Poll: Monster life number display
Should numbers be shown on the monster life bars?
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" In general yes, but the idea here i guess, is kinda more towards the cosmetics of the game. Besides, numbers might be a bit unrealistic, but surely helps when measuring dps, so again Id like to have both. |
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For gods sake no dps meters.
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" o.O lol |
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I've changed my mind. I think that combat txt and floating dmg numbers are must have! Why?
1. Makes game look more dynamic. 2. Gives a lot of information to a player. For example you know when you hit something, when you deal a crit, when you block, dodge and other stuff. 3. Makes you feel the progress of your char. When you go to next difficulty it feels like your char is dealing less dmg, is more fragile etc. It is couse hp bars show you dmg as % of max life. And you cant say anything about how much it actually is. With numbers you see it is getting better despite having to hit zombie in first zone 3x more than one difficulty before. And customizable battle txt can be nice thing to have. (Maybe even option to buy new fonts and effects in GGG ingame shop) Last edited by erenhardt#4431 on Sep 29, 2011, 10:31:12 AM
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Floating next is always welcome to me.
And in a game like this I am very hopeful that dps meters will never be needed. As for a monster life display I like the options toggle idea and having it be choosable between percentage and static values would be another nice option. Bear "replicant" Powell
"I am Shaolin-Style!" Thanks to MOOMANiBE, Chris, and the GGG Team for the beta hook-up. |
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if its just an option I see no reason why not
(ノಥ益ಥ)ノ ┻━┻
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Health number for me is important, because, if You get weapons, and You don't calculate how much damage, so why need show damage in weapons, maybe just enough show percent, how will take from mob. Is definitely need if You collect items and have better gear and test of monsters.
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Whether or not hp numbers are necessary depends on the availability of weapon/skill effectiveness metrics elsewhere. If I can get a good idea of my weapon's final damage output (scaled against the skill I'm using) somewhere in the character sheet or skill sheet, I won't need to see monster hp numbers. If that information isn't available elsewhere, I'll need those numbers to be able to evaluate weapon/skill effectiveness.
As for combat text more generally... I feel like combat text would interfere with the game's atmosphere. That said, I think you could fairly easily introduce some visual vocabulary to communicate much of the same information. For example, a monster's healthbar might flash white and then fade to base color when you land a crit, flash-yellow-then-fade when your attack is blocked, flash-red-then-fade when you miss. This will give the player all the same feedback without cluttering the screen or detracting from the game aesthetic. ------
"And 'Do what thou willst' shall be the whole of the law." -- Aleister Crowley "First, love; then, do what thou willst." -- St. Augustine "Whatever is done out of love always takes place beyond good and evil." -- Friedrich Nietzsche |
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Unnecessary IMO because you already have a visual representation. However, it would of course be something nice to modify in options. It is hard to get too many options now days :). I still stand with my answer of no. I would not use it.
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The debate to have or not will remain so long as the option is not there... That is the single most important thing I can say about this topic.
Patience is a virtue.
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