aeb4f6 No.15596720
Realistically speaking which is the fairest way to handle health restoring when you gain a level?
a34f44 No.15596724
>>15596720
Third option unless the game is designed around using it as a mechanic.
25a0a5 No.15596734
How about when you level you get a choice of multiple gifts, including a full heal, a boost in damage/gold/whatever.
aeb4f6 No.15596735
>>15596734
So the Civilization V approach?
d069f5 No.15596743
>no option for health keeping the same percentage value
25a0a5 No.15596760
>>15596735
If that's really the only game that does it then sure, call it what you like. I just think it's retarded we're over 30 years in with RPGs and I haven't seen a single fucking game do it yet. It just seems so obvious.
aeb4f6 No.15596764
>>15596743
That's option 2.
b3e803 No.15596769
3 is really important for leveling up healers in Fire Emblem.
ef9096 No.15596772
I guess it really comes down to what the health pool represents, if it's a increase in capacity of health, like your "gas tank" getting bigger then it should remain at the same number value it was before. If the health increase is supposed to represent a higher capacity for taking damage as in the character is tougher and they can handle more pain/damage, or your "gas" becoming more potent or your engine more efficient then it should represent at the same percentage it was before.
I don't see why it would ever be fully restored after a level.
d069f5 No.15596774
>>15596764
>180/200=90% health
>185/205=90.24% health
No it isn't.
aeb4f6 No.15596786
>>15596774
>0.24% difference
Literally a rounding issue and you round down.
d069f5 No.15596797
>>15596786
Okay then, if Option 2 is meant to be percentage-based, then you have no option for keeping the difference between current health and max health consistent.
924f37 No.15596805
>>15596786
It would be 184.5 if you exactly maintained 90% health.
aeb4f6 No.15596806
>>15596797
>then you have no option for keeping the difference between current health and max health consistent.
But I do because it's % based.
d069f5 No.15596809
>>15596806
Oh I see, you're retarded.
aeb4f6 No.15596816
>>15596805
Round up then my bad.
b9f846 No.15596825
>>15596720
Second one if you want to be an absolute natural DM, But I like the first one because not only does it work as a reward for the player once they level up, but it helps to strategize when things get tight.
06a503 No.15596827
>>15596805
5 rounds down so the rounding isn't even correct
924f37 No.15596832
>>15596720
Despite the autistic arguments about percentages or whatever. The 2nd option is most fair, imo. If you simply gain the extra hp you gain when you level, but it doesn't heal you.
69d7af No.15596835
Asheron's Call MMO goes with option 1. It's fine.
4a014a No.15596845
Depends on the timing of leveling up. I usually limit level ups to require a long rest at an inn like Wizardry before characters can level up. With a full rest model 1 makes sense. Otherwise I save XP tallying until the end of the encounter. Which model 2 is more adequate as post encounter restores a bit of health.
Otherwise if all leveling is instant then it has to be model 3. Because a work out puts strain on your body and mind that only a rest can recover, if an HP potion or magic won't do.
Spell points always can never be recovered without long rest or items. None of this absorb magic shit.
25a0a5 No.15596849
>>15596835
Practically every MMO does.
cc0b49 No.15596856
9b04a8 No.15596858
>>15596760
Probably because it's fucking stupid and a small step away from perk systems.
25a0a5 No.15596863
>>15596858
> and a small step away from perk systems.
You're retarded. Please stop posting.
4a014a No.15596868
>>15596835
>>15596849
Sounds like the early model skinnerbox energy/wait model used in mobile games. Get a string of level ups to restore you at max health to keep playing until level 10 then BAM XP needs 1000x more than level 9 to progress. Welcome to the grind.
25a0a5 No.15596875
>>15596868
In older games I imagine it existed solely to keep you from going insane. In newer games I don't see the point since you never die or run out of MP anyway.
822c74 No.15596882
>>15596720
you should only be able to gain a level upon resting, where you either heal or fully regenerate your hitpoints.
4a014a No.15596905
>>15596875
That's because in newer MMOs they found out that you can just increase the inconveniences between levels with more roadblocks like making quest objectives between between solo-impossible areas forcing players to grind to overlevel or pay2win.
25a0a5 No.15596921
>>15596905
>increase the inconveniences between levels with more roadblocks like making quest objectives between between solo-impossible areas forcing players to grind to overlevel or pay2win.
What fucking games are you playing? Everything I see is just a snoozefest to max level where the game unofficially begins.
dbfd46 No.15596937
>>15596720
I like option 2 the most, but I want it to be based on percentages rather than raw values. Percentages would make very little difference compared to raw if the increase in HP is very low (like OP's example), but would be more noticeable in games with much greater boosts (relative to existing HP).
Option 1 is for pussies and Option 3 is lame.
>>15596827
>5 rounds down
you stupid?
549bf7 No.15597033
>>15596937
>5 rounds down
Canada got rid of pennies. Now we have 5, 10, 25, dollar, toonie for coins, and 5, 10, 20, 50, 100 bills.
If a transaction comes to something that isn't a 5 or a 0, and they're paying cash, you have to round to the nearest 5 cent increment. Debit charges are still the same.
696188 No.15597054
>>15596720
>Fairest
>Implying there's necessarily a one-size-fits-all solution for fairness.
Wouldn't that be completely dependent upon the health system's interplay with all of the game's other mechanics?
ff132f No.15597061
Dragon Quest style
full refill
931fa3 No.15597101
>>15596720
Second is fairest. Total HP is meant to describe overall health/toughness, while the state of the health bar is to describe the current condition of said health/toughness.
That said I think HP is a terrible way to gauge the current condition of N/PCs. I'd like to see how a "pain system" would work, IE no way for players to gauge exact condition and some form of screen obscuring based off of current pain.
f1d9c7 No.15597157
The "fairest" way is either option 2 or >>15596743. However, it's not necessarily the best way depending on how it works with the game mechanics and/or what "HP" is supposed to represent.
4a014a No.15597225
>>15596921
Final Fantasy XI third expansion before the WoWfication.
>>15597157
HP in the old pen and paper days during it's conception are "hit points". They are "how many hits you can take before your character dies". Hit points pretty much says it on the tin. Whoever game up with the idea that HP is "overall health" deserves a swift kick in the balls.
4db2bb No.15597232
>>15597101
You need to quantify stuff for the sake of clarity. A pain system, people would end up translating it to numbers since you'd need them in your code anyways.
Limbed based health system is pretty good.
25a0a5 No.15597251
>>15597225
I wouldn't consider FFXI a newer MMO.
8a1c79 No.15597257
>>15597033
>getting rid of pennies
Heresy, tbh.
758185 No.15597277
>>15597101
You need to quantify things because you need to use variables or switches for logic gates of some kind, while at the same time determining things like when such and such animations should play, when that "you're X and Y injured" texture replaces the healthy texture, people's reaction to your injuries.
It's much simpler to just go for a limb based health system and some bleeding and internal "you're dieing slowly" mechanics. Like >>15597232 says.
253873 No.15597291
>>15596720
Nothing. Protection should be related to armor level.
696188 No.15597349
>>15597101
Pain is a terrible way to measure someone's ability to keep fighting. Low to moderate level pain stops people from doing things in day-to-day life, but there's a point where pain gets so bad that you can sort of embrace and channel it. That goes double for someone in fight-or-flight mode, which they should be if they're fighting. Someone in that state isn't going to stop fighting until there's something mechanically wrong with their body to a degree that stops function, which is what HP should represent, in my opinion.
>>15597291
That's true, but people like to feel like they're the ones who improved, not their equipment.
931fa3 No.15597372
>>15597232
>>15597277
>You need to quantify
Of course you do. What I meant was that the end user shouldn't be able to know, at a glance, exactly how close he is to dying.
>limbs
That's what I was thinking with the "screen obscuring". Each limb and torso gets a portion of the screen, with some portions shared between limbs. When an area receives pain it's portion(s) of the screen are obscured based off of intensity. With things like broken limbs and wounds their portions are briefly obscured when they are attempted to be used.
This would accomplish two things; first the exact status of the PC is hidden from the player and second the nuisance of the obscuring would make players question whether or not they really want to suffer the PC's pain in a fight ahead.
4db2bb No.15597416
>>15597372
> the end user shouldn't be able to know, at a glance, exactly how close he is to dying.
why ?
Your screen thing doesn't look clear enough to me.
c44fb8 No.15597418
>>15597033
Kiwiland got rid of 5c coins a little while ago too though money is the only situation where 5 rounds down.
931fa3 No.15597459
>>15597416
>why
Because it's silly to know exactly how close to death you are, do you know your current health percent?
f1d9c7 No.15597467
>>15597225
Maybe so, but realistically the definition has expanded to refer to the concept of health/life in general, presumably because of some later games that had it stand for "Health Points" instead.
f1d9c7 No.15597482
>>15597101
>what is numerical abstraction
If realism is your goal it also makes no sense to measure strength, stamina, etc. in exact numbers, but doing so is both useful for game mechanics and more fun in games with stat progression.
aeb648 No.15597485
>>15596720
If it takes a long time to gain a new level I prefer option one. Then at least I'm gaining a decent bonus (full heal) along with the stat boost. Another angle is if you're low on health but close to leveling you'd force yourself to risk death in combat instead of fleeing since you just might get that full heal upon leveliing.
Option three should be the default for higher difficulties.
06a503 No.15597523
>>15597482
Strength and stamina can be related to exact numbers though. You picked basically the only stats that could.
e70d2a No.15597525
>>15596720
Proportional healing is the best option. No healing is slightly more tedious and has some potential for stupid shit (e.g. characters getting pushed over a low-HP threshold without ever taking damage), but the difference is pretty trivial unless you have a really steep HP curve. Full healing is by far the worst option, it leads to silliness where players deliberately time their level-ups to trigger halfway through the dungeon/battle.
000000 No.15597578
Depends. Whichever makes the game more fun
f1d9c7 No.15597592
>>15597523
False, there is no sensible overall strength/stamina number. People are variously strong in different specialties (e.g. weight-lifting vs. boxing punches, marathon running vs. swimming), and even within the same guy doing the same thing, there's huge variation based on a bunch of external and internal other factors. Ask any marathon runner if he'd post the same time on Day X (when he's well rested, hydrated, and fed, and it's pleasantly cool outside) and on Day Y (when he's tired/hungry/thirsty and it's blistering hot/humid). And even that doesn't account for psychological/adrenaline boosts.
Much like health, the "strength" and "stamina" numbers are just rough approximations for the sake of convenience/fun.
a4afe2 No.15597593
>>15597459
I can say with certainty It's at least 1%.
06a503 No.15597603
>>15597592
Your statement is not supported at all by your supporting evidence
6a3fe8 No.15597607
>>15596734
While the game is a shitfest and shouldn't be played, Bards Tale IV has something like that for savepoints, you can either save or get some free xp. The game is really shit though, it has none of the humor of the series.
9d5f2f No.15597622
I like option 1, but only when the game's challenging.
It's really fucking fun to make a wrong move in a fight and have it spiral out of control, only to level up in the nick of time and getting the health you needed to survive.
a740de No.15597642
I think three is fine because fuck you, go find a potion, rest, whatever. Unless it's some magical bullshit where your body regenerates every time you gain skill. If that's the case, fuck you too, that's retarded.
9d5f2f No.15597683
>>15597459
>hurt torso
>can't see
That's retarded
0ef0b3 No.15597705
Full refill because it's so fucking satisfying.
9f3f7b No.15597710
>>15596720
you should lose health because you are slowly dying
7a6350 No.15597724
>>15596720
If the level up happens automatically, restore HP equal to the gain in Max HP.
If the level up can be put off, do not restore HP. Anything else leads to the player putting off levels until he needs the HP, which isn't fun.
253873 No.15597725
>>15597592
I understand that strength and stamina are not absolute, but the limit can easily be represented as a numerical value.
6d29ca No.15597752
>>15596720
Between one and two, it depends on the game.
Between two and three, two.
The size of a health bar determines how many mistakes you can make, and how full the health bar is determines how many mistakes you've made. Increasing health means you are increasing the number of mistakes you can make, and so the amount of health you've lost should remain consistent, not the amount of health you have.
In addition to this option three is frustrating. Having 99% health is significantly worse than having 100% health when you level up. At 100% you gain health, but at 99% you don't. What was previously a 1% difference between health values is now a 5% difference, or whatever % value is gained from leveling up. It seems un-intuitive that such a small difference would be immediately significant.
Ok, what if it doesn't increase when you are at 100%? Now it's frustrating. One moment you are at your maximum, then you improve yourself, and now you aren't at your maximum any more. You need to heal to get to your maximum, something usually saved for when you are recovering from mistakes not improving your character.
b62683 No.15597781
>>15597459
>>15597033
>debasing your currency to the point where the lesser denominations are worthless and not worth even dealing with
This is fine.
758185 No.15597807
>>15597372
>>15597459
>do you know your current health percent?
You can feel how healthy you are even if it's vague, video games are a visual medium and do not have any feedback that isn't visual or audio. You have to have something that tells you how close you are to dieing or simply ditch having health at all keeping it to a simple situation where everything kills you.
4a014a No.15597857
>>15597467
Health would be a lot better as a system, not a variable. As a system health is dependent on a variety of factors: a measurement of injury (hit points or cripple), ailments and disease, hunger, stress, fatigue, etc. There's a lot of variables to assess an individual's health which yields different results based on parameters. I say health wouldn't need to be a program if the player is immersed enough to identify their character's health based on the seeing and comparing all the individual parameters that compose health at one glance.
>>15597578
It all depends on the context of the game. Different games have different rule sets where any three of these can work. I'm personally a fan of leveling up a character after a rest or meditation but I'm old.
931fa3 No.15597884
>>15597593
That's dangerous anon, don't pick a fight with any rats any time soon.
>>15597683
The torso and the head are the main things you want to protect. It makes sense to me that at least one of them would indicated by the center of the screen.
>>15597807
>video games are a visual medium and do not have any feedback that isn't visual or audio. You have to have something that tells you how close you are to dieing
That's exactly what I'm describing. It just transfers the HP bar to the entire screen and makes things more difficult when you're doing poorly.
000000 No.15597894
>>15596720
The one that gives the most difficulty to the player.
97079f No.15598017
>>15596786
Your fault for creating an ambiguous situation.
5dd6ad No.15598350
>what's the one-size-fits-all solution for this situation?
Thankfully /v/ isn't in charge of making any games.
d62370 No.15598372
It depends on the game but having your mp restore to full when you level is a large part of what made Dragon Quest 11 trivial. There is no rationing or planning involved in trying to get through a dungeon now. Autobattle everything, autoheal from menu after fights.
a5f039 No.15598388
>>15597884
It isnt realistic to have any visual aid at all. Sound effects and alternate animations work well enough with the added benefit of not obnoxiously obscuring your vision. If you need to have a visual indicator then unobtrusive icons on the hud do a lot more for immersion than screen blur.
c235b3 No.15605505
>>15598388
Oh look it's one of those retards that haven't figured out that things like health bars exist because they give you information you would logically have, like how healthy you are or how tired you are. To take these way and having to rely on something retarded like looking how hunched over your character is, is only immersive in the minds of retards. In reality, if you're hurt, you don't look at how much you're hunching over or something, because you fucking feel that you're hurt. Taking away visual representations of things you should be able to tell only makes it less immersive, because you're no longer the character you control, you're some third party entity trying to figure out how the character is doing.
758185 No.15605528
>>15597884
>That's exactly what I'm describing.
You're describing some dumb abstraction for something, that doesn't need it, and you're suggesting a terrible way to do it which would distract the player and get in the way.
866a62 No.15605761
Option 1 ruins any sort of danger you could be in depending on how often you level. A good example is Senran Kagura which relies on you leveling up as a way to consistently heal during battle.
fdd1e7 No.15605867
>>15596720
1, but only AFTER the leveling unit is out of combat.
fe71fb No.15606165
>>15605476
trying too hard to fit in
0fb49e No.15606475
347323 No.15606490
I'm fine with option 1. You shouldn't be leveling up fast enough to make it a balancing problem except in beginning areas where the game is supposed to be going a bit easy on you while you learn the mechanics. Later in the game, it becomes a risk/reward mechanic. Do you drink the healing potion now/waste MP to heal yourself, or risk it to push through the next few fights for the hope of an automatic HP refill? Meanwhile, it can keep in you a dungeon longer farming for gear and XP without having to put your game on pause to go back to a safe zone and micromanage your inventory/rest.
It's not "realistic", but these aren't sims. They're games.
eaf6ec No.15608099
Depends on game.
>ARPG or hack and slash
Full heal (except maybe status) on level up, this generally makes those types of games flow very well.
>CRPG/Everything else
Gain one hitpoint for each new max hitpoint is the only correct option, i.e. if your dude had 6 out of 10 HP and went to 20 HP, he should now have 16.
857eb7 No.15608109
Depends on the gameplay
if its like Dragon Quest where mana is scarce, a level up can restore full
if its a ARPG with like 300 levels like Tales of, it can be a skill of low Skill points to toggle on for early game
If it's like Fire Emblem then the third option is better because healers really need the exp
aa44f4 No.15608268
78b7cc No.15608287
>>15596720
Option 1 but you can only level up at a station that restores your HP/MP anyway.
52566a No.15608303
>gain level
>nothing gained
There, fixed it.
78de96 No.15608342
>>15596720
Percentage based. So you're still as fucked up as you were just before leveling but technically you're stronger, you just need to rest.
5dd6ad No.15608372
>>15608303
>don't gain level because the game is based on skill rather than grinding levels
5f5932 No.15608406
>my experience in combat has reached a new level and I now I fight better
>obviously this means my skin has become resistant to taking damage
But if we're going to have max hp increase in levels regardless, then +1 for "consistent percentage would be best, but apparently OP is too retarded to know what that means".
c235b3 No.15608412
>>15608406
Experience is obviously also used to represent things like getting physically stronger due to exercise, and it would make sense that growing muscles would make you somewhat more resistant to damage.
73be4e No.15608430
>>15597157
>and/or what "HP" is supposed to represent.
Fucking sex appeal, what else would it mean?
Retard.
0e77f0 No.15608472
c92ad4 No.15608476
>>15596786
(x + 5)/(y + 5) =/= x/y
You can't divide out additive terms anon.
25a0a5 No.15609876
>>15608372
>leveling up makes you weaker
4b5e4e No.15609896
The second option, but not for the reason you think.
Health before levelup:
>180/200
>90% of max health
Health after levelup
>184.5/205
>90% of max health
>Rounds to 185/205
For a second example
Health before levelup:
>40/200
>20% of max health
Health after levelup
>41/205
>20% of max health
>Doesn't need rounding in this case, though the game would probably try to round it anyways.
26cc16 No.15609904
>>15609876
Damn what game was that?
You started off at full power from the previous game and little by little you give up more of your power, by the end of the game you're really weak…and I don't remember the rest.
No it's not metroid prime.
aa1d0c No.15609909
>>15596724
This is okay when the mechanic is levelling up during a long rest
e70d2a No.15610022
6b617f No.15610064
>>15610058
that is a pretty good idea, do you have more?
e83e49 No.15610093
>>15610058
oh god this is what games will look like in 5 years.
why did I ever like this shit?
7a6350 No.15610117
>>15610058
>worst option isn't free
You'll never rake in the shekels like that.
27c8e5 No.15610126
The third option and you should have to train for a couple weeks to perfect your new skills.
952e08 No.15610131
>>15610117
but goy don't you want to level up
2837e0 No.15610166
>>15610064
>>15610093
>>15610117
I've optimized the leveling system in order to reach a wider audience.
883a7d No.15618603
>>15610117
>not making the best option free for the first use
Drug dealer tactics lad.
d52abe No.15618625
>>15609904
Monty python and the holy grail? (That one minigame where you need your score to go down)
Nethack? (Since if you level up too fast without putting on good gear, stronger monsters spawn and kill you)
687e28 No.15619726
>>15596720
2 or 3. 1 I've definitely abused way too often in games that have it
df9a80 No.15620158
>>15596720
Superior health systems coming through.
056057 No.15620191
>>15620158
>max HP goes down when you level up
df9a80 No.15620195
>>15620191
>game becomes less challenging as you progress
441139 No.15620349
The middle option is the best if you want to maintain the suspension of disbelief.
But if the game is already heavily abstracted you should choose whatever best compliments the rest.
37ade3 No.15620469
>>15620195
That sounds fucking retarded. What a stupid concept, you fat faggot.
3cd17f No.15620472
>>15596720
The 3rd one. Whatever you get from levelling up (skill points, upgrades, etc.) is already benefit enough.
df9a80 No.15620496
>>15620469
Exactly, that's why I don't understand why would you argue for it.
9d4722 No.15622490
>level 20 stats: 5 STR 8 AGL 7 STM 16 INT 16 SPR
>level 70 stats: 1 STR 26 AGL 1 STM 24 INT 24 SPR
Good thing he dies before becoming too much of a burden, as all old people should.