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Lowest/Highest health setting


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16 réponses à ce sujet

#1
PsychoBlonde

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This is a tiny, tiny suggestion, but when you guys do tactics for "lowest/highest enemy health", please make this based off a PERCENTAGE of enemy health not ABSOLUTE health.  The point is for my allies to target the WOUNDED not the weaksauce trash mobs.



#2
Sylvius the Mad

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I think they should let us choose one or the other, tactic by tactic.

But I'm also curious why our characters know the HP totals of their enemies.

#3
AresKeith

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I think they should let us choose one or the other, tactic by tactic.

But I'm also curious why our characters know the HP totals of their enemies.

 

They don't?  :huh:



#4
Deflagratio

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I think they should let us choose one or the other, tactic by tactic.

But I'm also curious why our characters know the HP totals of their enemies.

 

Yeah, I don't think they do... I guess you could make a case if you want to approach this from a Character Knowledge versus Player Knowledge, someone who's all banged up probably has lower HP. How much mileage you get out of that explanation will vary though.



#5
Sylvius the Mad

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I always approach it in terms of character knowledge.

I'd rather we didn't even get HP bars for our opponents. We shouldn't know how many HP they had to start, and we shouldn't know how close they are to death.

At most, I'd allow the game ro tell us how much total damage we've done to each enemy.
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#6
metatheurgist

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I think it's fair for an adventurer to have an idea as to how badly wounded someone is. Unless they're using acting and bluff to psych you out, but that's actual RPG mechanics.
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#7
tmp7704

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I'd rather we didn't even get HP bars for our opponents. We shouldn't know how many HP they had to start, and we shouldn't know how close they are to death.

I write it off as providing you the in-world info that the game has difficult time portraying with enough fidelity otherwise. When a person takes so much beating they're on their last legs, it's pretty easy to see from their body language, staggering, breathing, expression even. Not to mention the bruises, wounds and injuries they've taken.

#8
Sylvius the Mad

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I write it off as providing you the in-world info that the game has difficult time portraying with enough fidelity otherwise. When a person takes so much beating they're on their last legs, it's pretty easy to see from their body language, staggering, breathing, expression even. Not to mention the bruises, wounds and injuries they've taken.

But we know from the mechanics that being wounded has no effect on your combat prowess.

I just don't see why we need HP bars for enemies. They're a fairly recent addition to the genre, and I don't see why they were added in the first place.

#9
AshenEndymion

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I just don't see why we need HP bars for enemies. They're a fairly recent addition to the genre, and I don't see why they were added in the first place.

 

I'm not sure I consider 20 years to be "recent".  Having said that, I am unaware of a game that requires more than one hit to kill an enemy while also omitting a health bar for said enemy.



#10
RustyW

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Maybe they will have a toggle on/off for the health bars?

Yet there appears to be no concerns about having our own health bars? perhaps it would be more realistic for your character to go slower or abilities to recharge more slowly, do less damage etc? just putting that one out there.

I want my health bars and I like to see who is a threat in a battle and who not and if that means health bars so what? I do not know if anyone else is like me but I get a little added buzz when I know the fight is coming to a end especially if you have been plugging away against a boss say for a while.

#11
tmp7704

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But we know from the mechanics that being wounded has no effect on your combat prowess.

I haven't listed combat prowess as indication of character getting close to death, so I don't see why you'd choose to bring this up while ignoring all other factors I've actually listed.

I just don't see why we need HP bars for enemies. They're a fairly recent addition to the genre, and I don't see why they were added in the first place.

It allows to conserve and redirect attacks on other targets instead of wasting them on target which is already about to die. It also allows to see easily how effective your attacks are.

#12
Sylvius the Mad

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I haven't listed combat prowess as indication of character getting close to death, so I don't see why you'd choose to bring this up while ignoring all other factors I've actually listed.

It allows to conserve and redirect attacks on other targets instead of wasting them on target which is already about to die. It also allows to see easily how effective your attacks are.

I understand the gameplay benefit they provide. But I don't see why our characters would necessarily know how close to death their opponents are.

#13
AresKeith

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I understand the gameplay benefit they provide. But I don't see why our characters would necessarily know how close to death their opponents are.

 

They don't



#14
Sylvius the Mad

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They don't

Then I don't think we should either.

If I can't use the information without breaking character, I'd rather not have it.

#15
AresKeith

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Then I don't think we should either.

If I can't use the information without breaking character, I'd rather not have it.

 

It isn't breaking character it's there for gameplay purposes 

 

If you don't want to see it ask a dev if there's a way to remove it



#16
tmp7704

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I understand the gameplay benefit they provide. But I don't see why our characters would necessarily know how close to death their opponents are.

Well, I wrote the list of cues which could generally allow them that, and which imo the game just converts into the health bar, a few posts back. I suppose one could argue the indicator is too precise, but I don't really find it very functionally different to have health bar indicating the hp precisely, or one showing health as say, 5 blocks worth 20% of total hp each.

#17
Sylvius the Mad

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It isn't breaking character it's there for gameplay purposes

I prefer my gameplay to be done from an in-character perspective. I don't even typically try to win in combat encounters. I just try to roleplay my character (though my character is typically trying to win).