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Gone Gonzo Posts: 2618 Joined: 21 Aug 2008 | |
Gone Gonzo Posts: 3002 Joined: 8 May 2008 | Dynamic makes sense in Halo but all the copies forgot the recharging shield part and put recharging skin. |
Pulitzer Laureate Posts: 715 Joined: 6 Apr 2008 | Well...it -is- helpful, if not realistic. However, I wonder about BioShock, reasoning being, that even with static hitpoints, with those god-damned clono-vacs around every other corner it didn't matter. Actually, with Team Fortress, it has in a limited way -both- styles in the form of the Medic. One in that the medic can quickly heal others, and two that, over time the medic will automatically heal himself, albeit at a very slow rate. It makes a little more sense, as the medic is the person most likely to have the training to deal with both their own wounds and those of their comrades. The implausibility of a magic healing gun notwithstanding -_-... |
Infamous Scribbler Posts: 550 Joined: 28 Feb 2008 |
Lock and load! *storms a cancer center with the healing gun* |
Beat Writer Posts: 130 Joined: 10 Jun 2008 | For single player games, I think Static is much better, as you have to think a litle bit more and mange your health. Multiplayer/online play I think that dynamic is better, then again for Cod4 I can only play HC mode, because when I shoot somone I want them to be dead now. HC mode also cuts back a little bit on the suicide rushers The one expection is TF2, the way the game is made lends itself to having HP, otherwise the medic would be pretty usless. |
Gone Gonzo Posts: 2892 Joined: 4 May 2008 |
"Don't worry, guys, for I, the glorious medic, am here!" |
Pulitzer Laureate Posts: 977 Joined: 25 Feb 2008 | Static is usually better. For one thing it constantly alters the way you play the game, players with full health can Tank it into other people all guns blazing, while those with less are forced to adopt a sneakier approach. I also gives hope to lesser players. If someone is getting their ass handed to them but they give the other guy 20 damage each spawn, eventually they're going to get that kill and feel good about it. Of course this only really applies to game where you can't find medkits. BUT. I actually think Halo 1 got it almost perfectly right, with a rebounding buffer over static health. It allowed players to take risks but at the same time forced them to alter their apporach if they became over confident. |
Muckraker Posts: 240 Joined: 20 Mar 2008 | Static hitpoints will always be better. Games become too easy when you can just hide behind something for a few seconds until you're fully healed. A game with medkits and regenerating health would be nice too. A Half Life 2 mod, SMOD CSS Sci-Fi had a system with both healing systems, 1 health regenerated per 3 or 5 seconds and a limited supply of medkits available. The regeneration was too slow to wait for it in levels with a time limit, but it was great to heal minor wounds without wasting a medkit.(most of the time, I really needed the 25 health from a medkit and at times I died because I picked up a medkit for a few health, seconds before I encountered 2 elite enemies with heavy weapons) |
Gone Gonzo Posts: 3002 Joined: 8 May 2008 | How to solve low health. Dynamic: Hide behind the invincible cover. Static: Quick load. Flour static is also easy when everyone and everything drops a health pack (COD) |
Muckraker Posts: 240 Joined: 20 Mar 2008 |
If you're low on health in a static health game, you have two options, quick load or play better and try to earn some health. With dynamic health, quick loading is useless because waiting a few seconds gives you the same result. |
Paperboy Posts: 17 Joined: 29 Mar 2008 | I have to say I prefer dynamic hitpoints because I'm the type of player that enjoys rushing in and killing as much as possible before I die, especially in objecitive based matches like CTF. This is all multiplayer of course, I'm not sure which I prefer in a single player game. I like the way resistance fall of man had the health meter, recharging health that only recharges to a certain level. |
Copy Clerk Posts: 95 Joined: 7 Dec 2007 | Static health is always better simply because it makes the game that much more intense. it gives you more insentive to use your rare/expensive/powerful weaponry as if you have 5 health left and the only health pack in the entire level is right behind that big monster you will throw what ever you can out to try and kill that monster. with dynamic health, you simply use what ever weapon you like the best, as often in many games with dynamic health i will use the weapon i am more comfortable with, ammo permiting, and often have a stock pile of ammo on the 'super weapons' which i end up never using. in Half-life for instance i ran into situations where i was limping around with 5-10 health and no armor using my Tau cannon on Head crabs... the fact that i Used every weapon i got my hands onto is what made the game good. on games which have dynamic health on the other hand, like Crysis, i simply picked up an AK or a SCAR and sprayed everything down. even if i had a more powerful special weapon in reserve, i simply continued on using my generalist weapon because i could just cower behind a bush or rock or something and have full health in a few seconds. |
Press Junketeer Posts: 360 Joined: 18 Jun 2008 | In F.E.A.R., your health only regenerates to 20 if it drops below that. I think that was pretty good. I also liked how you could pick up health packs and save them for later, but you couldn't carry more than 10. Too bad they're fucking it up with Project Origin. Personally, I think dynamic health is just laziness on the part of developers, because they don't want to spend time strategically placing medpacks throughout the game. |
Muckraker Posts: 255 Joined: 24 Apr 2008 | I think a combination of both is best. They had that in Halo 1, I don't know why they abandoned it. |
Press Junketeer Posts: 412 Joined: 21 Nov 2007 | Not to come off as a douche, but this has been done before. I've said it before, health bars are terrible for action games. I dont like taking 10 minutes to go halfway back to the beginning of the level to find 1 health pack. I dont like fighting bosses on half health because the checkpoint system screwed me. |
Press Junketeer Posts: 360 Joined: 18 Jun 2008 |
Maybe you should learn to play better. |
Beat Writer Posts: 139 Joined: 9 Feb 2008 | im a fan of both but feel static health should be eased back into some games however dynamic is a really good system and easier to heal with if the medics on your team are a bunch of idiots (im looking at you bad company idiots who pick support for the machine gun) |
Press Junketeer Posts: 412 Joined: 21 Nov 2007 |
Well excuuuuuse me, princess. If I pay 60 bucks for the game that advertises non-stop action, I want non-stop action. Actually, I dont think I said anything about being bad, only that I find hunting for health kits boring, and inconvenient checkpoints annoying. So maybe you should schedule an eye appointment. |
Copy Clerk Posts: 89 Joined: 19 Jun 2008 |
And you find hiding behind a corner better? This could be remedied pretty easily by respawning healthpacks, or if you could actually learn to play with limited health, so its actually challenging and tense most of the time..... : ) |
Gone Gonzo Posts: 3002 Joined: 8 May 2008 |
Play Halo 3 on Legendary and then say that. Or COD4 on veteran(get that mile high club achievement)
Pick up different guns not that hard,all action FPS's give you lots of guns and ammo (or use infinite ammo cheat that's in most.) |
Copy Clerk Posts: 95 Joined: 7 Dec 2007 |
And if you go trigger happy on a game and are left with your potato pealer melee weapon as your only form of attack would you call that 'inconvenient'? should we be given an unlimited reserve of ammunition too simply because your 'non-stop action' play style made you run out of bullets? |
Copy Clerk Posts: 95 Joined: 7 Dec 2007 | and i've played CoD4 on veteran and got the mile high achievement. it wasn't all that hard considering every time i got into a fight i was at full health because it regenerated with the travel time. for mile high club i got 5 almost dead screens and it wasn't a detriment to me at all. |
Copy Clerk Posts: 89 Joined: 19 Jun 2008 |
Im not talkin about stupid memorization of enemy locations that is Veteran COD4(havn't played HALO 3's higher difficulty's) And COD4s veteran still wont touch the brutality of Quake 1's nightmare, i haven't even beat it yet it's so hard... Crazy hard enemies like Shaguires that shoot lighting that kill you in about half a second if you dont have armor. And there are alot of shaguires, early on when you don't even have a Rocket launcher yet.... it's so very hard..... : ) |
Gone Gonzo Posts: 3002 Joined: 8 May 2008 |
Sorry if I don't believe you considering those 5 screens would have sucked up all your time.
So a different kind of hard is stupid? Nice arguement. |
Copy Clerk Posts: 89 Joined: 19 Jun 2008 |
Yes, because then it isn't really a skill, some areas were near impossible to get through if you didn't memorize a few key enemies that were of particular danger. And even then, it wasn't that hard, I just have to wait like 3 seconds every time I'm hurt to get back in the fight... Now if you say got through the Dante must die on Devil may Cry 3, where it isn't just memorizing enemy locations, and hiding behind boxes then i may actually think that it takes skill and is hard. |
Press Junketeer Posts: 360 Joined: 18 Jun 2008 |
If you learned not to play like a retard (Because you so obviously do) you would get your 'non-stop action.' "Action" doesn't have to consist of running in head-first with your guns blazing wasting 50,000 bullets while being shot by every enemy in the room. Action could be a one on one pistol fight if they do it right. And by the way, I don't know about you, but stopping every few seconds behind a wall so you don't die doesn't feel very 'action'-y to me. If you only have half health when you get to the boss, no, you're not good. So don't even try to say that you are. And blaming it on 'the checkpoint system' is complete bullshit. I've never had that happen, and I've also never had to "take 10 minutes to backtrack to a health pack" either. The only game that screws me over with retarded checkpoints is Halo 3, and that game has dynamic health. |
Gone Gonzo Posts: 3002 Joined: 8 May 2008 |
Memorizing is a skill and I would like to see you do it without dying since its so easy. Why did you play COD4 if you hate dynamic health so much. |
Copy Clerk Posts: 89 Joined: 19 Jun 2008 |
I competed in it Online, and whenever my internet was down i played through the single player campaign because i was getting bored of starcraft. |
Beat Writer Posts: 187 Joined: 1 Aug 2008 |
Quake is piss easy no matter what skill you're using, and they're not Shaguires they're Shamblers. I'm in favor of static hitpoints. They provide more challenge and require you to be more careful. In games like System Shock 2 it's also more interesting because you've got a limited inventory and have to carry around healing items. |
Press Junketeer Posts: 412 Joined: 21 Nov 2007 |
Are you done waving around your e-penis yet? Calm down. You're waving around insults, and getting worked up, like I insulted your mother or something. If it makes you feel better, fine, I'm terrible at playing games. I consider myself casual. I usually dont play for more than 20 hours a week. If fact, I try avoiding it. I can't wavedash, I dont have CoD4's spawns memorized, and I dont have a flowchart with every weapon's respawn time, location, and limit on every level in Halo 3, and I've been known to use the Battle Rifle with the Plasma Pistol. Now are you going to make a point, or are you going to keep trolling? Health bars are a terrible way of showing damage. Half of the time, you trip over a medikit every time you turn a corner (which moots the healthbar in the first place), and the other half have them so spread out, you'll want to quick-load if you take a single shot. Now in games like Splinter Cell, it tends not to matter, because if you're getting shot at, you should probably go back and try again anyway. Plus the game is meant to be played slow and methodically. RPG's get a reprieve too, because usually you have healing spells, or can carry potions. But in games like Call of Duty, or Rainbow Six Vegas, where you have literally hundreds of bad guys, and levels can last up to 50 minutes or more, some objectives are time-sensitive, and guys can spawn in behind you, avoiding damage isnt skill. It's a crap-shoot. And dont give me that BS about sucking if I reach the boss at half-health. At least half of the time, you're not given prior warning that a boss fight is just around the corner. So without a strategy guide, there's no way of knowing when to start playing more conservatively because a boss is coming up.
I'm not exactly sure where you're going with this. I dont remember talking about running out of ammo, and as far as I could tell, you're the only one bringing up ammunition. Almost every shooter today has enemies that drop a gun and enough ammo to kill no less than 15 bad guys, headshots notwithstanding. Unless you have some kind of grudge against walls, you'd have to be an idiot to run out. |
Muckraker Posts: 240 Joined: 20 Mar 2008 |
You almost always find a nice amount of ammo and medkits right before a boss fight. Placed there by the game's developers to make sure nobody enters a boss fight with 5 health and only the extremely weak unlimited ammo weapon left. |
I tried to use popular and somewhat recent examples for either style of health management so everyone understands the differences.
What are you a fan of?
I've always looked down upon the dynamic hitpoints system until I started to really get into Call of Duty 4 and even though I only play hardcore matches and avoid camping completely, the dynamic hitpoints system has let me continue playing for obscenely long times. At the same time though, it kind of strikes me as another dumbing down of action games and I just don't know how I feel about that!