Poll: Healthpacks vs. Regenerating Health

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ColeusRattus

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Apr 16, 2009
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Now with the Duke Demo out and it's release imminent, many old school gamers cry out in dismay because the Duke features regenerating health (slightly glorified as "Ego" in game) over the traditional healthpacks the originals had.

As I see it, both systems have advantages and disadvantages.

The main advantage of healthpacks is that they add another ressource to manage, and the scavange for healthpacks make the players search the maps more thoroughly. Basically having low health is a state which encourages activity from the player.
But healthpacks can cause frustration, for example pitting you against great odds when you're down on health and no packs available before difficult passages.

Regenerating health on the other side prevents said frustration, as full health is always just a cover away. As RH systems generally tend to kill off players faster when not in cover, RH promotes more "realistic" approaches to encounter and advancing more cautiously in firefights. thus it shifts the focus more on the actual battles than the scavanging for ressources.
The downside is that gampleay becomes more static, and in many games you spend as much, if not more time staring at a chest high cover wall until your healed than actually shooting stuff. Thus, it's basically a mechanic that encourages passive behaviour.

IMHO hybrid systems rather combine the downsides of two than the upsides...

EDIT: An explanation of hybrid systems, as seen in Far Cry 2 and the Riddick games: the health bar is segmented: each segment will refill after a certain amount of time, unless it's completely depleated. You need to use a healthpack of some kind to regain those depleated segments.

So conclusively, I prefer games with no health meter, where one or two hits kill you (original R6, Red Orchestra, ArmA...)

Now, what's your take on this?
 

TimeLord

For the Emperor!
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Aug 15, 2008
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Regenerating health games mean that those games don't need to be properly balanced and thus is cheating!
 

Shio

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Jun 4, 2011
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If health packs win, we have some liars amongst us; regenerating health wouldn't be in video games if people didn't like it and therefor by into it.
 

Lukeje

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Feb 6, 2008
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TimeLord said:
Regenerating health games mean that those games don't need to be properly balanced and thus is cheating!
Not really; it just means that they have to be balanced in a different way.

Personally I think that both can work, if implemented correctly.
 

Lazy Kitty

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May 1, 2009
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Healthpacks.
Though I wouldn't mind a very slow regeneration which would take 5 minutes (real time) to go from 1HP to 100HP in combination with healthpacks.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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Generally speaking I'm on Team Regenerate. I've never been a big fan of tripping over first aid kits. It just means I have to run around before and after every fight looking for pickups. Little more than busywork in my opinion.

However, Far Cry 2, for all it's faults, had the best health system I've ever seen in a game. I wish more developers would use it.
 

OrokuSaki

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Nov 15, 2010
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I prefer health packs. It's a bit more realistic to me if you replace the word "Health" with "Morphine" because with enough morphine you can ignore a few shots in the arm, but concentrating really hard wont pull the bullets out and miraculously stitch up the wounds.
 

Sir Boss

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Mar 24, 2011
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If you had watched Extra Credits you'd know that regenning health has another upside, it results in better level design due to the dev team knowing exactly how much health the player will be at any given time and not having to guess...
i can't explain, just watch extra credits

... but i prefer hybrid
 

Hylke Langhout

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Mar 2, 2011
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I think the main appeal of regenerating health is that the players can keep moving forward instead of backtracking through the stage repeatedly. I think that the shooting system of Mass Effect works best: giving you an inventory to carry health packs around with you and having them lying on the floor all over the place to use later instead of when you walk over them. It helps keep player in the action and supplying health when needed while still encouraging exploration. At least that's my opinion.
 

Charmi the ninja

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May 28, 2011
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Regenerating health in my opinion is better than struggling to find healthpacks scattered around a level. But i don't like the fast rate taht most games heal you. The concept is fine, but the rate is ridiculous.

As for the duke nukem ego meter, i find it a practical idea. oN the hardest difficulty, i think we'd be dying every minute if it wasn't for the ego boost idea.
Duke lives off his ego, and the more you boost this the more determined he would be not to die. Makes sense. But at the same time hiding behind a rock like a wimp because you?re being shot at should definitely NOT boost your ego. (unless you?re doing push ups behind that rock :p )
 

Dukenstein

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Jul 14, 2010
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It really depends on the game. DNF seems fine with the ego, the way I play at least has me running and gunning 24/7 without looking for a pack and or taking cover. Now the two weapon limit is not so good. Also, wow I have never seen a Demo get so much attention really. I mean, it has been mixed so far, but after the 10th playthrough and now going through with console commands, this has become one of the most fun demos..despite its flaws.
 

Athlumney

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Apr 15, 2009
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I prefer hybrid, in the style of Halo:CE and Reach. You have a regening shield and then a pack healable set of bars, I find it makes it feel like you can always come back even if your opponents have more healable bars.
 

Ajna

Doublethinker
Mar 19, 2009
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Rex Dark said:
Healthpacks.
Though I wouldn't mind a very slow regeneration which would take 5 minutes (real time) to go from 1HP to 100HP in combination with healthpacks.
Though I can see the idealistic perspective behind that, realistically, that would just turn into a game where you'd very quickly get annoyed at having to sit behind cover for five minutes when you were at a poorly designed section with no healthpacks and plenty of cover.

OT: I personally like the approach of the Halo games. The ones that used health packs, that is. It offered a hybrid that worked. You have regenerating health on one level, in the form of shields. Those come back if you get to cover. Below that though, you have health. Your health can only be taken away if your shields are gone, but even if your shields come back up, you don't get any missing health back until you find a medkit. And medkits offer a slight bonus in that if you grab one while your shields are down, they'll recharge while your health climbs back up.

It is also interesting how some weapons are more effective against shields and others are more effective against flesh, making the two weapon system actually force you to weigh your options in regard to what you'll carry.

People who only ever played on Normal without any skulls on, or who never played Halo, won't know what I'm talking about. But Halo can actually have quite a bit of thought and strategy behind it. "Do I grab the medkit now, when I only have two bars of health missing, but it's safe to grab? Or do I save this for if I get hurt more up ahead, so I can fall back for it?" "Do I take this plasma pistol in case there are elites up ahead, or do I keep this rocket launcher, knowing I'll run out of ammo quickly and have to rely on my other weapon until I can replace it?"

Though, I'm also kind of biased towards anything Halo related because it's the only game I'm any good at.
 

Joccaren

Elite Member
Mar 29, 2011
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I have never played Farcry t2o, and this is what has kept me from selecting hybrid (seeing as you specified this example, I would want to know more about the mechanic before I select the option).

I personally like the approach Halo 1 took. You had a health bar, and had to manage health packs, and were always at a disadvantage if shot too many times, however, it also had shields. These shields regenerated, allowing you to always enter combat with at least a chance of winning.

IMO, it took the best from both categories and not the worst: You needed to explore the world to find health packs (Well, there wasn't a ton of exploring to be done but, you get the picture), and you weren't restricted to hiding behind cover. You had enough health and shield (except on The highest difficulty where the odds were basically reversed)to soak up a fair bit of damage, and you often stood a better chance strafing rather than standing behind cover.

It is currently my favourite system of health management.
 

Telperion

Storyteller
Apr 17, 2008
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I like how it was done in Far Cry 2.
It felt like if I did something wrong, then I could always fall back on that game's "health packs" instead of having to load the previous save. I also loved the "buddy system" in that game, so that was another way to avoid having to replay an entire scene.

Of course, one could say that with so many safety nets in the game you'll hardly ever die. And that's true up to a point, once I got the hang of things I hardly ever died on regular difficulty. Except in one spot towards the end of the game where enemies spawn all around you, and you have to gun them all down at once. Didn't really like that part of the game anyway...
 

JediMB

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Oct 25, 2008
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Shio said:
If health packs win, we have some liars amongst us; regenerating health wouldn't be in video games if people didn't like it and therefor by into it.
Or, brace yourself, the majority of the players that prefer regenerating health don't go to gaming forums like these.
 

Neonit

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Dec 24, 2008
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regen health is good. i remember playing fps long time ago when it was "ohh yeah, you've lost because you need a load of health later on - better restart"

and endless searching for healthpacks instead of, you know - playing the game.....

regen health adds dynamic to gameplay. of course, it has to be balanced, but you will never balance things out without trying them out......


balance health regen so you cant just sit there for 5 secs to regen health and it will be great. maybe make it 15 secs regen and simply add more health to start with?


of course there are games where health regen is stupid, like for example stalker is fine without it. fallout too. those games require health bars for immersion.
 

Hugh Wright

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Apr 2, 2010
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Liked what they did inn DA2 Health potions for in combat, but as soon as the combat ends full health. This makes sense as if health regenerates in combat it just end up kiting, or hiding until health is back up. Full health afterwards as it means you don't waste time tracking back 'home' to top up health or standing about waiting for 300 health to come back 1 point per second, or wasting potions you'll need when the next thing want to wear your guts for garters.
 

Shio

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Jun 4, 2011
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JediMB said:
Shio said:
If health packs win, we have some liars amongst us; regenerating health wouldn't be in video games if people didn't like it and therefor by into it.
Or, brace yourself, the majority of the players that prefer regenerating health don't go to gaming forums like these.
Considering how average the members here are, it's a safe bet the people that use this site are also the ones buying Halo and Call of Duty.