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rickyhong02
Crux Special Tasks Group Gallente Federation
7
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Posted - 2013.07.23 00:47:00 -
[1] - Quote
Not a big issue, but other players' health bars could be made more intuitive and informative while cutting down on clutter.
First, instead of the current two bars, there would be one bar for total EHP. The EHP bar would be as long as one of the health bars we have now. A white line in the bar represents where armor HP ends and shield HP begins.
Second, instead of having the bar display the percentage of EHP remaining, the bar would display the percentage of EHP over 1000 EHP.
Finally, if your currently equipped weapon is strong against shields and weak against armor, the shield portion of the bar would be a lighter red/blue, and the amor portion would be darker. The opposite applies for weapons strong against armor and weak against shields.
An optional touch would be if a player's shield/armor is being healed, the appropriate portion of the bar would pulse white.
These changes would do a couple of things.
(1) Reduce clutter. Aiming at a group of enemies can be frustrating with so many bars floating around. These changes would cut the amount of bars down by half.
(2) Relay more tactical information. With these changes, scouts will have smaller health bars and heavies will have bigger health bars since it's all out of 1000 EHP. The relative sizes of the shield and armor portions will allow you to determine if someone is armor tanking or shield tanking. Finally, the shading of the shield/armor portions informs you of how effective your current weapon is against another player. All of this information can be acquired by looking at the health bar. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
137
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Posted - 2013.07.23 01:47:00 -
[2] - Quote
Not sure I understand the 1kEHP part but as for the rest... I like it |
rickyhong02
Crux Special Tasks Group Gallente Federation
8
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Posted - 2013.07.23 03:01:00 -
[3] - Quote
Lemme explain:
Right now, when a health bar is full, it means that player is at 100% full health. But how much health do they have? 900 EHP is a lot different than 200 EHP! Also, since the armor and shield bars are the same length, you cannot see stacking very well. So instead of having a health bar represent 100% HP, it represents 1000 EHP.
Having a bar out of 1000 EHP means that a scout's health bar (200/1000) will be smaller than a heavy's health bar (900/1000). Also, if you have 90 shields and 300 armor, for example, the armor portion of your health bar (300/1000) is bigger than the shield portion (90/1000).
Basically, I want health bars that can be different lengths so you can see if someone is strong or weak and shield tanking or armor tanking. |
BuTtHuRtPEepZ
Raging Pack of Homosapiens
66
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Posted - 2013.07.23 03:59:00 -
[4] - Quote
Why not do this:
Black bar = empty hp Dark blue/red = Shield hp Light blue/orange = Armor hp
The Armor bar will be stacked behind the shield bar so hits would show depletion of the shield bar first, followed by the armor bar.
OR we could just leave it as is. I bet it would be a b*tch to code |
Echoist
Fenrir's Wolves RUST415
40
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Posted - 2013.07.23 09:26:00 -
[5] - Quote
I agree completely woth the OP except for one thing. Why not just make the single bar all the same length I don't think anybody has any trouble telling the difference between a scout and a heavy lol. And as far as showing the total amount of Ehp maybe that could just go on the bottom left where all the other detailed information is. |
RedRebelCork
Ahrendee Mercenaries EoN.
182
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Posted - 2013.07.23 09:40:00 -
[6] - Quote
I'd be in favour of no health bar in certain instances.
For example it would not be displayed unless someone on your side is actively scanning the area. Or perhaps there would be a module or dropsuit that is shielded from scanning and you don't get to see it's shields or armour. |
Robert JD Niewiadomski
NULLIMPEX INC
370
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Posted - 2013.07.23 09:41:00 -
[7] - Quote
+1 But we would feel so ...exposed and almost bare I wonder if current stats in % of HP left is due to some ad-hoc decision or deliberatelly to add some uncertainty to the battle field...
Imagine that bragging: "My bar is longer than yours! You pitiful shorty... |
WeapondigitX V7
Planetary Response Organization
59
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Posted - 2013.07.23 09:43:00 -
[8] - Quote
The only problem I have with health bars is that at a larger distance the heath bars appear closer the enemy players' heads. This makes it difficult to see a player's head above high railings. Thus making it difficult to aim properly if you have a small TV or even medium sized High Definition TV (because the health bars clutter the battle field sometimes when facing large groups of enemies).
The health bars need to be a little higher above an enemies head to prevent them cluttering the view of enemy players. |
Khal V'Rani
Nephilim Initiative
195
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Posted - 2013.07.23 11:28:00 -
[9] - Quote
RedRebelCork wrote:I'd be in favour of no health bar in certain instances.
For example it would not be displayed unless someone on your side is actively scanning the area. Or perhaps there would be a module or dropsuit that is shielded from scanning and you don't get to see it's shields or armour. I'll see your suggestion and raise you.
I'm in favor of no health bars at all. Leave the readouts with the rest of the info down in the corner. Although showing the bars while scanning would be cool. You know, once they get the scanners fixed and all. And having a suit that is shielded from scans could be a new class of suits: black ops suits or something. |
Nitrobeacon
Freek Coalition
35
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Posted - 2013.07.23 11:40:00 -
[10] - Quote
When you "killed" the enemy and you shoot their body.. that's destroying their "health". |
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rickyhong02
Crux Special Tasks Group Gallente Federation
10
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Posted - 2013.07.23 18:48:00 -
[11] - Quote
Bump.
IMO Having all health bars the same length is a little disingenuous, especially in a game where players have different amounts of health. Variable-length health bars would be particularly handy with evaluating medium dropsuits (PRO can have a lot more EHP than militia). And don't forget that you could more easily see armor/shield tanking, something you can't do with the current health bar system. |
Draco Cerberus
Hellstorm Inc League of Infamy
219
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Posted - 2013.07.29 17:37:00 -
[12] - Quote
I like the idea of more information visible in the TacNet system, changes to the health bars may be a way to fix this but as for seeing if they are armor or shield tanked I question whether this is advisable. This outright display of a numerically valued health bar rather than the percentage system means that you know how many hp the target has and can switch to a more effective weapon to take them down. This removes some of the surprise and "why won't he just die" factor that makes the fights interesting. More information from the tacnet system and what types of information visible are things that should be evaluated carefully before implementation, how it will affect players of all skill levels is an important consideration because we will all have to live with the changes made.
The change to a system like this would mean that we could see the biggest and smallest ehp person on the field and focus our fire at them, changing the way we pick targets and potentially making it a free for all on the low hp players. People are already complaining about PubStomping. Would this improve the matches or make them a scramble to get behind cover where your health bar is not clearly visible? I suggest an alternative of one bar for health that is multicolor and divided based on percentage of health that is shields and percentage that is armor. So someone at 100% health 30% shields and 70% armor would have a bar that were red and orange with 30% orange and 70% red. Still using the percentage system but showing that they are either armor or shield tanked.
This type of information is not necessarily the best information to use however because it eliminates the mystery from what the merc is using. I am not sure that it would be wise to display this information as it doesn't fit with how Eve pilots view enemy health. They don't know how many EHP their enemy has nor do they know what percentage is armor or shields. Usually it is only when they fire their weapons that they find out for sure how much EHP the enemy has. If this system were to me implemented I would want it as I have described it because there is still a bit of mystery then. |
Oso Peresoso
RisingSuns
382
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Posted - 2013.07.29 18:05:00 -
[13] - Quote
rickyhong02 wrote:
(1) Reduce clutter. Aiming at a group of enemies can be frustrating with so many bars floating around. These changes would cut the amount of bars down by half.
Reducing clutter is good, but i don't think this meaningfully addresses the problem, since you're squeezing more information onto one line. If looking at a clustered squad, you'll still see 5 health bars and 5 names and 5 chevrons.
rickyhong02 wrote:(2) Relay more tactical information. With these changes, scouts will have smaller health bars and heavies will have bigger health bars since it's all out of 1000 EHP. The relative sizes of the shield and armor portions will allow you to determine if someone is armor tanking or shield tanking. Finally, the shading of the shield/armor portions informs you of how effective your current weapon is against another player. All of this information can be acquired by looking at the health bar.
You shouldn't be able to tell the raw HP of an enemy by looking at them You shouldn't be able to tell if someone is shield or armor tanked just by looking at them (although in most circumstances you should be able to accurately guess). Shrinking bars based on damage taken actually reduces the information that's available, since you can't tell if an enemy is wounded, healing, or whatever. How effective your weapons are vs the enemy can be determined by knowing what weapon you're using and weather or not the enemy has shields up or not. This is fairly simple. I think there are certain advantages to our monocrome HUD and the single color tone for enemies. |
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