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Post by Cory Trese on Dec 26, 2013 23:51:04 GMT -5
Sigh, and I thought it was such an elegant solution. Not saying we're not set to solve it -- just that a single letter will generate more issues that it solves. I know you're thinking the right way -- how do we get the info into the player's hands faster, cleaner and better?
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Post by hosh on Dec 27, 2013 1:09:22 GMT -5
Instead of a damage number you could put up a p(arry) s(oak) or m(iss). Just the one letter. I think hearing "clang!" "thud." "whooosh" "squish" is pretty clear... Assuming I have headphones on :-D Visual would be awesome in addition to the different sounds, but I'll take just the sound for a couple patch updates. Multi-sensory combos: "thud.", 0, no blood "squish", damage, blood splatter "clang!" (maybe opponent goes into "en guard" animation at the same time as the guy is attacking; could even reuse the attack animation for the defender; point is both guys look like they are moving at the same time coinciding with the "clang!" sound, no damage indicator, and no blood splatter) "whoosh" (maybe opponent ducks? This might not even be necessary. Or could have the defender move slightly away from the attacker, partially off the square. Can even reuse the walking animation. This would be cool to watch if the defender happen to be facing the other way... and walked away from the attacker; makes it look like he has eyes on the back of his head :-D. Though it might be good enough that, wherever the defender is facing, he moves backwards, even up against obstacles ) By the way: I've forgotten if there are any attack animations. Defending ranged attacks would be similar. Same with spells. You can then even get a pretty good feedback on AoE attempts vs. missing. If someone moves off square like a miss, then you know there was an attempt but the accuracy was not good enough. That might not make sense for friendly casting. An alternative is when casting, before the effect, there is a trace of bright energy circling around the target on the ground (like, a tracing of a circle at the targets' feet), followed (in syncopation) the effect. That would clearly show attempt vs. hit with spell effects. ... Oh wait, I was visualizing an isometric view. I think it could still work for a top-down view. Depending on how elaborate the fx, another one is dimming everything or lowering the alpha channel (making them more transparent) of everyone but the intended target during the casting, followed quickly by the actual effect. Let the dimming or transparency restore to normal before the spell effect animation ends.
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Swami
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Post by Swami on Dec 27, 2013 1:44:47 GMT -5
Unfortunately I'm one of those with sound off, so the audio feedback is useless in my case.
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Post by fallen on Dec 27, 2013 12:26:10 GMT -5
That's the reasons I like the title of the thread ("visual feedback"). Audible feedback will also be great, but we need to insure that we cover this for both type of player.
Extra or misleading text will not work. Thanks for all the suggestions!
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Swami
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Post by Swami on Dec 30, 2013 14:46:50 GMT -5
Agreed. How about "I(the user) get to edit this text" text?
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Post by fallen on Dec 30, 2013 14:50:51 GMT -5
hahahahha ... seriously?
Thanks for making my day, side-splitting over here.
EDIT: Sorry, got it back together over here. Wiping my eyes. Sorry - the last thing we need is more options and especially options that allow you to change the text that appear on the map!
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Post by Cory Trese on Dec 30, 2013 14:59:25 GMT -5
Trinity: Please Neo, you have to trust me.
Neo: Why?
Trinity: Because you have been down there Neo, you know that road, you know exactly where it ends. And I know that's not where you want to be.
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Post by fallen on Dec 30, 2013 15:03:48 GMT -5
Exalted +1!
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Post by hollowpoints on Dec 30, 2013 15:24:35 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. Has anyone suggested a combat log? A text list you can scroll through to see the results of the last couple rounds of combat? This would be a great way to deliver some of the much needed information about how our spent adv points and armor are working for us in Combat. Deathkin casts bad spell on Vraes for 24 earth dmg (31 absorbed) Ratkin archer hits Vrase for 0 physical dmg (blocked by shield) Ratkin archer attacks Vrase for 0 physical dmg (dodge) Ratkin swordsmen attacks Vraes for 0 physical dmg (dodge) Ratkin swordsmen hits Vraes for 0 physical dmg (parry) Ratkin swordsmen hits Vraes for 1 physical dmg (49 absorbed by awesome skin)
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Swami
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Post by Swami on Dec 30, 2013 15:28:23 GMT -5
I actually was being serious - as this would allow for customization, but I guess that is not so feasible when you are supporting 3+ platforms and thousands of different devices.
And yes, the support would be quite a headache.
Edit: If the combat log is doable, this would be a nice feature.
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Post by Cory Trese on Dec 30, 2013 15:34:51 GMT -5
A combat log was included in our design, with a pro and con discussion at two major points in the design.
I believe we spent the largest amount of time debating it in June.
When you start taking it out to the logical limit and digging into what it would do and not do for the player, we found some costs were too great to add to the first release.
Budgets and schedules (and player perception, turns, game size, device support, memory limits, last turn's data) all come into play for every feature and this one was no exception.
It is still on the list but it is listed as "LOW-LOW" -- behind things like "Finish Episode 4" and "Complete all Playable Characters" and wwwwwwwaaaay below much needed features like "Quest Log"
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Post by zciworezlo on Jan 3, 2014 14:45:35 GMT -5
Just starting to come up against Deathkin in my Nightmare play-through and am coveting the arrival of combat feedback. When I go three straight rounds without hitting, am I whiffing or getting soaked, dodged, parried? These mobs are such spirit potion soaks, its incredible.
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Post by fallen on Jan 3, 2014 14:47:38 GMT -5
Just starting to come up against Deathkin in my Nightmare play-through and am coveting the arrival of combat feedback. When I go three straight rounds without hitting, am I whiffing or getting soaked, dodged, parried? These mobs are such spirit potion soaks, its incredible. Use more curses and buffs, they are critical for these harder mobs! More visual feedback will definitely help on this one!
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Post by zciworezlo on Jan 3, 2014 15:01:39 GMT -5
Just starting to come up against Deathkin in my Nightmare play-through and am coveting the arrival of combat feedback. When I go three straight rounds without hitting, am I whiffing or getting soaked, dodged, parried? These mobs are such spirit potion soaks, its incredible. Use more curses and buffs, they are critical for these harder mobs! More visual feedback will definitely help on this one! I'm a big fan particularly of buffing up Vraes and Tamilin with Burning Blades and then using buffed up Natural Mastery and Deadly Accuracy. Choking Gas also is amazing.
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Swami
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Post by Swami on Mar 14, 2014 17:42:36 GMT -5
Do we have any kind of time frame as to visual feedback as to why we are not damaging mobs? I know it's on the list, I was just wondering since I have to play with sounds off.
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