Poll: Healthpacks vs. Regenerating Health

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Eumersian

Posting in the wrong thread.
Sep 3, 2009
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It really doesn't bother me that much. I like healthpacks alright, but they can feel restrictive at times. Likewise, regenerating health can make things feel too easy.

I've never played a game with a hybrid of those, so I'm not sure what I can say about that option.

But really, it doesn't matter to me.
 

Iron Mal

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Jun 4, 2008
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Shio said:
Again, mob mentality has no place here and crime certainly has less of one. People dictate the market and developers create what we want them to - after all, they only make money if we buy their games.

Regardless of how good or bad you see the move to be, it is undeniable that we, the market, have chosen this for ourselves.
Mob mentality is pretty much exactly what you're describing, the will of many directing the flow of events (smoking and crime were merely examples of how something being widespread or popular doesn't nessercarily make it a good thing).

And I personally don't buy the 'we the market' thing, I'd like to believe that there are ways to motivate changes in games besides being the lowest common denominator.

And in any case, what's wrong with suggesting improvements to make games better?

Do I need a market analysis to have an opinion on what makes good gameplay?
 

CarlsonAndPeeters

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Mar 18, 2009
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Health packs for most games, I feel. Regenerative health feels like the easy way out for developers. Still, it is fitting for games where combat is not the focus (L. A. Noire) and online multiplayer. Other than that, I like health packs. Hybrid systems always seem like they're going to be cool, but then they disappoint me.

When I think of this argument, I think of Half-Life. Then the argument is over for me, really. The intensity of that game can't be matched.
 

Joe Myers

Classiest Kid
Oct 25, 2010
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I feel like Borderlands did a pretty fair job with balancing the two - there was a regenerating shield, but if you wanted to regenerate health, that often required putting points into a particular class skill, but otherwise, you needed to eat some health packs if you didn't want things to go pear-shaped pretty fast.
 

Arctarus'sCookie

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May 9, 2011
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I like the hybrid health system more exaxctly the Halo:Reach system. You have a shield which regenerates over time, and you have a health bar that gets taken away when you get hit after your shield falls. This allows the benefits of both systems working together. If im in a firefight and about to clear it up you can jump in there all Leroy Jenkins style and not have to worry too much about dying. Afterwards I can search for a healthpack and wait for my shields to recharge.
 

wynnsora

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Nov 16, 2009
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I love me some healthpacks. I don't want the regenerating health it has a tendency of feeling unnatural to me. I guess I want something to look at that is an actual game material rather then just kind of a metaphysical "Oh yeah here's some health back!" I like the strategy it adds too especially in L4D.
 

Adzma

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Sep 20, 2009
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Korten12 said:
Halo, at least the first didn't have regen. It had a shield that recharged, but you needed health packs to heal your actual health.
Yes very true. It was only after Halo 2 did away with it that it really caught on. Also through your quoting of me I realised I said serious instead of series. >_< Brain dead bleeeuuuugh.
 

Shio

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Jun 4, 2011
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Iron Mal said:
Shio said:
Again, mob mentality has no place here and crime certainly has less of one. People dictate the market and developers create what we want them to - after all, they only make money if we buy their games.

Regardless of how good or bad you see the move to be, it is undeniable that we, the market, have chosen this for ourselves.
Mob mentality is pretty much exactly what you're describing, the will of many directing the flow of events (smoking and crime were merely examples of how something being widespread or popular doesn't nessercarily make it a good thing).

And I personally don't buy the 'we the market' thing, I'd like to believe that there are ways to motivate changes in games besides being the lowest common denominator.

And in any case, what's wrong with suggesting improvements to make games better?

Do I need a market analysis to have an opinion on what makes good gameplay?
You are of course more than welcome to your opinion and to voice it. I'm simply suggesting that video games are as much a creation of their developers as they are the result of supply and demand. Much like the market dictating what is aired on TV and what genre of film is "in". The buyers (us) chose to largely support this system of health and I'm all for it.

Of course, that's not to say I think you're wrong or anything less than intelligent -- your English skills and general attitude prove that. In fact, I think we are arguing from roughly the same ground. My opinion just lends more creed to your average buyer, as I don't see mob mentality influencing the people. I see the people creating the mob.
 

Goofguy

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Nov 25, 2010
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Something about using an unsterilized Gerber multi-tool to dig a bullet out of your thigh was just so cool about Far Cry 2. I agree that it is the best system out there.
 

BloodSquirrel

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Jun 23, 2008
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One thing I never liked about the healthpack system is that it meant constant reloading. Without regenerating health, if you screwed up, you had to reload. Playing though a difficult regenerating health game can mean having to reload even when you've won the fight. Personally, I find it endlessly fustrating.

By contrast, regenerating health means that, unless you die, you can keep playing. Surviving an encounter is usually much more difficult, but the flow of the game isn't constantly interrupted.
 

TheTaco007

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Sep 10, 2009
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Health packs. If game developers made more online shooters with them, we could end camping forever. Having non-regenerating health means that you have to move around and go get health packs, as opposed to hiding in a corner.
 

Vivace-Vivian

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Apr 6, 2010
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Borderlands did a good job with both. You have a regenerating shield and the option for regenerating health late in the game. That way you can hide and get some of your hit points back, but not all.

You?re still punished for getting shot eighty times but you can still press on if you?re careful.
 

AnAngryMoose

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Nov 12, 2009
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I prefer a combination. Like Far Cry 2 and Riddick. Also, Halo: Reach, Halo: CE and Perfect Dark Zero did it really well.

Although, I can see where the rage is coming from. I've never played a Duke Nukem game, but I can imagine that if Timesplitters 4 had regenerating health then I would go apeshit and set fire to Crytek UK.
 

Myskomunken

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Mar 4, 2011
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Regenerate health up til a certain point, for example 50%, then get healthpacks if you want to regain full health again.

Or not get shot. Works too.
 

Vykrel

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Feb 26, 2009
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i prefer a Hybrid, like Halo: Reach.

after playing Half-Life 2 and ending up with ONE HEALTH and no health packs in sight, i am completely turned away from the idea of a healthpack-based system in games. i was lucky enough to be at the point in the game where you have the super gravity gun. if i was at any other point in the game with even half the distance from the next health pack, i would have had to start the entire chapter over again.

healthpacks only can sometimes lead to restarting and wasted hours
 

Iron Mal

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Jun 4, 2008
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Shio said:
You are of course more than welcome to your opinion and to voice it. I'm simply suggesting that video games are as much a creation of their developers as they are the result of supply and demand. Much like the market dictating what is aired on TV and what genre of film is "in". The buyers (us) chose to largely support this system of health and I'm all for it.
This is a fair enough statement, no arguement here on the fact that popularity will influence what is more readily avaliable.

Of course, that's not to say I think you're wrong or anything less than intelligent -- your English skills and general attitude prove that.
Why thank you, I'll take that as a compliment.

In fact, I think we are arguing from roughly the same ground. My opinion just lends more creed to your average buyer, as I don't see mob mentality influencing the people. I see the people creating the mob.
Here I have to disagree to agree, mob mentality does motivate a crowd by virtue of what mob mentality is.

A mob (that being a group of people) with a single view or vision all acting together in unison to bring about a change (or prevent them in some cases).

This is just as applicable to gaming as it is to anything else, it is almost somewhat scary sometimes to see how much like a hive-mind we gamers can be on occasion, we've had quite a few boycotts over things we haven't liked (Modern Warfare 2 and L4D2, while both unsuccessful, show that we do get mobs of outraged people working together to change or prevent something they find troubling or displeasing), give mass outcry or deridement to public opinions we disagree with (remember the backlash against Roger Ebert?) and not to mention how fanboyism has changed from it's original roots as something that was an affectionate obsession to what I personally would call the nerd equivilent of rabid fundamentalism.

We opperate on mob mentality quite a lot.
 

lordlillen

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Nov 18, 2009
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i like what brink did, your health regenerates but really slowly and there are health boosts that only medics can heal.
 

JoshGod

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Aug 31, 2009
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Why does it have to be one or the other or a mix, each can suit different games better. I prefer that in online games health regenerates, however in RPG's health often regenerates slowly, but there are potions for a large amount of health recovery. No one system is universally superior to another.
 

Shio

New member
Jun 4, 2011
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Iron Mal said:
Shio said:
You are of course more than welcome to your opinion and to voice it. I'm simply suggesting that video games are as much a creation of their developers as they are the result of supply and demand. Much like the market dictating what is aired on TV and what genre of film is "in". The buyers (us) chose to largely support this system of health and I'm all for it.
This is a fair enough statement, no arguement here on the fact that popularity will influence what is more readily avaliable.

Of course, that's not to say I think you're wrong or anything less than intelligent -- your English skills and general attitude prove that.
Why thank you, I'll take that as a compliment.

In fact, I think we are arguing from roughly the same ground. My opinion just lends more creed to your average buyer, as I don't see mob mentality influencing the people. I see the people creating the mob.
Here I have to disagree to agree, mob mentality does motivate a crowd by virtue of what mob mentality is.

A mob (that being a group of people) with a single view or vision all acting together in unison to bring about a change (or prevent them in some cases).

This is just as applicable to gaming as it is to anything else, it is almost somewhat scary sometimes to see how much like a hive-mind we gamers can be on occasion, we've had quite a few boycotts over things we haven't liked (Modern Warfare 2 and L4D2, while both unsuccessful, show that we do get mobs of outraged people working together to change or prevent something they find troubling or displeasing), give mass outcry or deridement to public opinions we disagree with (remember the backlash against Roger Ebert?) and not to mention how fanboyism has changed from it's original roots as something that was an affectionate obsession to what I personally would call the nerd equivilent of rabid fundamentalism.

We opperate on mob mentality quite a lot.
I guess we just see the same issue from slightly different points. I will agree with you to disagree.

Was interesting talking to you though.