I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.
I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.
Love - auto health or shield regen. When I first experienced that in Halo it made me instantly hate other games that didn’t have some form of that mechanic.
I hate managing health inventory items. It breaks gameplay flow with tedious bullshit that isn’t nearly as fun as focusing on the a combat mechanic.
I’m exactly the opposite. I feel like regeneration makes avoiding damage feel trivial and doesn’t reward you for playing well.
You also have to wait around hiding to heal INSTEAD of playing the game. Same thing with reloading. That’s why doom 2016 and eternal so good.
Auto health makes the game oriented around taking as much cover as possible. You just pop out, shoot, and then jump back to hiding again.
The newer Doom games for example uses limited health to force you be that cool action hero who is participating in the action. Health is regained by killing enemies. If they had regen the player would just be back to hiding behind covers like cowards.
Doom was interesting because it was a solution to both of those problems at once. Doom shouldn’t be a cover shooter, but hunting for health packs is not action packed or fun, so the enemies became health packs.
The Estus Flask in Dark Souls was great. You couldn’t spam a million of them on a boss fight but you also got them all back when you were safe. There wereots of things to dislike but that was a major positive. And to your point, it’s not buried in a menu either. It’s just right there.