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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Please show the exact enemy Hp
Zirdelas
Member, Alpha Two
Everything looks great in this video except one HUGE thing. Pls show us the exact Life of the enemy. It looks so unsatisfying to make your whole combo and the hp bar doesnt move at all. You have no idea about so much things, that arent worth loosing.
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Comments
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A large portion of the discussion is about distinctions between scenarios involving already flagged combattants.
Which might be relevant here. I could definitely see combattants in wars showing exact HP.
Personally, I've acquired a taste for it. I think it's an interesting dynamic to have to make risky decisions about the cooldowns you expend.
More important side note:
Suggestions like this one in the dev update feedback thread would probably be a big step towards the best of both worlds. More feedback whenever your abilities connect by making the attacked section(s) of the HP bar flash in white (much like most games already do it when you strike a hit, only they flash the exact amount that is removed afterwards), but still preserving the obfuscated information.
What is wrong with the health being limited to bars? It makes choosing your fights a bit more challenging.
I wouldn't be opposed to some audio or visual clues, like a grunt vs a scream or something when hit at high vs low HP.
Please explain.
I don't get it yet. (.__.)
✓ Occasional Roleplayer
✓ Guild is " Balderag's Garde " for now. (German)
long story short, you remove the risk of going red while attacking someone being hit by mobs, but you get all the reward. let me know if you want me to elaborate ;3
This is exactly why its being obscured. You (the royal You) play like a shitty rat bastard if you see someone at 10% hp and feel like its a free kill. Theres hardly any thought there other than how many other players are nearby to kill you if you go red.
With it obscured you now have to think harder about your choice which is the whole point.
Better learn to deal with minimum data given to you and learning how to make good judgement calls.
It's the best thing to happen since sliced bread, learn to actually fight and not be a dopamine crank who just likes to see big chunky numbers.
Hell no, I like it. I would keep it to 3 bars if I could. The guessing makes an extra layer.
You sure? Professional boxers gets this stuff wrong
yes, but 25% is more of a chance than 2% or 10%. Honestly they caved a bit when they decided to let you see it in brackets like it is now, im pretty sure it used to be planned for not showing it. I would rather it not show because like you said 25% is still low enough in many situations to let people act on that rat mentality.
It's not about killstealing (which is more a ego problem). But if your target has less health you don't cast your super spell.
Beyond that I respect that some would want to see more and I think they should have the option to get it... at a price. Examples of how to improve detailed information on enemies:
- Head pieces (like a magic lense)
- investing skill points into it
- horizontal progression options from the Headhunter occupation
- vertical progression from the Headhunter occuptation for corrupted players only
These options could mean more segments on the health bar and more information on armor worn (like how many pieces of armor from which of the 3 categories)
But free information is not the way to go here, since that would go against the risk-reward design guideline and reduce the risk especially for corrupt players and "trolling"