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Belzeebub Santana
SVER True Blood
486
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Posted - 2013.08.03 19:49:00 -
[31] - Quote
FLAYLOCK Steve wrote:Aquinarius Zoltanus wrote:.... this is a terrible idea. Every. Weapon in this game has a different level of effectiveness vs Shields and vs Armor. Knowing which one you're hitting is completely vital information, we shouldn't have to guess... Exactly, how would we tell of a tank is Armor or shield tanking. Or even if a suit is shield or Armor. So yeah dumb idea
Ya because colors wouldn't work, but I guess reading is OP now and previous post stating how dont exists! |
2-Ton Twenty-One
Ancient Exiles Negative-Feedback
874
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Posted - 2013.08.03 19:49:00 -
[32] - Quote
Belzeebub Santana wrote:2-Ton Twenty-One wrote:KingBlade82 wrote:2-Ton Twenty-One wrote:KingBlade82 wrote: well what im guessing ur meaning is boss bar HP from any rpg?
ur total would be based on how long ur bars r?
I think it would waste more space and wouldn't be too easy to have it fit most places and would cover a lot of room id like free
It does not have to be as long as your health is This is very simple look at these lines Shield ------ ^1 bar see the bar thats your shield bar Armor ------ ^ this is your armor bar ^ this is now Do this instead
^one bar same length! as original bars where but 1 of them Make it 2 dif colors for shield and armor if you want. and split the health accordingly so you can see in the one bar if its mostly shield or mostly armor. armor 800 Shield 100 Armor section is green > -----|- < shield is blue the l is just to show you where they change and how that is displayed id have to see it in game to test it out too bad they had to release this game -_- but I think the two colors might blend a little and be hard to tell im sure you can use a neon green and electric blue and have it look fine. What's wrong with the colors we got and using them on single bar?
There are both the same color... and you may want to know where the shield behinds and the armor ends. |
Nemo Bluntz
TeamPlayers EoN.
219
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Posted - 2013.08.03 19:52:00 -
[33] - Quote
I'd imagine players would figure out pretty quick if something is shield or armor based. For example, if I hit a tank with an av nade and its shield bar goes immediately down? I know that I'm dealing with an armor tank. Same goes for infantry. Shield is taking too long to go down? He's going to drop as soon as its gone (and now I know to pick my flux nade fit next time).
It's good information that's easy to dissect. I think you're not giving the average player enough credit. |
KingBlade82
The Phoenix Federation
152
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Posted - 2013.08.03 19:52:00 -
[34] - Quote
2-Ton Twenty-One wrote:Belzeebub Santana wrote:
Do you one better...
Go play yourself and notice your own gameplay, guarantee you that you focus your fire at the guy with no shields every time if given an option.
Will you stop firing on an enemy to go after a shield less player, wouldn't think so but given an option to start firing on one or the other I know what most everyone will choose.
+1 dust is not eve where you have vastly more time to pick your target and decide who your specific weapons are going to work better against and all you have to do is press a button to swap targets. Dust requires snap shooting and quick judgement to survive and when crunch time hits your going to shoot at the guy who looks weaker given the option. When enemies round the corner and you are are faced with 2 guys one without shields and one with and your back is to the wall you are going to go after the guy with only the 1 bar left, 99% of the time.
but the thing is the dropsuits r self explanatory imo
heavys have high health
medium half and half unless proto (caldari shields, gallente armor)
scouts super easy to kill
EDIT: if u can focus more time than that they r way too easy prey for u |
Cinder Integ
Ancient Exiles Negative-Feedback
75
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Posted - 2013.08.03 19:54:00 -
[35] - Quote
1. Most players know the two tanks look much different and know which is armor and which is a shield tank.
2. Most players look at the bottom left for the stats on the tank before engaging.
-Sorry bro, i'm not for this request. |
Nemo Bluntz
TeamPlayers EoN.
219
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Posted - 2013.08.03 19:54:00 -
[36] - Quote
Belzeebub Santana wrote:Wow really can't see how people aren't understanding OP's post...
This is a great idea and simple idea that is actually quite baffling how it hasn't been mentioned before!
The point on needing to know what you are attacking (shields/armor) the bar can have two colors. Green will be the shields and will always be the first part of the bar. How big that part of the bar is is dependent on how much shields to armor they have.
The two bars we have now are standardized no matter how much health one has, so the single bar theory could be just as big as one of the two we have now.
It addresses the problem that does happen in the current state and also frees up HUD space.
+1
I actually like this idea (not sure if that was the OPs point.). |
Ivan Avogadro
Subdreddit Test Alliance Please Ignore
498
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Posted - 2013.08.03 19:56:00 -
[37] - Quote
Graphically it's going to look ugly and confusing. You don't need 2 colors you need 4: shields, depleted shields, armor, depleted armor. Otherwise you couldn't tell if someone was low armor because they are a shield tank, or low armor because they are damaged. Something logibros need. Then what would it look like if you had half depleted armor and full shields? Would there be a gap between the two? Because that's functionally the same as two individual bars lined up horizontally instead of vertically. What if someone was being repped and his shields were coming back after a fight? Both colors would be moving individually with a shrinking gap in between? Or would the full shields sit on top of the full armor? There are a dozen ways to graphically represent this and none of them are better or more intuitive then what we have now. It only addresses guy w/o shields being ganged up I but screws up the HP bar for any other type of reading.
Best bet is to change the length of the two bars such that they represent percentage of EHP, instead of both being 50/50. |
Belzeebub Santana
SVER True Blood
486
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Posted - 2013.08.03 19:59:00 -
[38] - Quote
Also quick question...
What other FPS has the enemies health floating above their heads?
Serious cant think of any, CS-no, COD-?, BF- pretty sure no but maybe?, PS2- no and they have shields and armor and other games give you optional body armor.
Can we have other visual tells if the enemy is shield tanking or not maybe the suit pulses when it is more shield heavy. Also gives shields the draw back of more visibility because we all know there aren't many drawbacks going shield over armor tank. |
2-Ton Twenty-One
Ancient Exiles Negative-Feedback
874
|
Posted - 2013.08.03 20:02:00 -
[39] - Quote
Ivan Avogadro wrote:Graphically it's going to look ugly and confusing. You don't need 2 colors you need 4: shields, depleted shields, armor, depleted armor. Otherwise you couldn't tell if someone was low armor because they are a shield tank, or low armor because they are damaged. Something logibros need. Then what would it look like if you had half depleted armor and full shields? Would there be a gap between the two? Because that's functionally the same as two individual bars lined up horizontally instead of vertically. What if someone was being repped and his shields were coming back after a fight? Both colors would be moving individually with a shrinking gap in between? Or would the full shields sit on top of the full armor? There are a dozen ways to graphically represent this and none of them are better or more intuitive then what we have now. It only addresses guy w/o shields being ganged up I but screws up the HP bar for any other type of reading.
Best bet is to change the length of the two bars such that they represent percentage of EHP, instead of both being 50/50.
Your telling me right now we don't have the ability to make a bar look empty or full through the use of contrast and color scheme?
Your saying we cant make a bright electric blue section of the bar that represents shields look depleted by making it oh i don't know removing the brightness and darkening the contrast like we already do with the blue bars we already have?
of course you can make it easily viable the sections that have been depleted.
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