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Re: Player enemy visual Health Bar update on hit.
25% ranges make sense, NO HP bars never make sense. In no situation.For large scale PvP, it makes no difference, I guess.
Seeing all single HP points precisley is a MUST for serious professional small scaled pvp. As AoC likes the big groups, 25% ranges can be fine. Its perhaps 100vs100, nobody cares whether the enemy is at 22% or 17%. But not knowing whether he is on 75% or 25% is nonsense, because whom to attack? The first one you see
As for corruption: Thats the consequence within a „design“ where non-pvpers can be attacked. This problem will not exist if this wouldn exist. If a pvp flagged player is pve-ing and got 20% HP, sure he will be bursted down from the nasty, stealthy rogue. But thats his problem, he was pvp flagged. You cant answer one bad design (allowing non-pvper to be attacked) with another bad design (no HP bars). Its double nonsene then.
Chaliux
1
Re: Player enemy visual Health Bar update on hit.
You walk into a room and see a guy bleeding out, you know how wounded they are. You walk into a room and see your wife ill, you know if she is, a little ill or you need to rush her to the hospital. The current use of the hit point bar makes no sense. My suggestion for what its worth. As you fight a type of mob, over time you learn more about it. Like an experience bar for each mob type. In time you could tell how much hit points a bear had, a human, a dragon. To start, you would not.
catibrie
2
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
I want to see the exact HP of a player I am fighting. I dont like the current system. I was a fighter. I have trained in fighting. From the first blow to the last. I could read on their face how many HP they had. How they moved after a blow was telling. This current system is down right dumb. I do get not knowing a creature you dont know, not knowing its HP but over time, fight enough of them as well. You would know how mortal each blow you did to that creature as well.
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.
I would agree with you, but is not "fine" . Then what is the point of aoe markers showing on exact time, and not speculating when it happens, like how the current HP bar works, or other visual display mechanics.
AoE markers are for persistent effects, not player attacks that have yet to land. That’s what ability vfx are for as long as people are paying attention.
Segmented HP bars on combatants give enough information to see the overall combat state, but are vague enough to keep things interesting.
HP bars exist where you’d in reality be seeing wounds on the other person. You can tell the general state of someone in boxing based on their movement and the condition of their face or skin. In a video game those things don’t ever change, so the UI translates that information instead. 25% increments are on a good line of info given vs info concealed.
Caeryl
1
Re: Where is the progress
I think showing a showcase that doesn't look like the visuals of the actual game * whilst * actively selling and promoting at the same is not transparent.
Then why are you asking them to showcase things that are almost definately not a a state that they will look like when the game is live?
That said, the showcase isn't about the games visuals. It is about the gameplay.
I mean at this point it should be about both,
also I don't need to see these systems showcased but would love to hear literally anything about them, and I think a Livestream that went over those topics would be much more well received than recycled content we have already seen
Nah, it wouldn't go over well.
If Intrepid rushed through trying to tell people where dozens of different things are at, they wouldn't have time to show any of them. People would then complain that all they did was talk, not show. If they did show one thing off each time - well, then they have people complain that they aren't getting updates on things they aren't showing (ie, this thread).
There is no way Intrepid can "win" at this, there is no real reason for them to even try.
Noaani
1
Re: Where is the progress
was stated in the livestream it will not be at the launch of P1 but maybe sometime through but you are right, lets see
Chicago
1
Re: Player enemy visual Health Bar update on hit.
Other groups react on this with CC, heal and are also acting as a unit. But if you dont see HP, its random.Ludullu_(NiKr) wrote: »It's not random when your party works as a unit and you have a designated targeter who makes the calls and makes sure that the target dies each time a call is made.No health bar just makes no sense, this is fully random dps without focused and tactical gameplay, you just fire randomly targets without knowing which targets potentially could be finished/swapped to.
If you dont‘t see any HP bar, it will not be precise, but luck and with only hope. During group fights AoE are used, so enemy players start to decrease in HP. This must be seen, together with target calling (and after that new target calling, because against good enemies one call never is enough, but target switches are, prepared and executed with CC effects and well timed switches) and CC enemies will potentially be defeated. But if you dont see the current HP (for instance due to healing the focus target still gets, but maybe another enemy already is at 50%), you cant do serious and well-timed switches. Because you switch from „I dont know“ to „I dont know“ if you dont see enemy HP. But skilled switched are a major success factor in pvp.
Are we talking about the same? If yes, very funny. You‘ve played pvp, right? Just to be sure ;-)
Chaliux
2
Re: Player enemy visual Health Bar update on hit.
Ludullu_(NiKr) wrote: »It's not random when your party works as a unit and you have a designated targeter who makes the calls and makes sure that the target dies each time a call is made.No health bar just makes no sense, this is fully random dps without focused and tactical gameplay, you just fire randomly targets without knowing which targets potentially could be finished/swapped to.
Which will be 25% of the playerbase maybe at most
But yeah, to me it would just feel weird playing the game this way, fighting someone and not seeing their HP.
I don't know if I'm doing any damage to them, I don't know if it was a close fight or not, I have very limited information about the whole fight.
For large scale PvP, it makes no difference, I guess.
iccer
1
Re: Loot System Changes
Ludullu_(NiKr) wrote: »And I personally dislike filling up my inventory with useless common trash that does nothing.If there were no drops from mining a rock 90% of the time, almost no one would pick a miner profession. If every rock drops at least one basic craft material, even if the chance for a rarer drop is only 10%, then they have something for their time even if it’s just common loot.
And as for not all people in my guild liking me - sure, that was probably the case. But I also know for sure that all my friends and I were completely ok when our party wasn't the first nor even the 5th to recieve loot from repeated boss farms, because we knew that those previous drops went to other groups which made the guild overall stronger.
It's a difference in mentality. Yours is obviously egocentric, while ours is community-centric. We were part of something bigger than only mattered when it was whole, while you think that every person should be their own powerful snowflake with their own good reward.
And we've once again reached the point of wild hyperbole because players are asking to be rewarded for successfully clearing difficult content.
Caeryl
1
Re: Loot System Changes
Ludullu_(NiKr) wrote: »As King has already pointed out, there's several situations where internal drama leads to something intersting. I've experienced big guilds falling apart due to drama and then making the whole server more interesting because the parts of that previous guild created their own guilds and went to war against each other, while also rallying more guilds to their sides.What about guilds falling apart due to infighting and scummy gm’s is fun? If you’re not engaged with the guild then sure, it’s funny to watch a rival fall apart. If you’re actually in the guild, then there’s nothing to enjoy about it.
I've seen people leave guilds due to drama, join enemies and take revenge, which in turn created way more interesting social content in the game.
And this is not even touching upon all the spy-related interactions that inevitably lead to big politic changes on the server and create great content for everyone involved.Yes, people can in fact have different tastes. I know, it's a huge shocker.You also said grind games are fun, so your sense of game enjoyment is very much not the norm. (Flopfield)Communal loot only works when it’s specifically a guild benefit, something plopped in the hall that benefits the entire population of guild members itself. It doesn’t work when ‘communal’ loot is actually individual goodies given out to specific people based not on objective performance contributions (because we’re actively told we won’t be able to have that information), but on the whims of a tiny handful of players who will through human nature be biased and have favorites.
But it's also obvious that you do not consider yourself part of the guild, if you think that items going to members of the guild do not make the guild overall stronger.
The moment they log off that power is gone, because it is individual power.
I realize you think you were a great GM and think you never left people out. I can most certainly guarantee not all the people under you agreed, whether they complained openly about it or not.
Being part of a guild means you’re willing to spend your time and resources to aide the guild. It doesn’t mean putting up with getting nothing for your time for the vast majority of encounters.
If you do not reward players for their time and effort when they succeed clearing difficult content in some way, most players won’t keep bothering with that content.
If there were no drops from mining a rock 90% of the time, almost no one would pick a miner profession. If every rock drops at least one basic craft material, even if the chance for a rarer drop is only 10%, then they have something for their time even if it’s just common loot.
The current design for raiding is currently over 90% of the time a net loss for the player, because they’ll always incur gear degradation and likely exp debt if there’s active PvP around the bosses, but they’ll very rarely get anything from the boss even if they win the dps race for loot rights.
Caeryl
1