View Full Version : Health / Hitpoints?
Jarkovii
05-19-2008, 04:23 AM
Does it vary between levels / race or is it going to be like UOs old system where everyone had to balance their stats.
If I remember correctly you could only have 225 points (In old school UO, I use this game as an example because it was a bit unique) (excluding potions and magic stat buffs), so you had to balance out mana, stamina and health with the cap being 100 for each, but only 225 of the total to balance through out the stat line.
Or is it like every other game? Keep attacking until the players hit points reaches zero?
KalTheo
05-19-2008, 04:32 AM
There are no levels in Darkfall.
We do not yet know if certain races (dwarves & orcs for instance) will have higher life / hit points.
Jarkovii
05-19-2008, 04:33 AM
Erm, by levels I ment classes and "skilling up in your field"
Aramoro
05-19-2008, 04:34 AM
Eleventy billion. Mr Reeves, that isnt even a real number!
KalTheo
05-19-2008, 04:48 AM
Most RPG's have some stat or skill which increases the amount of punishment a character can take. While I think this will be true in Darkfall, I have to believe the variance between characters life totals will be much smaller than you see in other games. 150% of a newbs life seems like a nice cut off. If it usually takes four hits to kill an unarmored foe with a dagger, I can't see life changes bringing that figure over six.
We'll have to wait and see.
Saturday Saint
05-19-2008, 04:55 AM
It's possible you will have a static life ammount, and how much punishment you can take is based on your armor. Like Guild Wars PvP (All characters max level) and without +Life items. Although I suppose that with the idea of items giving you less of a benefit than actual skill, this would skew that a lot, so it's unlikely that how much punishment you can take will be solely based on armor.
Targuil
05-19-2008, 06:33 AM
It's possible you will have a static life ammount, and how much punishment you can take is based on your armor. Like Guild Wars PvP (All characters max level) and without +Life items. Although I suppose that with the idea of items giving you less of a benefit than actual skill, this would skew that a lot, so it's unlikely that how much punishment you can take will be solely based on armor.
Actually armors and items in Guildwars can give you 100-150 hp easily over normal 480, but armor mainly determines how long you can stand.
Saturday Saint
05-19-2008, 06:36 AM
That's why I said without +Life items. I was reffering to Runes and Insignias when I said that.
Staatsschutz
05-19-2008, 09:22 AM
i would bet that some magic rings (you can equip 6 simultaneously) might give a hp boost. but those might be rare too and you gotta think carefully if you wanna lose them in the wilderness to a gang of pkers
XP528
05-19-2008, 12:39 PM
I wouldn't be surprised if there's some sort of toughness skill, that increases the more you get hit somehow. I don't know how this could be worked in to make it so people who play more don't just have higher health regardless of talent.
Maybe it only increases if you get hit a few times and escape to heal up, for example: if you take say 1000% of your health in damage in between deaths you get +1 toughness, this would encourage people not to die
I'm hoping that there will be minmal +life items, as that would make the game more item based.
dirtknap
05-19-2008, 05:25 PM
personally i find it a bit annoying we don't know such basic things about the game. it's not like knowing how HPs are going to work is going to spoil the game or anything.
by withholding so much basic info about the game it seems like the DF devs are setting themselves up for a lot of potential unhappy people come release time.
Nuzor
05-19-2008, 06:50 PM
Does it vary between levels / race or is it going to be like UOs old system where everyone had to balance their stats.
If I remember correctly you could only have 225 points (In old school UO, I use this game as an example because it was a bit unique) (excluding potions and magic stat buffs), so you had to balance out mana, stamina and health with the cap being 100 for each, but only 225 of the total to balance through out the stat line.
Or is it like every other game? Keep attacking until the players hit points reaches zero?
omg, are you serious? :faq:
Jarkovii
05-19-2008, 07:13 PM
omg, are you serious? :faq:
"Can I be successful at combat without learning magic?
It’s possible, but it won’t be easy. We are balancing magic and melee/archery skills so that you can compete even if you choose not to learn magic. Darkfall is a magical world though, so if you are totally against picking up any magic skills or spells, you may have to rely on magical items, potions or scrolls to aid you in combat."
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"The best individual fighters in Darkfall will most likely be the characters that have a good combination of skills. In Clan warfare, clans with a good mix of various specialties should fare the best."
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"I enjoy playing support characters. Will my contribution make a difference in combat?
Your contribution could be very valuable. Logistics are very important in Clan warfare. The tradesmen, farmers, bakers, miners and other support characters stocking up supplies of spell reagents, gold, weapons, potions, armor, and whatever else is needed, are crucial to the war effort. Fighting ability alone will not be able to sustain a successful campaign for long. A clan will need to balance their activities, or cooperate with other clans in order to be successful."
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Didn't answer my question, maybe you should :faq: :)
IcePillow
05-20-2008, 03:21 PM
omg, are you serious? :faq:
-||-
Bolter
05-20-2008, 05:55 PM
The max amount of HP is around 100+, no i'm not going to look for the dev quote.
Reichsdiener
05-20-2008, 06:12 PM
I'm sure I've read that Orks have extra hitpoints. Dwarves I'm not sure, I think their advantage was that they get extra seconds before they die when incapacitated.
I've also read something about a sort of toughness skill that can raise your hp.
However, survivability doesn't have to rely on HP entirely, especially in a FPS-like system. Which gives armour its original function, it doesn't just give you more HP (I hope it doesn't), but it actually protects you from damage.
You wouldn't need to give melee characters more HP if you make your armour serve as adequate protection.
Deja vu
05-20-2008, 08:43 PM
I would guess that a stat effects your hp... May be like Con.
In UO your HP was effected by Str most of the game (though there was a short time where it was effected by how many stat points you had and not nessessarly which stat the points where in.
http://www.flickr.com/photos/felipede/2092718111/sizes/o/
Nithoniniel
07-22-2008, 06:24 PM
The max amount of HP is around 100+, no i'm not going to look for the dev quote.
Big sigh.
Talking numbers are totally unneccessary since we don't know what scale they will be using. They could for all we know have the max amount of HP at 10 million, the only thing that matters is how that is related to the average damage done.
People really should stop taking it for granted that DFO will use the same scale, abilities etc as most others.
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Most likely there will be some skill increasing the amount of HP you would get. Armors seems to only give you a certain resistance to different sorts of damage. It's very possible that enchanted items will be giving you another slight HP increase though.
Feyrband
07-22-2008, 06:29 PM
http://www.flickr.com/photos/felipede/2092718111/sizes/o/
bout 300 hp there ?
Desperado[1G]
07-22-2008, 06:34 PM
I personally like the way mount and blade did HP/armor, but instead of increasing strength/ironflesh after leveling, you would gain strength from everyday fighting and ironflesh from being hit with physical attacks
Niccoli
07-22-2008, 06:45 PM
Does it vary between levels / race or is it going to be like UOs old system where everyone had to balance their stats.
If I remember correctly you could only have 225 points (In old school UO, I use this game as an example because it was a bit unique) (excluding potions and magic stat buffs), so you had to balance out mana, stamina and health with the cap being 100 for each, but only 225 of the total to balance through out the stat line.
Or is it like every other game? Keep attacking until the players hit points reaches zero?
Considering a few 'newbs' should be able to take out a veteran player, I'd say hit points are most likely capped at some point. The problem with ever growing hit point pools of a 'level based' system is it makes it impossible for the newbs to compete.
Jonkar
07-22-2008, 07:06 PM
Big sigh.
Talking numbers are totally unneccessary since we don't know what scale they will be using. They could for all we know have the max amount of HP at 10 million, the only thing that matters is how that is related to the average damage done.
People really should stop taking it for granted that DFO will use the same scale, abilities etc as most others.
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Most likely there will be some skill increasing the amount of HP you would get. Armors seems to only give you a certain resistance to different sorts of damage. It's very possible that enchanted items will be giving you another slight HP increase though.
Actually it does matter because we've seen a screen that shows a kobold doing a specific amount of damage.
Deja vu
07-22-2008, 07:57 PM
in the LoD guys review of DFO Asp said that it took like 4-6 shots to kill a mage with his mace. That leads me to believe that combat will not last long in DFO.
Jonkar
07-22-2008, 08:05 PM
in the LoD guys review of DFO Asp said that it took like 4-6 shots to kill a mage with his mace. That leads me to believe that combat will not last long in DFO.
I'd say a fight in general would take a minute (Seeing as that "mage" had cloth equipped)
g0dp0wer
07-22-2008, 10:31 PM
if u had a 2h u can probaly take out a mage in 2 hits
Teppla
07-22-2008, 11:21 PM
if u had a 2h u can probaly take out a mage in 2 hits
nope
Hyperion roach
07-22-2008, 11:26 PM
nope
Nice argument
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