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Combat log or floating combat text


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16 réponses à ce sujet

#1
DrunkZoltan

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I would like to ask what form of combat feedback do you prefer.

 

I have grown fond of a combat log since IE games. It's a useful tool to analyze combat (during and after a fight), it's clear and easy to follow and text doesn't disappear after few seconds.

 

In the recent video about combat system I saw usage of the floating combat text and it looks like mess again (is damage colour coded or not?). Those tabs with info about enemies looks good, but I would like to see calculations and damage types and numbers located in one section of the screen.

 

I don't think that it would be difficult to implement some toogle between those two feedback systems.

 

What is your opinion?


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#2
Enigmatick

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I also want the log, more information is always good.



#3
NextArishok

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I prefer a log as well.  I don't like stuff all over my screen, but I do want the information.  I do play with it over the enemies, but would much prefer a log.


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#4
Ina

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I'd like both.



#5
Bigbar

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I actually prefer the floating text I never notice the log. Its more fun seeing a huge crit appear over an enemy, but I can understand if people don't like it for blocking the view.



#6
abnocte

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I much prefer a combat log similar to the one found in BG, if only because the information is persistent after the battle.

Also I found it was easier to see the enemy inmmunities in a log but I've seen that they have solved this with a tooltip so that's good. I just hope enemies immunities is something we discover via experimentation ( ala DAO spells combinations ) instead of having that info available from the very beginning... well unless you are in easy difficulty...

 

 

*snip*

 

I don't think that it would be difficult to implement some toogle between those two feedback systems.

 

*snip*

 

Just because it is not difficult does not mean it is trivial to do.

 

So far I've not seen in the current interface a place that could hold a combat log similar to the one in BG, that means that they should redesign the whole interface to make room for it.... since they are already in the polishing phase it is obvious that this is not going to make it to Inquisition.

 

I would be satisfied if we got a combat log even if I had to go to another screen to check it ( similar to the dialogue log we had in Origins ).



#7
Sylvius the Mad

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Log.

I hate the floating numbers, but I need the information they provide. The floating numbers also provide insufficient detail.

#8
Amfortas

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I prefer a combat log, but I don't need it to show at all times. Floating numbers are enough for most fights. I'd like something like what kotor had, so that if at some point I want to know what the hell happened I can check the log. It doesn't have to be in the main UI.

It's important in my opinion to be able to check it after death. I believe the old infinity engine games didn't allow that.

Just please, not something like what swtor has, that we need an external program to understand

#9
WindFury

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I`d like both. Floating numbers for immediate feedback and log for after battle analyzing, it would be nice if debuffs were also listed.



#10
LexXxich

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Both. With toggles for both. With multiple toggles over what to show in both: party dmg/healing/effects, enemy dmg/healing/effects, rolls for each thing happening and a formula to show how/why it's happening. I want all the possible info, and the ability to remove it from view too, for those who would desire such a thing.

#11
In Exile

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Both. With toggles for both. With multiple toggles over what to show in both: party dmg/healing/effects, enemy dmg/healing/effects, rolls for each thing happening and a formula to show how/why it's happening. I want all the possible info, and the ability to remove it from view too, for those who would desire such a thing.

 

The math might be screwy. The problem with showing so much written out information is that unlike D&D, there's no reason to have easily comprehensible back of the envelope calculations. While, of course, that's absolutely no reason not to show it per se, Bioware might worry about the perception of their game to a wide audience if they're bombarding players with multivariable equations. 



#12
LexXxich

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The math might be screwy. The problem with showing so much written out information is that unlike D&D, there's no reason to have easily comprehensible back of the envelope calculations. While, of course, that's absolutely no reason not to show it per se, Bioware might worry about the perception of their game to a wide audience if they're bombarding players with multivariable equations.

That's why I mentioned toggles. Their default state can be on or off.
Hard to understand at a glance math is all the more reason to show it in-game as opposed to make players who are interested in it reverse engineer it. It'll also help a lot with noticing bugs, since player knows what's supposed to happen, and will immediately see things like enemy ability doing double damage, or player ability not reacting to state it should be reacting to.

#13
Wulfram

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Both.  Floating numbers are good for noticing something is wrong, log is good for working out what that is.



#14
spacediscosaurus

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I would be satisfied if we got a combat log even if I had to go to another screen to check it ( similar to the dialogue log we had in Origins ).

 

This is actually a good idea here. It doesn't clutter up the main interface, but it's there for people to analyze after a battle (it's a little hard to pay attention to the log during the heat of battle since it moves so fast, at least for me). I would appreciate this option.



#15
Sylvius the Mad

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The math might be screwy. The problem with showing so much written out information is that unlike D&D, there's no reason to have easily comprehensible back of the envelope calculations. While, of course, that's absolutely no reason not to show it per se, Bioware might worry about the perception of their game to a wide audience if they're bombarding players with multivariable equations.

Which is why they should hide it by default.

But even if it's all partial differentials and Laplace transforms, I would like to see it.

#16
DemonMajor

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Completely agree with a log implementation, and also like abnocte's idea, since that would also allow console versions to have it. I personally don't like numbers on screen in the middle of a fight, but I do still want to see exactly how I'm doing. Don't know about displaying the entire formula in said log, but so long as it holds the major numbers (ie. base damage, damage multipliers due to weakness or crit) I'd be content.



#17
Boss Fog

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Logs are pretty nice.  The only problem I have with logs is if a ton of things are happening in the game at the same time.  It gives you all of the information all at once; sometimes shoving the information I'm most interested in a good ways up.