Hi All,
Addressing each point as I read them ...
EDIT: There is one proviso about these bars: In a MP game, they are either visible or not visible for ALL players. So, hopefully, players will be in agreement in a MP game. 
DannJ wrote...
I'd hate having those bars above every hostile creature all the time. "Goodbye immersion - I'll miss you!" I'd definitely be turning it off.
There's already a small HP bar when you right-click on a creature you're in combat with. I've always found that more than sufficient, and you can choose whether or not to view it.
DANNJ: Personally, I find having the enemies condition more accessible easier to work with. That right-click option is never clear enough for me. However, it is very easily switched off, and the "option" will be off by default. I intend to have the GUI introduced as a FEAT called "Observe Condition", which can be acquired by reading a book on "Observing Your Enemy In Combat". Once the book is acquired and read (it will be accessible near enough from the start of the game), then the feat is added and the player can switch the option on (or off again) from the feat. (EVEN
dynamically during combat.)
manageri wrote...
As a lover of good, clear UIs, this is awesome to me. Consistent bars are way superior to having to tab between targets to check their HP and decide what to stab next etc. <SNIP>
MANAGERI: That's how I feel bout them. I agree with you on all the points you raise. I also considered the colour switch towards the end, but opted for consistency in the end, as I would probably not notice it too much during combat. Of course, it is still possibly something I'd consider in the future, as well as any other options.
Arkalezth wrote...
That's a good point. Now that I think of it, I tend to use the keyboard to target first and then attack, rather than clicking with the mouse, so I already see the current enemy's HP all the time, which would make those other bars redundant in my case (except for multiple enemies, but I usually focus on one at a time).
Then again, there's nothing wrong with having the option. Just saying that, for me and my playstyle, those bars may not really add much.
ARKALEZTH: (Reference the right click HP bar option already available.) Personally, I don't tend to see this bar very easily/often during combat. Like you, I like to concentrate on one creature at a time, but I have found instant reference to all creatures a better way to gauge the overall situation. Anyway, as you say, there will be an option to add or remove the bars at the click of a button.

Tchos wrote...
I imagine that if they work similarly to my quest indicators, then it'll be a very simple option for players who don't like them to remove them from any module that uses them, so it shouldn't be a problem. 
TCHOS: Very simple indeed. They will even be off by default, and the player has to want them to activate them. See my post to DannJ above.
DannJ wrote...
One way I could see them being useful is if they were restricted to special bosses who have a lot more than the usual number of HPs, and a bunch of immunities. I'd be locking the bar to a specific location on the screen though, rather than have it hang over the boss's head.
DANNJ: I am already considering working on that type of bar as an extension to the system. Having a "fixed" GUI bar for one creature (BOSS TYPE - that can be dragged by the player if they wish) is actually easier to implement. For me, it's a question of whether to include it as a "full addition" to the same system or as an "alternative" option. i.e. There may be some people who do not want the BOSS BAR on screen, or may want the "individual" "hover over head" type for it rather than the "big one" as it were.
seraphimsage wrote...
I concur on that one, DannJ. The only notable problem though with a fixed hp-bar is finding a location on the screen. Given all the numerous GUIs that are already there that is not always easy.
I would say the only remaining places are either the top-center or bottom-right between special-abilities/spells and the stances, and both obscure part of your vision. If there are any others, or perhaps even a chance for a vertical bar, it eludes me.
SERAPHIMSAGE: See the post above ... A BOSS BAR can easily be designed to be dragged anywhere the player likes. However, I am still considering my options for the variations possible with the current system.
Thanks All,
Lance.
Modifié par Lance Botelle, 23 août 2013 - 07:26 .