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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.
PvP HP Bars - Suggestion.
ConstantineAoC
Member, Alpha Two
Although it might be a bit early and not the highest priority, I’d like to start a discussion to see if the community agrees on this point.
I feel that having HP bars split into four sections, where each section only depletes after 25% of health is lost, would feel clunky and unresponsive.
I understand the reasoning behind this design choice, but from the gameplay videos I’ve seen so far, it doesn’t look or feel smooth.
Personally, I hope they consider switching to a more classic HP bar system, where the health decreases instantly and proportionally with any damage taken. This would make it feel more responsive and interactive.
1
Comments
I’m not entirely sure how they could make it more fluid or responsive, but it likely just needs better optimization. The 25% decrease allows you to estimate the opponent’s health after an initial encounter without revealing their full health pool, adding an element of mystery to combat. It also makes it easier to identify who is low on HP; for instance, you can specify whether to focus on a target at 75%, 50%, or 25% health to secure a kill.
Of course, it will take practice and time to get a sense of the different health thresholds for various classes and builds. But I think the 25% system helps you gauge a player’s health pool without showing the exact number, so you aren’t completely in the dark but still have to strategise.
I think having the HP decrease in chunks or increments is better than dealing, say, 10% damage and barely noticing any movement in the HP bar. In that case, I’d still be in the dark about the exact impact of my attacks. But with a 25% threshold, I can at least make an educated guess about what’s happening, which provides more clarity during combat.
how is that clunky and unresponsive?
also, I prefer no hp bars at all
To be honest, if you never attacked that player, then you should never be able to see any bar at all, only party members should be able to see the bar at all times
#ragepepe
It also creates a restriction for griefers who will try to bring osmeone down to 2 hp and let a mob kill them. The can only get to 25% before having to take a gamble.
As long as in competitive modes such as (node wars, sieges, instanced PvP, Arenas) etc we got the full information
This is an easy one.
In most games, when you deal damage, you see an immediate response in a change in size of the HP bar of the thing you just attacked.
In Ashes, you do not get that response.
That feels clunky, and the lack of any kind of visual response is the epitome of unresponsive.
That said, as I have said in other threads, I personally can accept this specific system. It's clunky and shit, but so is the game as a whole.
https://forums.ashesofcreation.com/discussion/60728/player-enemy-visual-health-bar-update-on-hit/p1
Just read through this thread, but be warned, it gets crazy in between.
It's more a question about not seeing HP before the fight starts. Several users here argue around this and don't want to see an HP bar at all.
For some (like me) it's extremely important that all information, during a fight, is shown. Noaani explained it above.
The 25% indication is somewhat a compromise to at least provide a range with some responsive UI feedback.