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| Mortal Online Discussions Discussions about Mortal Online. Official web site: MortalOnline.com |
| View Poll Results: What is your prefered health indicator? | |||
| Health Bars |
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54 | 46.55% |
| Dimming Vision |
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50 | 43.10% |
| Slowed Reactions |
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37 | 31.90% |
| Other |
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30 | 25.86% |
| Multiple Choice Poll. Voters: 116. You may not vote on this poll | |||
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#121 (permalink) | |
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Member
Join Date: May 2008
Location: Cape Town
Age: 28
Posts: 428
Rep Power: 1
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Quote:
Before a battle you should be concerned with having a decent weapon rather than the best weapon.
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"Man will never be free until the last king is strangled with the entrails of the last priest." Denis Diderot - French philosopher and editor of L'Encyclopédie |
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#122 (permalink) |
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Ofcourse the gear will mean something. If you pick up a sword, but you dont have skill in it (character skill also will do alot) it will be useles. But there will be no uber gears that would give you too much advantage (there will be unique items, that will be stronger than simple items).
And for that wow phrase, it is just popular in this forum these times :P [Edit] Agree with Rhygar.
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Zenir: 1 cookie for Stump, you'll get it when we meet ingame and if there are cookies. Truth, Courage and Honor. There is no Honor without Truth and Courage. |
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#123 (permalink) | |
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Member
Join Date: Sep 2008
Location: Sweden
Age: 21
Posts: 409
Rep Power: 1
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But the devs said that you will be able to craft good gear from ingredients dropped from raid bosses and such and I can imagine with rare materials the weapon should be quite good, but myself would never wear it out in the open if a group of ganker would just come and steal it ^^ I can imagine the gankfest of loot horny ganker raping lowbies lol. But then again one good thing is theres no lvl and the ganker have to take a chance etc (but if they are a group you don't really stand a chance anyway)
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Death smiles at us all...all one can do is smile back. I wouldn't do anything for you even if it was you I had to do. |
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#124 (permalink) |
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Junior Member
Join Date: Apr 2008
Location: Perris, CA
Posts: 209
Rep Power: 1
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Visual combat is the way to go; I'd much rather see the damage on myself and my enemies and decied how to proceed rather than always looking at health points. *Real* injuries would look real cool, as I imagine them, along with players/NPCs having to close the distance in melee combat to land a hit. Physical effects like staggering, knockback, dodges, parrys, etc before, during, and after an attack.
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#125 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 158
Rep Power: 1
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I think you are all forget one mayor thing this game is all skillz (in game) so a warrior with 100% weapon skill and rusty dagger will pound player B in epic armor of ubernes and sword of killnes and weapon skill of 10% :P
You need to add skill level in this calculation . |
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#126 (permalink) | |
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Quote:
But ofcourse I trust the devs, that they will make some realy good system
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Zenir: 1 cookie for Stump, you'll get it when we meet ingame and if there are cookies. Truth, Courage and Honor. There is no Honor without Truth and Courage. |
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#127 (permalink) |
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Junior Member
Join Date: Aug 2008
Posts: 72
Rep Power: 1
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ah wow i had to come back and read that entire flamefest back there...
anyway, back to what Lachrymose said a while back, where blurred vision effects, slowed movement, weakened attacks... all those effects should be based off of body boxes. I dont think you should automatically suffer from all of these when you're getting low on health. Since people need to hit you in order to kill you, by choosing where to hit you they are also choosing what effect their attacks will have on you. If Victor decides that he wants to bash my head open during our entire fight, i dont wanna have slowed movement, blurred vision, slowed attack speed, increased damage, and all that. make it so that people actually choose what they wanna do with u, aka i only get blurred vision. This will at least give people some chance to fight back instead of just completely incapacitated mid-way thru the fight |
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#129 (permalink) | |
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Member
Join Date: Jul 2008
Location: SC, United States Clan: Aegis Imperium Playstyle: PK/PvP
Age: 22
Posts: 1,549
Rep Power: 5
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Quote:
i remember catmorbid pointing this out in another thread (maybe this one since they merged threads).. just like you were saying.. if there are hitboxes, there's no point to ever aim for the arms, legs, or torso if you can hit them in the head to deal the most damage and disorient them the most. it should be balanced: head: deals most damage, blurs vision slightly for a few seconds.. maybe even have blood drip in your eyes and cover some of the screen for a while, or get tunnel vision or something, maybe even make casting time increase or something (since it would be harder to concentrate if you just got your face smashed in) legs: slows down movement speed, decreases jump height, maybe makes them stagger so it's harder for them to control their movements and aim since they're legs are wobbling arms: slows attack speed, makes attacks weaker, blocking is less effective torso: deals more damage than appendages, but less than the head. could cause internal damage affecting your lungs, making it harder to breath, so stamina would go down faster (since you aren't able to catch your breath) the heart might be affected, making your heart race faster so it would be more difficult to aim a bow... the thing is to make it balanced, so that you don't always go for the head.. maybe against a caster, go straight for the head to break his concentration and screw his casting time, a ranged fighter you may want to go for the torso to throw off his aim, and a warrior, you could go for the arms to make his blocks/attacks less effective.. and someone with high agility that moves around a lot, you'd want to go for their legs...
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/thread "As the end is drawing near, standing proud, I won't give in to fear As I die a legend will be born... I will stand, I will fight.. you'll never take me alive..." ________________________________________________ Killer 100.00%, Achiever 46.67%, Explorer 46.67%, Socializer 6.67% |
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#132 (permalink) | |||
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Member
Join Date: Jul 2008
Location: SC, United States Clan: Aegis Imperium Playstyle: PK/PvP
Age: 22
Posts: 1,549
Rep Power: 5
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Quote:
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/thread "As the end is drawing near, standing proud, I won't give in to fear As I die a legend will be born... I will stand, I will fight.. you'll never take me alive..." ________________________________________________ Killer 100.00%, Achiever 46.67%, Explorer 46.67%, Socializer 6.67% |
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#135 (permalink) |
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Junior Member
Join Date: Sep 2008
Posts: 52
Rep Power: 0
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I personally are all for Health bars. I liked the way health worked in Morrowind and Oblivion, it wouldn't regen over time and you either had to rest or take a potion to regen it.
I think not having health bars and instead having a CoD2 style would make the game imbalanced. You could nuke a target, get to low health, run away, regen to max and go back in. Feels unnatural. (pasted from another thread) |
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#137 (permalink) | |
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Junior Member
Join Date: Aug 2008
Posts: 106
Rep Power: 1
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Quote:
I welcome any feasible suggestion regarding alternative methods of "health-awareness" but for the time being (and having read most of the posts in this preposterously long thread) I stand by my original declaration: "If your sunblock works just fine, don't be too quick to lather yourself in orangutang feces." |
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#138 (permalink) |
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Junior Member
Join Date: Apr 2008
Age: 27
Posts: 234
Rep Power: 1
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Why not Dimming Vision and a Heartbeat?
Have you ever been working physically so hard you essentially lose your hearing, and can only hear your heart racing? Personally, I would think the dimming vision in addition to a quickening heart beat (As you near the end of your health. Also dampening sound around you as stated above) would lead to a more all-round, more immersive experience. For example. When playing a mod for Battlefield 2 (I know it's an FPS but bear with me!), There are no meters or bars. Health is displayed with pulsating red vision for minor wounds, and black and white blurry vision for bleeding out-near death. It depends on what immersion factor Mortal Online is going for. If they want battles to be fought based on constantly checking of your health bar such as WoW, or if they want you to be thinking: "I definitely need to get out of here, I'm going to die, I can barely see my opponent." In the end it all comes down to the question: "Do I want this health system to be easy to manage by placing a hideous bar of red on the screen, or do I want the player to feel totally immersed?" |
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#139 (permalink) |
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Junior Member
Join Date: Aug 2008
Posts: 106
Rep Power: 1
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A game represents a fantasy simulation where the playerbase opts to play based on their tolerance for "realism." There's a certain point where realism impedes gameplay, not enhances it. For example, if your character were to spontaneously develop skin cancer, that would probably ruin your gaming experience. An aspect of "immersion" that we generally agree should be left out. If your character was created with asthma, impeding your battle efficiency, that aspect of realism would likely bother the player.
The real question is, what point do we, the playerbase, consider the aspect of "immersion" to be detrimental to the gameplay. I maintain that distorting a player's vision is, while "immersive," is not preferred among most gamers. Ultimately your argument is fundamentally flawed for two reasons. A. The healthbar is not necessarily "hideous," and an MMO will not be playable without some form of visible interface. B. A player will never feel "fully immersed" because they will still be operating a mouse-and-keyboard while their virtual representation is taking sharp metal objects to the face. |
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#140 (permalink) |
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Member
Join Date: Jul 2008
Location: SC, United States Clan: Aegis Imperium Playstyle: PK/PvP
Age: 22
Posts: 1,549
Rep Power: 5
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cye, i agree with you, there definitely has to be some balance between realism and good gameplay. the problem is, no one person can just draw the line and say "here it is." everyone will have different tolerance levels for realism, and everyone will have different expectations in terms of gameplay. some people may desperately want aging to be a feature, for example, (*cought* rhygar *cough*), but i personally think that's going a little overboard.
no, we will never get full immersion until they start making MMO's like the matrix, but the devs can still do their best to create a healthy balance between making things realistic enough to make the game more immersive and keeping the gameplay fun and interesting. and now that you mention it... in-game cancer.. hmm....
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/thread "As the end is drawing near, standing proud, I won't give in to fear As I die a legend will be born... I will stand, I will fight.. you'll never take me alive..." ________________________________________________ Killer 100.00%, Achiever 46.67%, Explorer 46.67%, Socializer 6.67% |
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#141 (permalink) | |
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Junior Member
Join Date: Sep 2008
Posts: 52
Rep Power: 0
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Quote:
Healthbars in a MMORPG is the only real way to go. Take your CoD2 style imba health regen with no health bars with you. Besides, Oblivions front end interface with immersion UI is a pretty damn good ui. |
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#142 (permalink) | |
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Junior Member
Join Date: Apr 2008
Posts: 158
Rep Power: 1
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Quote:
There is another thread about regen here http://www.mortalonline.com/forums/2...ge-better.html |
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#144 (permalink) | |
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Junior Member
Join Date: Aug 2008
Posts: 106
Rep Power: 1
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#145 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 144
Rep Power: 0
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I really like the idea. For a game that is leaning towards realism, I think a lack of a health bar would be fantastic.
However, the slowed reactions or any other negitive effect I feel would throw balance out the window. I believe to actually see that you are close to death would be a good enough indicator. |
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