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Mwo Could Really Use Floating Damage Numbers.


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#101 Egomane

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Posted 16 February 2013 - 05:22 AM

Suggestions belong in the suggestion forum.

#102 Joseph Mallan

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Posted 16 February 2013 - 05:25 AM

View Posthashinshin, on 15 February 2013 - 09:57 PM, said:

no it really isn't. It's going for a mechwarrior experience.


care to say why?

I haven't seen floating numbers over my enemy since FF6. Mechwarrior has to many armor points and locations. That's a lot of data to float over an enemy. pay attention to the wire frame and see your damage register.

#103 Livewyr

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Posted 16 February 2013 - 05:26 AM

Considering there are 11 places on your mech to be damaged.. I would lol at someone trying to track the damage their large laser is doing with a bunch of simultaneous tiny numbers popping up.

Would be more confusing than anything.

#104 Goldhawk

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Posted 16 February 2013 - 05:35 AM

Seriously? No..... This is not a RPG where we fire on another mech and have disappearing numbers. If this turns into Warcraft, I am gonna flip!

#105 Vizan Thalt

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Posted 16 February 2013 - 05:52 AM

While I can say I like your ***** on this, but the truth is- the screen is too busy already!!! My screen nearly blacks out when I get too much stuff going on in my face and if I end up cored and riding passenger, I don't want to see the numbers coming off the mech cause they chose to have them.

Great though and I know you love this idea, even with an on off option, but no. No Floating Damage numbers.

#106 Alois Hammer

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Posted 16 February 2013 - 06:23 AM

View Postxhrit, on 16 February 2013 - 01:57 AM, said:

The announcer in mw4mercs was my favorite part of the game...


Agreed- of course there's also the fact that Duncan Fisher only called Arena matches on Solaris. Or am I the only one who noticed that?

I'm all for bringing him back- when/if Solaris is implemented. But still against having him calling any of the current game modes.

And still against floating damage numbers for the gaming-impaired. Save that for the third-person, unlimited-ammo, no-heat matches.

#107 Woska

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Posted 16 February 2013 - 09:41 AM

Okay, that's just not going to work.

First, as has been stated, this game is going for a simulator style experience. Yes, that is a mechwarrior experience, but it is trying to be immersive.

Secondly, the HUD is already pretty cluttered with the information that is necessary. To add in floating damage numbers would detract from both the view and the experience.

It's pretty obvious in my opinion that if you're slashing across a target at high speed with a laser that you're not delivering much damage. That will be reflected in your end of match information.

#108 DeadlyNerd

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Posted 16 February 2013 - 10:14 AM

See, floating combat text is perfect for beginners. Teaches them how weapons behave on what distances since no newb really has the time to check ranges and compare them to weapon range.

Just make the option >>optional<< and place a big "Breaks immersion!!!" warning sign to it.


EDIT: And to all of you nay sayers, have you ever heard of >>optional<<? You wouldn't seriously think that if it were implemented, you'd be forced to watch floating numbers?

It's like watching rednecks at election. "But Bob, this guy says they'll organize free trash pick ups and I don't want my trash to be picked up. I wont vote for him." Who the **** said that he must have his trash picked up.

Edited by DeadlyNerd, 16 February 2013 - 10:20 AM.


#109 CarnifexMaximus

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Posted 16 February 2013 - 11:16 AM

I honestly dont even want it optional, just like 3rd person. I dont want this game to be any more diluted by plebeian mmo garbage game mechanics.

#110 Nostram

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Posted 16 February 2013 - 11:23 AM

View PostDeadlyNerd, on 16 February 2013 - 10:14 AM, said:

See, floating combat text is perfect for beginners. Teaches them how weapons behave on what distances since no newb really has the time to check ranges and compare them to weapon range.

Just make the option >>optional<< and place a big "Breaks immersion!!!" warning sign to it.


EDIT: And to all of you nay sayers, have you ever heard of >>optional<<? You wouldn't seriously think that if it were implemented, you'd be forced to watch floating numbers?

It's like watching rednecks at election. "But Bob, this guy says they'll organize free trash pick ups and I don't want my trash to be picked up. I wont vote for him." Who the **** said that he must have his trash picked up.


I wouldn't say that is "red-neck" actually. One could be simply concerned about the direction of budget spending and feel that such a thing is a waste of public funds that could be used elsewhere such as to support facilities for kids, safer roadways, etc. (Sorry for the off-topic, just felt that was a very very bad "example" given there)

Edit: And rednecks is not censored plural but singular is why?

Edited by Nostram, 16 February 2013 - 11:24 AM.


#111 Alois Hammer

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Posted 16 February 2013 - 11:33 AM

View PostDeadlyNerd, on 16 February 2013 - 10:14 AM, said:

See, floating combat text is perfect for beginners.


Just like third-person view. Are you one of the devs on an alt account? :P

I'm about over this "perfect for beginners" malarkey, honestly. What's perfect for beginners is learning to play this game, and not some other game with third-person, floating damage numbers, no heat and unlimited ammo then trying to adapt to this game once the training wheels are taken off.

It's like saying playing checkers is the perfect way for beginners to learn chess. ^_^

View PostNostram, on 16 February 2013 - 11:23 AM, said:

Edit: And rednecks is not censored plural but singular is why?


Very weak "bad word" block list coding, plain and simple.

Edited by Alois Hammer, 16 February 2013 - 11:35 AM.


#112 Donas

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Posted 16 February 2013 - 11:51 AM

Couple things

1. The idea that there is enough for the Dev team to fix/do/implement all ready before introducing something like this seems to have merit. +1 to the suggestion that this can wait till the game is done.

2. +1 to being able to toggle off such a thing, thus addressing any immersion issues.

3. Things that are all ready in the works, ie a Combat Log / completed weapon descriptions in mechlab, would also eliminate much of the weapon damage mystique that currently exists.

4. there are current game mechanics that all ready provide this information, reticule color changes, percent health of target locked mech, paperdoll damage location indicators...

5. While I'm not going to flame the idea, the amount of flames generated by it should be an indicator as to just how much the vocal part of the community doesn't like the idea. This thread could have benefited from a poll IMO.

6. If the intended use of this feature is to facilitate a quicker learning curve for newer players, and a concern is that mid and higher tier players might use it as a crutch or an advantage, than have the feature only available to players while they are receiving their Cadet Bonus.

#113 Hotthedd

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Posted 16 February 2013 - 12:15 PM

One of the best things about Mechwarrior is that it is NOT easy.

Only the best of the best ever got to even PILOT a 'mech, and many of those, for only a short time...

#114 buttmonkey

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Posted 16 February 2013 - 12:40 PM

floating numbers no thanks this isnt wow or final fantasy, having said that a small screen in the corner with rolling numbers i dont see a problem with, like a cockpit display or something. we already have component destruction, spot assist etc pop up on screen so why not

#115 blinkin

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Posted 16 February 2013 - 01:01 PM

holy crap i think i came up with a good comprimise.

the major problem we all have with the floating numbers (myself included) is they break the simulator feel very thoroughly.

my simple solution:
list damage stats for enemy mechs on the paper doll when they are locked. no crazy floating numbers and it could be made to fit in with the targetting computer. i suggest having the damage listed per component and instead of having solid damage numbers either list dps or (had another well thought out system and then realised it was the exact same thing as dps).

#116 DeadlyNerd

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Posted 16 February 2013 - 03:12 PM

View PostNostram, on 16 February 2013 - 11:23 AM, said:


I wouldn't say that is "red-neck" actually. One could be simply concerned about the direction of budget spending and feel that such a thing is a waste of public funds that could be used elsewhere such as to support facilities for kids, safer roadways, etc. (Sorry for the off-topic, just felt that was a very very bad "example" given there)

Edit: And rednecks is not censored plural but singular is why?

It's not a very bad example... Free trash pick ups are quite normal in urban and civilized areas, unless you ain't from one, y'know like the rednecks or hillbillys. Point is that he's too narrow sighted and ignorant to see that the trash pick up is optional.

View PostAlois Hammer, on 16 February 2013 - 11:33 AM, said:


Just like third-person view. Are you one of the devs on an alt account? :D

I'm about over this "perfect for beginners" malarkey, honestly. What's perfect for beginners is learning to play this game, and not some other game with third-person, floating damage numbers, no heat and unlimited ammo then trying to adapt to this game once the training wheels are taken off.

It's like saying playing checkers is the perfect way for beginners to learn chess. :)


Actually no, it's not like 3rdP view cause 3rdP view actually gives advantage. Floating text, if anything, is distracting.So unless you have ADHD you're going to have a very inconvenient experience.

Again, nobody is forcing you to use that and I don't see how this could give anyone ANY advantage. And who's talking about game breaking rules like unlimited ammo, no heat and 3rd person here?


Apparently people are too narrow minded and ignorant (gee, guess what reference I used for that), to see past their vision and past the fact that the game is not tailored only to their standards but to everyone's standards.
Also, apparently it's too hard for everyone to understand that an optional visual indicator of damage isn't going to break anyone's immersion but the one's who's using it.

I'll make it simple then:

You no have to use this option.
This option not hurt your game.
This option only for newbs.
This option not turned on by default.
You no see what newbs that use this option see.
Ugg...

#117 TorpedoFace

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Posted 17 February 2013 - 10:01 AM

What is with the huge backlash here? It would obviously be an option the op was asking it to be an OPTION. so if you dont want it turn it off. Just because something hasnt been in previous MW games doesnt mean it shouldnt be added. So following that same logic should they take out all the graphical enhancements too, MW1 didnt have antiailising so that def cant be in a game in 2013. Ive been playing MW since 1995 and i think this series could do with a bit of updating, because i want it to be a succes so i cant continue playing it for another 20 years

#118 Hotthedd

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Posted 17 February 2013 - 10:05 AM

Floating damage text is not "updating", it is hand-holding. I am all for new player training, but not easy mode for anybody.

Besides, any work by the devs on this idea is work they CANNOT do on important things.

#119 Beeman

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Posted 17 February 2013 - 11:12 AM

I don't really get why so many people are like foaming at the mouth over this idea.

It could definitely be an addition for casual play, but leave it off for competetive faction play.

I mean, World of Tanks started showing floating damage numbers and when I first heard about it I thought "why on earth would they do something like that?". Then I actually sat down and played a few matches(after a several month long hiatus..) and you know what? It's not that bad. It's actually quite nice being able to see your exact contribution to a fight.

Though I still get confused sometimes(just not used to the system yet) when someone else hits a tank at almost the same time I hit one. Maybe color the numbers a shade different for personal/lancemate/unfriended or random teammate damage.

I mean, they can go for the full mechwarrior or simulator feel, but they should really put their focus for that into clan/faction wars. Simply put, casuals are going to be their bread and butter...now and into the future when it comes to standard matchmaking.

#120 DeadlyNerd

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Posted 17 February 2013 - 12:11 PM

View PostHotthedd, on 17 February 2013 - 10:05 AM, said:

Floating damage text is not "updating", it is hand-holding. I am all for new player training, but not easy mode for anybody.

Besides, any work by the devs on this idea is work they CANNOT do on important things.


do please explain how this could give anyone ANY advantage. *Number 5 pops out over the mech you hit"... I can't see how that's going to help anyone but a newbie who needs to be shown if he did damage...





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