Best Of
Re: Money spent on game already BY YOU!
I admire the Commitment that some People have.
I mean, I don't really have the money sink vices that other people might have. I don't smoke, I so vary rarely drink that a 6 pack can and has sat in my fridge for over a year on more than one occasion, outside of Kickstarter I don't gamble. Outside of special occasions I tend to not go out to eat or order out. I don't need to pay for female companionship...Well, my wife does have access to most of my accounts so maybe that one is a bit of a stretch. Happy wife, happy life. Know what I mean? A decent portion of the money people would spend on those things goes into a play money petty cash account. That's what I use for "me" things like a Kickstarter pledge or games or computer upgrades or books. 1k on Kickstarter? I'd hate to know what you think about how much I spend on books in a year.
Re: Player enemy visual Health Bar update on hit.
Ludullu_(NiKr) wrote: »The current system will lead directly to the abuse of the corruption system, which would then lead to complaints about corruption "being broken" and to changes that will make that system even harsher than it already is.Can you please give me a TL:DR on why? I just don't see the point.
If I can see where you hp is - I can know how to keep you at <=25%hp. This will directly hamper your ability to clear pve content, while I will not get any corruption for it. And with even the tiniest bit of math on top of this system, we'll quickly learn relatively precise hp values of our victims, which will not only make it way easier to keep them at low hp, but will also make it easier to kill them under mobs w/o becoming corrupted.
None of that is the case if you can't see your target's hp. Invisible hp worked completely fine in L2, when it came to pvp and PKing, and it quite often punished anyone who tried the abuse I described above, because they'd overestimate the hp of their target and would PK them instead of keeping them low.
So in the link above I saw a quote from Azherae which says
"Corrupted/Combatant player HP is visible, nonCombatant player HP isn't."
And that makes the most sense to me. I have no problem with not seeing hp bar of non-combatants. But if I'm fighting someone, I absolutely want and need to know their hp.
Also bars don't make sense, because you always know if the target is above the 50% threshold or below it. Just remove bars, but leave one hp bar if you are keen on this version. It's more ambiguous this way, and you can only guess the rough percentage when you are at the break point between 25% 50% 75% etc.
I agree with your reasoning, even though this wasn't an issue in any other game I played. Maybe this would only be a unique problem with L2, and in this case Ashes as well?
iccer
2
Re: Player enemy visual Health Bar update on hit.
The current system will lead directly to the abuse of the corruption system, which would then lead to complaints about corruption "being broken" and to changes that will make that system even harsher than it already is.Can you please give me a TL:DR on why? I just don't see the point.
If I can see where your hp is - I can know how to keep you at <=25%hp. This will directly hamper your ability to clear pve content, while I will not get any corruption for it. And with even the tiniest bit of math on top of this system, we'll quickly learn relatively precise hp values of our victims, which will not only make it way easier to keep them at low hp, but will also make it easier to kill them under mobs w/o becoming corrupted.
None of that is the case if you can't see your target's hp. Invisible hp worked completely fine in L2, when it came to pvp and PKing, and it quite often punished anyone who tried the abuse I described above, because they'd overestimate the hp of their target and would PK them instead of keeping them low.
Ludullu
7
Re: Player enemy visual Health Bar update on hit.
Ludullu_(NiKr) wrote: »I want enemy player hp to be completely invisible, so I hate the current system
Totally agree. There was a pretty active thread about this particular topic some times ago: https://forums.ashesofcreation.com/discussion/59039/health-bar-should-be-removed-and-here-is-why/p1
Flanker
2
Re: Introducing the Intrepid Studios Content Creator Program
If we applied already will we be included for content creators?SkylarckTheBotanist wrote: »Development Update: August 30, 2024
Present:
Steven Sharif: Creative Director
Margaret Krohn: Director of Communications
Discussion & Outline Summary
• Content Creator Program is still open but will be closing in the near future.
We have not begun the invitation phase yet. If you already applied, you should be good. You can also edit your submission if you have any updates - just make sure you use the same email you signed up with.
We JUST hired on a Content Creator Program Manager, and we'll begin onboarding them when they start in a couple weeks. Once they are ready to launch the program, you will start seeing invites to folks who are invited, and if you do not make it into the program, we will also notify you and give you a reason why, so you know what you can do before reapplying in the future.
Thanks again everyone for your patience as we tried to find the perfect fit for our team.
We are going to have a lot of fun with Content Creator Program! 🙌🏽
Re: Player enemy visual Health Bar update on hit.
I can't tell from the wording of this post whether you're aware how much of a deeply discussed issue this is, so for reference:
https://forums.ashesofcreation.com/discussion/comment/445067#Comment_445067
https://forums.ashesofcreation.com/discussion/59581/target-player-health-indicator/p1
(Both arguments for "no health bar" and "only restricted information accuracy on health bar" are brought up in most of these threads; there are several more of that kind.)
https://forums.ashesofcreation.com/discussion/comment/445067#Comment_445067
https://forums.ashesofcreation.com/discussion/59581/target-player-health-indicator/p1
(Both arguments for "no health bar" and "only restricted information accuracy on health bar" are brought up in most of these threads; there are several more of that kind.)
Re: Player enemy visual Health Bar update on hit.
Seems fine and suits the purposes of the game without making it too difficult to know what’s going on in a fight.
Having no health bars would be dumb as hell.
Having no health bars would be dumb as hell.
Caeryl
6
Re: Enemy Health bars in PVP and the UI setup in the January AoC livestream.
Nah, making myself weaker against other people through UI is not a thing I'd want, cause I will already be doing that by mostly being alone or a casual.If given the option, would you toggle off enemy health bars for yourself?
Ludullu
1
Player enemy visual Health Bar update on hit.
I don't know if this was discussed or not, or how many noticed this. How do you guys feel about how the current health bar updates for player enemy when they take dmg?
There are 4 bars for the total health of a player enemy, now let's say enemy total health is 18k, that's like 4.5k per bar.
So, while you do dmg to the player enemy, and you see your skills popping up numbers on hit, you have no idea if the dmg was registered or not, as the health bar doesn't move, unless you do more dmg than what a hp bar has.
The way in which health updates is by health bars, and not by each hit you do to the player. So this is really confusing in pvp, as the health bar is not moving, and it will only update visually if you/others total dmg hits is more than what a hp bar has (in this case 4.5k a bar) . Only then it will consume the bar and go to the next one, with another 4.5k, from the total 18k.
This example was for a enemy with18k health/4.5k a bar.
Is this a good health bar display mechanic for pvp?
I rather see no bar than this confusing visual health mechanic, or just have the classic health bar update on dmg taken per hit.
There are 4 bars for the total health of a player enemy, now let's say enemy total health is 18k, that's like 4.5k per bar.
So, while you do dmg to the player enemy, and you see your skills popping up numbers on hit, you have no idea if the dmg was registered or not, as the health bar doesn't move, unless you do more dmg than what a hp bar has.
The way in which health updates is by health bars, and not by each hit you do to the player. So this is really confusing in pvp, as the health bar is not moving, and it will only update visually if you/others total dmg hits is more than what a hp bar has (in this case 4.5k a bar) . Only then it will consume the bar and go to the next one, with another 4.5k, from the total 18k.
This example was for a enemy with18k health/4.5k a bar.
Is this a good health bar display mechanic for pvp?
I rather see no bar than this confusing visual health mechanic, or just have the classic health bar update on dmg taken per hit.
Syblitrh
5
Re: Loot System Changes
You should be saying that they are not fun TO YOU. And then others can agree or disagree with your opinion.Infighting in guilds is not ‘fun’. In no game is it ever ‘fun’ to watch people who used to be friends at each other’s throats about a video game. Guild politics are the least appealing portion of any social game. Conflict in a group game is meant to happen between out-groups, not within the group that’s supposed to be your closest chosen allies.
Because all those things are quite interesting TO ME, and to others as well.
Also, as has been said several times now, there's quite a few people out there that do not see the current loot rules as "abusive". They see them as communal, so when their comune gets a loot - they're happy for it.
Ludullu
2