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Dev Discussion #40 - Enemy Indicators

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Comments

  • GutzgoreGutzgore Member, Alpha One, Adventurer
    edited May 4
    I would like to see some sort of knowledge system, maybe this could be a bestiary of sorts where you have almost no information on the enemy your fighting until you have gained that knowledge through experience. The experience on the particular enemy can be gained more and more to unlock more and more detail. Then at some point you learn all there is to know about this enemy.

    This will help to give a bit of that mystery in the beginning, transition into some information being available for those that like to see some but not all info and then also provide the precise details for others that want it once they have fought this enemy before enough times (or maybe others ways can grant knowledge on an enemy like research or rewards or something). Then give the ability at any stage of earning knowledge to turn anything you have learned off or on. Once you have unlocked all knowledge you can then either have it all on or off or somewhere in between.

    I think this is best for all worlds.

    Of course allowing players to add or remove UI elements to their liking.

    Oh and it would great to have an actual visual bestiary of what you have killed. Its basically like collecting mounts or pets or anything else. You want to complete this as much as possible and gives incentive to explore and kill stuff. Maybe you can also provide rewards for killing enough of an enemy or unlocking certain groups of enemy's in the bestiary. I know this is going a bit off topic now.. but damn this would so cool.
  • PsomopsoliPsomopsoli Member
    Do not know if this is decided yet, no indicators please!

  • CountPipsCountPips Member
    This is a perfect opportunity for a game to have indicators directly related to race and/or class.

    Can a Py'Rai see someone hiding in the bushes better than a Ren"Kai?
    Can a Mage notice other Mages better than a Summoner can because they sense the magic?
    Can a Hawkeye see farther than a Guardian?

    The indicator system can even be put into skill trees to be able to upgrade or augment. Maybe the indicator changes based on class?

    An Indicator is a buff if the enemy does not have one. Can a player be rewarded by not using them? Higher crit/damage? Longer CC? Less mana cost?

    Maybe it can be a server setting.

    Personally, I feel like the less the indicator the better. Unfortunately, this can turn difficulty way up in certain games, especially if you're capped by your PC's quality.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One
    edited May 11
    Classes, probably.
    We haven't heard about racial skils, yet.
  • CROW3CROW3 Member
    I’d rather have infravision than a combat indicator on a player allowing me to click on them in a bush.
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  • FrostshotFrostshot Member
    I prefer being able to see enemy health bars. Nothing worse than playing a healer and "helping" to fight a monster for 10+ minutes only to find out the DPS you were healing is doing no damage to the mob.
  • BracuBracu Member
    Gutzgore wrote: »
    I would like to see some sort of knowledge system, maybe this could be a bestiary of sorts where you have almost no information on the enemy your fighting until you have gained that knowledge through experience. The experience on the particular enemy can be gained more and more to unlock more and more detail. Then at some point you learn all there is to know about this enemy.

    This will help to give a bit of that mystery in the beginning, transition into some information being available for those that like to see some but not all info and then also provide the precise details for others that want it once they have fought this enemy before enough times (or maybe others ways can grant knowledge on an enemy like research or rewards or something). Then give the ability at any stage of earning knowledge to turn anything you have learned off or on. Once you have unlocked all knowledge you can then either have it all on or off or somewhere in between.

    I think this is best for all worlds.

    Of course allowing players to add or remove UI elements to their liking.

    Oh and it would great to have an actual visual bestiary of what you have killed. Its basically like collecting mounts or pets or anything else. You want to complete this as much as possible and gives incentive to explore and kill stuff. Maybe you can also provide rewards for killing enough of an enemy or unlocking certain groups of enemy's in the bestiary. I know this is going a bit off topic now.. but damn this would so cool.


    i know this answer is 2 month's delayed, but as this threat popped up again ill have my shot on it!

    i really like the idea you got going here! it could even be linked with achivements or map completion as of " researched all monster in the area"

    as for me i am torn between the no indications and have them all, and i think what you suggested gets the best out of both worlds while still having the exploration.

    AoC hype
  • i would say that you have Old School Style so you can prevent stupid deaths. Or you can see the range of mooblevel on the map. (Like GW2 and others do)

    but against Bosses i would prefer Hard Core No Indicators (TTRPG) Style, because they are Bosses and probably out in the open Field or somewhere were other players can "steal" your bosskill and also loot just by lasthit or highes DSP- witch is really bad experience for lower/new Players
  • MaviodasMaviodas Member, Alpha One, Adventurer
    Hard Core No Indicators (TTRPG) Style: You do not know the power of the enemy, nor it's intended audience until you encounter and learn about it through your combat experience.

    This would be my preference. I come from very hardcore PvP games where, you see no info about the enemy except that, they are an enemy. I'm a firm believer in "F*** around and find out." mechanics like you see in EvE Online and other such sandbox hardcore games.
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  • I prefer less to no indicators for greater immersion. I love the suggestion I saw above by Sir_Brand of having a tinge around the edge of the screen. Something subtle to give me a "gut feeling" of danger without clogging my screen. There are many rpg thrillers or horror games that do this well. It could also change depending on the number of party members near to help you fight the enemy.
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