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Post by johndramey on Dec 16, 2013 16:40:00 GMT -5
Hey there guys,
Something that I think is a pretty important quality of life upgrade would be revealing a little more information during combat, by that I mean "why did I miss/the enemy miss?" For example, Vraes is a melee machine and hits 90% of the time against weak enemies. When facing off against giant rats or Deathkin, though, his hit rate seems to plummet to about 10%. Why is this? Well, I can guess it's because of Parry because Tamilin can still hit with pretty good regularity, but it would be nice to know for sure.
As such, would it be possible to toss in a couple visual (or oral?) indicators about what's happening during combat? I feel that adding something in for these situations; Total miss Parry Dodge Armor Soak
would be really helpful and help alleviate some of the frustration that can be felt when fighting high level enemies. I know, for example, that during the deathkin fight my team wiped out all normal enemies and was left beating at/on the Deathkin for an additional 6 or 7 rounds, it would have made me feel a little better to know why I wasn't landing damaging hits.
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Post by fallen on Dec 17, 2013 14:16:03 GMT -5
johndramey - thanks for the feedback. We are working on visual feedback on this, but it won't be in the form of any text over the maps. First up will probably be different monster animations for Hit vs. Miss / Blocked. In 1.1.17 you could see an Armor Soak because blood splattered but no damage was shown on the screen, but that is a bug and I believe it is now cleaned up. We will take a look at some other subtle model animations or animations like blood that could be used to indicate some of these results, as it could be useful to know -what- you need to do in order to kill that Deathkin. However, we aren't going to be putting more text over the map.
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Post by johndramey on Dec 17, 2013 19:10:14 GMT -5
No worries, I totally understand the hesitancy to add text to the screen. Anything at all would be nice though, as it is I can't really tell what I should be trying to do to hit things such as the Deathkin or Giant Rat without either doing a bunch of trial and error (hey my arrows are hitting while my spear is not!) or by looking at the forums. Having *some* kind of feedback, whether it be animations or sounds would be nice. For example, a simple *whoosh* sound when totally missing, a deeper *thunk* sound when soaking, and a *clank clank* sound when parrying would solve the situation very nicely while still leaving the screen clutter free. However, priorities and all that. Take your time, still having a blast with the game. Just thought it worth a mention because, at least for my current build, I tend to slaughter all of the weaker enemies in 1-2 turns max and sit around having to whittle away at the "hero" enemies because of lack of damage. If I could tell exactly what the problem was I could possibly boost some skills/talents to counteract it but instead I'm kinda guessing. Not a huge deal, like I said, but more info in the game is never a bad thing (if done correctly, of course)
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Post by fallen on Dec 17, 2013 21:18:55 GMT -5
johndramey - totally on board, the feedback is critical so you know where to spend your Advantage Points ... do I need more accuracy, damage? More cursing power or more killing power?
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Post by johndramey on Dec 17, 2013 21:28:17 GMT -5
That right there is the main reason I love you guys!
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Post by morten on Dec 18, 2013 2:40:52 GMT -5
Just want to +1 this notion. Very good suggestion.
Sent from my Galaxy Nexus using proboards
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Post by beuns on Dec 24, 2013 6:57:47 GMT -5
If I may suggest : showing a simple 0 when the damage is soaked could do it. You would know that you don't need accuracy but more damage...
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Post by tenbsmith on Dec 24, 2013 10:54:52 GMT -5
+1 to Beuns suggestion.
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Post by John Robinson on Dec 24, 2013 15:32:42 GMT -5
johndrameyReally like the idea of sound ques. We have one now so we don't miss a nearby chest (single monster growl). The clang sound for parry would really be cool.
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Post by fallen on Dec 25, 2013 0:00:24 GMT -5
Thanks all for the feedback! Glad everyone is turning their creativity to in-world feedback that gives you the information. The "-0" and the alternate sounds are great ideas!
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Post by johndramey on Dec 26, 2013 16:40:11 GMT -5
If I may suggest : showing a simple 0 when the damage is soaked could do it. You would know that you don't need accuracy but more damage... A very good idea that I hadn't even thought of!
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Post by beuns on Dec 26, 2013 19:25:00 GMT -5
Thanks johndramey it would also allow players who cut of the sound (like I do) to notice it
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Swami
Templar
[ Heroes of Steel Supporter ]
Lost
Posts: 1,004
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Post by Swami on Dec 26, 2013 20:37:55 GMT -5
Instead of a damage number you could put up a p(arry) s(oak) or m(iss). Just the one letter.
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Post by Cory Trese on Dec 26, 2013 21:04:18 GMT -5
Instead of a damage number you could put up a p(arry) s(oak) or m(iss). Just the one letter. That sounds very confusing for new players to me. I bet we'd get a lot of questions (and negative reviews) about that
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Swami
Templar
[ Heroes of Steel Supporter ]
Lost
Posts: 1,004
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Post by Swami on Dec 26, 2013 23:40:50 GMT -5
Sigh, and I thought it was such an elegant solution.
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