it with health regen just stupifies the game by removing something that can be used to induce player immersion and thought. In short, the removal of an element of gameplay that was used very well in DX to immerse the player in the storyline and reality of his environment DOES constitute a dumbing down of the overall game. Last edited by Fig89; 03-13-2009 at 11:05 AM. |
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#27
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DX1 on "hard" isn't actually that hard... at least when it's not your first walkthrough. When you play stealthy, you usually don't need many medkits and there are more than you can carry in the inventory. Those super-intense "survival-withouth-legs"-moments in DX1 are actually very, very rare.
Last edited by -=fox=-; 03-13-2009 at 11:16 AM. |
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#28
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They decided to add the autoheal and now riots everywhere
__________________
If you want to make enemies; just dumb something down
The manderley song => http://www.youtube.com/watch?v=_WnBeglPl7s |
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#29
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You mean like in Greece or the Banlieues?
Seriously though... I have no intention to engage in any more flame wars about this godforsaken topic. There's nothing constructive coming out of it.
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#30
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Hehe, hot thread!
![]() Why all this disagreement on health regen vs. a medi pack? Yeah, we know there is the fact that some of you want to 'manage' the situation yourself so that you feel the game is more 'immersive' but, hey, get this.... why not manage everything then in a more realistic way? ![]() That means, play it better, aim, plan, talk, decide, move, THINK better! Don't get shot or hurt in the first place! Then you won't need to rely on either health regen or a medipack so much, right? Problem solved... Now, is that proposal realistic enough for you? |
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#31
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Not exactly but how many threads talk about that ?
Now the forum is a bit more calm, And I prefer that but I'm not happy when I've see the news
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#32
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"spam a few medkits." Sounds like you could use an even stronger RegenAug. Quote:
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__________________
Why does no one remember this? Why isn't this taught in the schools?
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#33
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No other thread has discussed this point, as far as I know. So, yeah, I'd like to hear if people are up to the challenge, because that is what it is all about, right?.
![]() I intend to play the game like it was for real. So I don't want to be relying on artificial health as much as I possibly don't have to; I want to rely on my intelligence and strategy. Anyone else? |
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#34
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Here is the reality of the health regeneration problem:
Deus Ex had a Regeneration aug. If you did not choose that, you had to seek for medpacks from time to time. It was a choice that affected your games experience. This is just an element of choice crossed off the menu. |
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#35
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I've been here for... maybe a week, and I've already seen this discussion rotate to always the same conclusions at least 5 times.
![]() Majority of the community dislikes it, moderators put on their most optimistic smiles, repeat. Personally, I'm done until the developers announce anything new and concrete about the system. That doesn't mean I dislike or discourage the discussion. Quite the opposite, I'd love to see this tumult inspire some consequences on the developer's part, so I don't want to stop it. But I feel like I've written/read/thought everything there is to this topic (which, btw, leads me to the conclusion that regen is a reactionary idea that could be a sign of some rather sterile and flat decisions regarding game mechanics). May I resist to re-post this post in different wording over and over again. It's tempting, but clearly a waste of time.
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#36
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![]() And not too sure about the 'majority' of the community disliking it... the poll has only just started. |
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#37
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And of those who go into shock, probably the majority of people, get no mention. Lets say I shoot you in the legs 7 times in the middle of a desert, what's your chances of survival? Last edited by PlasmaSnake101; 03-13-2009 at 11:48 AM. |
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#38
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So, we got the "more info" so many people were waiting for, and it's just confirmed what we all knew already....and there are still fence sitters. The part that really has me worried is this:
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It's a shame this new info's been released right now really, I was really getting into Blade_Hunter's "medigun" idea, and it seemed like so was pretty much everyone else because it appeased both camps. One forum poster has a much better idea than an entire experienced dev team, what does that say about EM? And one other thing, though I know others have picked up on it already: Quote:
...Right? %@#&$. Last edited by Ashpolt; 03-13-2009 at 12:18 PM. |
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#39
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What's wrong with avoiding combat? Sounds cool to me... I don't like combat, I prefer stealth.
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#40
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First off, thank you René for giving the explanation and reasoning behind the decision. It doesn't come to a surprise that I am not pleased by it, and that it confirms what we suspected, but I honestly appreciate the information. In the end the decisions are yours, and I suppose so are the consequences. Whatever I have to say next is really only aimed at other posters.
I cannot possibly believe, after everything that's been said on the topic, that there are still people arguing this mechanic we now have a confirmation of does not affect the gameplay, the approach and the immersion of the game. I don't even know where to start with what Plasma said, and am tired of arguing my logic against fallacies based on thin air. I'll just go straight to MyImmortal, who at least brings up points Quote:
Ah but the story provides an explanation, which btw, I totally predicted it would. From what I understand, we're basically hooked to a morphine dispenser that shoots us some good stuff to keep us going. It's not too far-fetched, but the explanation does not remove the gameplay problem it causes. Quote:
You challenge someone to come up with an immersive explanation that makes sense to the story and yet does not affect the gameplay? Blade already gave one, which I slightly modified, but I will repeat it here: Give us a gun with cortisone that can carry a limited amount of health shot every time we start an area. Since we can augment weapons in this game, let us the choice to decide if we invest on augmenting this cortisone gun as well. The fixed amount of health in a level remains an aspect that means you have to think through what you do in a level and how you approach, but eliminates the "scrounging for health packs" so-called problem some of you seem to have. With this, you know right from the start how much health you have, and can only run out if manage it badly, and decide not to augment it. If you're still too scared that your poor player may die (isn't that the very challenge of a game, not dying?), then you could also put either dispenser to replenish on cortisone shots for a price, or clinics to buy/steal some from. I'm not that much in favor of this aspect, because it makes health too easily available, but I can live with it if it's the compromise you'd be willing to make. The logical problem behind health regen remains complete with the official approach. It speaks of focusing on gameplay, and yet it removes a gameplay element of the game, which is to manage health and chose your approach according to your available resources. |
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#41
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Re-read my post. I didn't say anything was wrong with avoiding combat. Quite the opposite, in fact.
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#42
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What difference does it make if I sit in the dark for some auto health, or sit in the dark while I look for a medipack in my inventory? Neither options are realistic REALLY, are they? Quote:
This is just my point. It doesn't bother me so much how I get my health in DX3. Because its always going to remain an unrealistic situation.... just as much as consuming a bottle of magic potion. The only thing that I want from a DX game is EVERYTHING else that has been confirmed in the FAQs thread... so I'm happy. ![]() Quote:
Last edited by Viktoria; 03-13-2009 at 12:07 PM. Reason: added reply to Ashpolt |
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#43
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In DX1, health was another resource, like ammo or bio-energy: its value added to the complexity of decisions you would make regarding risk and reward. At times you decided in a given situation that the probable loss of health was too much to try an assault; you had to consider other options. This is one of the design choices that gave Deus Ex its immersion. Making health auto-regenerate is like making ammo auto-regenerate, or bio-energy auto-regenerate, or lock picks auto-regenerate, or give the ability to take back anything bad you said; It dumbs down the complexity in order to keep the player in this somehow magical, sacred state of being "in the action". If I want to be constantly "in the action", I'll play Quake III.
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#44
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By your logic, if you want to do your best not to get hurt at all, then the best system to have would be no possibilities of healing at all. You get shot, you bleed, you get shot too much, you die. Period. Reload. I'm all for this, personally, but this is in direct contradiction with what autoregen proposes, and even more difficult than having a fixed amount of health packs. I don't think the industry will go for this anytime soon, quite the opposite in fact. |
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#45
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This game is becoming another victim of the 'attract a wider audiance' disease. Such a shame. |
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#46
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You think Deus Ex's main attraction was the combat? Don't make me laugh, the fighting in Deus Ex was mediocre, nothing revolutionary. What made Deus Ex is what went on outside of the fighting, the story, atmosphere, and decisions. And as far as I can tell, you can still avoid combat in most situations, just like Deus Ex(Anna, Chow, Gunther, Simons, Page, all encounters we could not avoid). Walking around Hong Kong in Deus Ex one with little health was just like walking around with full health, maybe a little slower or faster. Also I'll stick with healthregen rather than an AnHeroing health gun. Players who already plan and play well will continue doing so. Stop acting like this one feature will destroy the game. |
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#47
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) I've just got to reload again. That would be kind of a waste of time...As we are having auto-health, my logic just accepts it as an alternative to a medipack in my inventory. No matter how you look at it, both options are not realistic.... so happy to go with either one, myself. |
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#48
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I'm no expert on clinical drugs, but surely if Adam is regularly getting doses of morphine he would constantly be high. Plus he'd have an addiction to opiates as well as tobacco!
__________________
![]() Something something, death and taxes. Confucius. |
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#49
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#50
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Or taking a side-path which doesn't go directly to your next objective. Let's make it strictly linear. In fact, walking takes time: let's include auto skip between locations. In fact, if you're shooting at enemies you might miss, thus wasting time. Let's have the game take over so you always hit. Ah screw the whole thing, let's just make the game play itself. You'll be done in a couple of hours! |
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