Poll: Healthpacks vs. Regenerating Health

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Jakub324

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Jan 23, 2011
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Regeneration. I don't like breaking the fight off every 10 minutes to hunt for a pack of hypodermic syringes, I want to keep killing invaders, dammit!!
 

Blaster395

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Dec 13, 2009
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I think Just Cause 2 had it right. You can regenerate up to 20% of your health, but take more damage than that and you will only regenerate part of it, some will be permanently lost until you get a health pack.

Means you are never disastrously low on health and heal up a bit during combat, but stops health packs from being useless.
 

Aerograt

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Jan 7, 2011
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I like the way Singularity did it where your health didn't regenerate but the character held a number of first aid kits for an instant healing effect that took about three seconds to apply and left you very vulnerable. Bioshock did something similar but the healing was instant with no penalty so you essentially had 9 health bars in the first and 5 in the second.

The thing I don't like about health resource systems is that you can be in that situation where you have three HP left but the health pack is right next to the boss you have to face. I've been thinking that regenerating health systems should at least put you at 50% health by default with first aid kits putting you back at full.
 

Korzack

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Apr 28, 2010
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Both have their up and down-sides - what regenerating health's unwittingly led us to is the 30 second bubble of fun that gets repeated over ten hours or however long a AAA FPS lasts these days. The healthpack system was more instant action, but yeah, backtracking to find that stimpack by the blue door so you've a chance of butchering that cacklebastard inside the chapel broke the flow like sledgehammers to a riverdance. I liked Borderland's trick of having health-packs, but regenerating armour, that was damn nice (And actually would make sense if they started trying that for space marine based games)
 

Magicman10893

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Aug 3, 2009
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Shit. I put "I Don't Care" because I forgot about the health system in Far Cry 2. I would also like to point out that Halo Reach has a similar hybrid system where your health would regenerate only to a certain degree depending on the damage and requires you to get a health pack to fill it up completely.
 

SirDoom

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Sep 8, 2009
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I prefer games where you die in one shot. Really.

But, if that's not the case, then I prefer the health pack system, or a hybrid system. Let's say I get into a big firefight with someone, and almost kill them before running out of ammo and having to fall back a bit to pick up a fallen teammates gun. In the 10 seconds it takes to do that, I don't want them to have regenerated and be back at full health. Ducking around a corner for 5 seconds and coming back out with 20 less bullet holes in you just doesn't work for me.
 

Someone Depressing

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Jan 16, 2011
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Regenarating-health does nothing but reduce all the strategy down to sitting behind a bit of wall for a minute-or-so.

But, in a game where you get incapitated in only a few hits and have to franticaly turn-every-rock for a health-kick, that's not tense, or scary, or contributing to anything: That's just annoying.

I'm in the middle. But, I really liked Far Cry 2's hybrid HP; so I guess I'm going for that.

Or, maybe you could have 2 health bars - one regenrating; one health-pack-based. If the regenerating one goes down, you're pack-based one'll take the damage, and if you're pack based one goes down, you die.

Like the Sheild-system from Mass Effect.

Either way: As long as it's not completely regenaration-based, I'm happy.
 

Elemental

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Apr 4, 2009
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Zhukov said:
MeXR said:
Zhukov said:
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.
Can you remind me how that system worked? It's been a while since I've played it.
Sure.

- You had a visible health bar. The bar was broken into five equal segments.
- Avoiding damage would cause regeneration, but only to the next segment. So, for example, if you were knocked down to two and a half segments, you could only regenerate back up to three full segments.
- You could recover all your health by using a health syringe. You could carry five syringes at a time. (You could upgrade your syringe capacity later on, but I never did.) Syringes could be used at any time, including while driving.
- If your health dropped below one segment (20%) then you would start bleeding out. This could be prevented by performing first aid. (The exact procedure depended on what kind of injury you had. It could be removing a bullet, relocating a joint, bandaging a wound, patting out a clothing fire etc.) However, the first aid took about five seconds to perform, and would be interrupted by further damage, so you had to find a somewhat safe location. First aid would get you back up to two segments (40%).
- (Incidentally, the first aid animations were utterly brutal. See for yourself [http://www.youtube.com/watch?v=zaFxErhm8CU].)
- You could take a fair bit of damage before dying. Even on harder difficulties, enemy snipers took about 3-4 shots to kill you outright.

So yeah... heh, quite complex.
Wow you were right, more games should definitely use this kind of system, thanks man :)
 

Tibs

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Mar 23, 2011
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I myself have almost always been playing games with regenerating health. I can only remember 2 games where there was no common regenerating health system. MOH Frontline and Resistance.

I prefer regenerating health because it is easier and avoids a good bit of frustration for me.
 

Hisshiss

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Aug 10, 2010
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Slow but full health regeneration, and large health pools, so combat becomes about minimizing damage taken so you can survive the fight, the regen would mostly help between fights to eliminate the need to scavage constantly. Obviously this would only work for combat oriented shooters or RPG's/adventure games and the like, as far as survival horror goes, the non regen health pack method just lends itself too well to the genre.


Alternatively I would go for the halo 1/Borderlands system, a static health bar that requires items to heal, with a weaker but infinitely regenerating shield on top of that health bar, so damage is only permanent if you take too much of it.


This mostly only applies to shooters for me, as far as RPG's go i prefer static healthbars, but with alot of means to regain health on the side, class specific heals, health regen on gear, life drains, pretty much anything that makes that bar go up.
 

Blackpapa

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May 26, 2010
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Health is, in the most basic form, another resource the player has to manage.

When done properly this can increase the level of challenge and fun of a game. It creates a lot of opportunities.

For example, you're never short on resources in Call of Duty games. I played them at the highest difficulty level and never had to deal with lack of X. This limits the options a game designer has. Can you lure a player with a cache of medkits, armor and ammo?

In a classic FPS, Half-Life style, yes. In CoD, no.

Apart from that this resource management determines the player's playing style. A player short on resources will have to change his tactics - take off enemies at a distance, change tactics, perhaps even avoid enemies altogether.

Can this be implemented in a CoD game? Sure, but it has to be intentionally scripted. Which means the change of tactics doesn't come from the player's incentive but is rather forced upon by a designer.

This takes a lot of fun and challenge out of a game.

---

I personally would favor a two-tier system. Soft and hard health. Soft meaning easily replenishable, potentially auto-regenerating - once it's down the player takes damage to the hard health, which is much harder or impossible to replenish, has negative side-effects.

The idea behind this is that there are two separate forces here.

First, getting shot in FPS games is inevitable. As much as I'd love to see a game where getting shot means, if you're lucky, pulling out a tourniquet, it wouldn't sell well. The player will get shot and there has to be a mechanism that allows the player to continue playing despite taking damage.

Second the player needs to be incentivized to avoid taking damage in the first place. The classic health-meter is a simple and efficient implementation of this, because the penalty for taking damage is making the rest of the game/level/encounter harder, prompting a change of tactics. Of course this requires the player to revise his/her strategy and that could prove discouraging to the braindead people - and hey, their brains may be dead but their money is as good as any. So this feature is the first to be cut if you're looking to make the game accessible to freaking everybody.

An example of an implementation of a two-tier system would be a shield and armor in a sci-fi setting. The player can absorb say 30% damage via an auto-regenerating shield but anything beyond that cripples the armor, induces negative effects, disrupts aim, decreases visibility and so on.

Interestingly, this also answers the issue presented time and time again by the regen-health junkies - "Oh and what if a player starts a segment with 1 health point and can't physically finish it?"
 

TrevHead

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Apr 10, 2011
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Health Packs - I love the little trick that Serious Sam add to some of its health packs / armour by setting them as triggers for baddies to spawn. It adds a bit of strategy into the game where I might be low on health and see a medikit all on its own meanibg its probably a trigger. So I ask myself do I pick it up and risk loosing even more health or risk ignoring it and trying to get past the next section with what health im at.

Regenerating health is ok for cover based games, imo it fits Mass Effect very well.

Thats why I was so pissed when I saw DNF used this system as its not supposed to be a cover based game (or atleast thats what the marketing has been saying)
 
Sep 14, 2009
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Zhukov said:
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.
basically this, if you have pure health packs, i probably will be annoyed by your game, especially in multiplayer if its pure healthpacks, that will annoy the shit out of me

a good 1/3 of your health should be regenerated, the others is a loss unless you do pick up a healthpack, and then half of your overall "health" should be a shield, which can be regenerated fully, (alot like reach basically) is roughly the best combination i have found out there for fun and balance in the health department.
 

aba1

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Mar 18, 2010
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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.
I feel I can get behind that
 

TrevHead

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Apr 10, 2011
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Eric Huntinton said:
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.
I feel I can get behind that
It would be terrible, players if they can will abuse the system, especially those who play on hard mode or suvival mode.

So all it will do is make the game progression even more slower and players will drink alot of tea
 

AnAngryMoose

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Nov 12, 2009
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Nightvalien said:
AnAngryMoose said:
Nightvalien said:
regenerating means you suck at the game and can suck your thump every so often, it's just a mechanic to sell more to a broader more stupid crowd that wouldn't be able to play a game unless they are led.
I apologise if a game's mechanics mean people suck at the game. So, everyone on the planet sucks at CoD? Even the people at the top of the leaderboards? News to me.

Hope you haven't received too many warnings, mate. Congratulations on insulting the intelligence of every single person who has indulged, even for a second, in a game with regenerating health. I assume you're included in this since you must have at least experienced it in this day and age. Your 'arguement' is pretty indicative of that.
Everyone's intelligence is insulted when it comes to regenerating health, how challenging is something that makes you sit in a corner for 10 seconds looking at crate textures if you make a mistake, if you make a mistake you should be either dead or suffering a penalty you can't just walk it off like a pansy, and no i haven't played cod my kind of fps are the ones like old school painkiller.
Well then how can you judge it if you're too pig-headed to even try it? I love Painkiller, but it would suck with regenerating hate. I love CoD, but it would suck with healthpacks. It depends on the individual game and if you're going to insult peoples intelligence and skill because of a game mechanic when they get the hell off this forum, because a lot of people won't welcome you here. Also, how is getting shot making a mistake in a fucking FPS? You're going to get shot. Face it. It's part of the fucking game. That's like saying if someone attacks you in a hack'n'slash that you've made a mistake. Sorry we can't kill everything before it can react, lest the game be too challenging.
 

Sir Boss

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Mar 24, 2011
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Dr. McD said:
Sir Boss said:
Dr. McD said:
Sir Boss said:
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 disagree, with the focus on scavenging removed exploration goes out the window, and firefights become a matter "hide behind cover and shoot at the other guy", which is just boring.

I prefer healthpacks that can be taken with you.

I am by no means saying regenning is better, as you'll notice in my original i stated hybrid was my favorite. in fact, i dislike regenning, but was just trying to get the facts out.
I know, but what I disagree with is the idea that regen health allows better level design, since no health kits usually takes out what little exploration id in linear games. Of course, a game can be bad despite having health kits, but they can help add to exploration.
one of the prime reasons i gave up on linear games
 

Weaver

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Apr 28, 2008
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I'm going to deviate a bit from the regular reasoning:
I like health packs because they let the player screw up.

With regenerating health it's akin to "Oh no poor baby did you take too much damage in that last fight? Here let mommy kiss it better! Okay, be on your way now!" With health packs we get more of a "Oh, you took too much damage and now you can't find a health pack? Well I guess you shouldn't have fucked up so badly, dumb ass. Be more careful and maybe you'll live."

As a personal preference, I enjoy my games indifferent to my suffering.
 

aba1

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Mar 18, 2010
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TrevHead said:
Eric Huntinton said:
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.
I feel I can get behind that
It would be terrible, players if they can will abuse the system, especially those who play on hard mode or suvival mode.

So all it will do is make the game progression even more slower and players will drink alot of tea
you would think so but in reality people are lazy and impatient you can argue with me if you like but everything I design as a webdesigner is with that in mind and without it people wouldnt even bother looking at my sites, and because people are lazy and impatient most wont sit there and wait for there health to come back maybe for it to go up a little in a tight situation but for the most part they will get impatient n get back out there anyways besides if the game is well designed it wouldnt let you just simply run away and hide till your health comes back the enimy should follow you