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Health Bar

Posted: 21 Jul 2006, 20:42
by LEG0LAS
I think that should be a health bar on top of the players and creatures head.

something like this, maybe :

Image

What do you think ???

Posted: 21 Jul 2006, 21:17
by Dr Wahl
interesting idea...
I am currently playing Silkroad Online and there is a health bar for NPCs and friendly human players, but not for enemy human players. i'm not sure what i think about this. It can work out in your favor when you sneak attack some one who is already injured and you get a lucky kill, but it can also work against you when some one sneak attacks you and gets a lucky kill... For right now anyway, i am rather neutral to the idea of a health bar. Any other thoughts?

Posted: 21 Jul 2006, 21:25
by LEG0LAS
I was think now that give health bars for all creatures will let the vision of the game a little polluted ( imagine bats cave :shock: )

but if the health bars just apear when you are atacking and when you "pass the mouse up the creature" maybe is better.

them when you enter in a cave you can pass the mouse up some monsters to see if one of them is hurt them kill it because its easer :lol:

and the same with the players. if you want to see the heal of your friend you can just pass the mouse up him.

Posted: 21 Jul 2006, 21:41
by Schorhr
Well, in SoM you only know about a creatures health status when casting a 1 MP spell on it.
Depends on if the majority would want a open visible status or not.

Posted: 21 Jul 2006, 21:45
by Pajarico
but if the health bars just apear when you are atacking
I prefer that better. But I have mixed feelings abbout this as this can change the strategy of the attack if you knowq beforehand what's the health of the enemy, so I don't know if this is good or bad...

Posted: 21 Jul 2006, 22:58
by Modanung
The correct term is "health bar".
And we've had quite some people suggesting it. And I agree it might be good to show how close to killing a monster you are... but there are some ways to do it.
It can be done by numbers, which I would not prefer as it has a very artificial feel to it. It can be done by bars as you suggested. Another way is using words to discribe the monster's status, like "wounded" "in agonising paint" "life threatening" and stuff like that.
But I think the way I'd like it is just using colours. Either change the colour of the "[TARGET]" font colour from green to yellow to red to dark red. Or change "[TARGET]" into a nice (maybe rotating and/or pulsing) target graphic like an arrow above the creature or some circle (with arrows) below it.
Something like this:
Image
Might also be pleasantly transparent.

Posted: 22 Jul 2006, 00:50
by Dr Wahl
I like Modanung idea the best. Maybe instead of adding a "cursor" type thing such as in your demonstration Modanung, maybe just change the color of the wording of the monster that is selected. So, if you select a bat, the word "Bat" would be in Green, and then, as stated by Modanung, change the colors of the word "Bat" the more it gets hurt.

Posted: 22 Jul 2006, 01:23
by LEG0LAS
i really like your animaton modanung its very original. :D
i think the mana world is going to a good way. your making very good new things.

i have just a question: this circule will always apear or just when you attack ?

and another thing , what about friends ? in the furture, will exist heal spells and if you are huntting with your friend and he needs that you heal him. he will loss to much time to say: "HEAL ME !!!! I'M DIEINGG @#$@##!@ CAN'T YOU SEE?!?! " when he finish to writte this he will be probably dead :? . if you could see his heal you just use the spell and he continue figthing.

i have a idea now, using my option of health bar and your(modanung):
when you pass the mouse up the monter it shows you "that circule" and its color and when you attack the monster the circule starts to rotate and change the color as the creature loss its life. And it can be use for helping friend too :D you have just to pass the mouse up your friends and see what color is his "cirule".

what do you think ?

Posted: 22 Jul 2006, 02:54
by Schorhr
One thing though:
A monster health, even if its just 3 colors or so, would result in noobs or people who steal items a lot to walk through dungeons/caves probing weak monsters others allready dammaged, and thereby getting exp and items easily since someone else has done the work....
Or I immagine dummies following me in the game, now not only waiting for items but also trying to do the last strike on weak monsters- an anoying thought.

Posted: 22 Jul 2006, 04:55
by LEG0LAS
One thing though:
A monster health, even if its just 3 colors or so, would result in noobs or people who steal items a lot to walk through dungeons/caves probing weak monsters others allready dammaged, and thereby getting exp and items easily since someone else has done the work....
Or I immagine dummies following me in the game, now not only waiting for items but also trying to do the last strike on weak monsters- an anoying thought
imagine : your killing snakes , and a noob lvl 20 start to follow you to do the last strike on a weak snake. he will try 10 times , and he will get 10 "MISS".

thats what i think

Posted: 22 Jul 2006, 05:12
by Schorhr
It was just a thought :-)
Sure, with snakes that would be true. Though, I still think that it could be annoying, especialy if the player is close to the same level and has leveled dex allready.
Also, I could go arround on the map and kill monsters that are allready beaten up (persons either died before killing them or went on)

Posted: 22 Jul 2006, 05:24
by LEG0LAS
Also, I could go arround on the map and kill monsters that are allready beaten up (persons either died before killing them or went on)
in this case i think should win xp for the % you killed of that monster
its like:
1 - you see a monter that have 100 of health and gives 100xp. if this monters is almost dieing , it is just with 10 of heal and you kill it , you will just get 10 of xp.
2 - you and your friend are killing the same monster ( 100xp , 100 health ) and you hit 70 and your friend hit 30. you win 70xp and your friend 30xp.
simple :D

Posted: 22 Jul 2006, 05:43
by Schorhr
Sounds simple, but they would need to implement something such as that;
The monster would have to "remember" who attacked at what health status for a certain time span.
Now this is still possible and not to hard to implement if I can judge that correctly, but what happens if two friends try to kill a monster together?
The attacker-remember-variable would keep changing from player to player while remembering a lower health again and again, resulting in low to no experience for the players :-)

One solution to that would be a partial exp for damage done to a monster, independant if you kill it or not.
But again, there's a problem with that.
LvL1 Players could go to a future monster that has a big ammount of experience and battle it, even though he will die after the first attack, it would be more rewarding then killing a dozen maggots...

I guess if a monster health indicator is intigrated, it would be best to just leave the whole partial-exp out of the game, since its getting more complicated :-)
As I suggested in another thread, it should be possible to attack players for X seconds that steal items from a monster you killed, and with this subject in mind, maybee players who killed "your" monster ;-)

Posted: 22 Jul 2006, 07:25
by LEG0LAS
The attacker-remember-variable would keep changing from player to player while remembering a lower health again and again, resulting in low to no experience for the players
sorry but i didnt understand what you mean ( my english is not so good )
One solution to that would be a partial exp for damage done to a monster, independant if you kill it or not.
But again, there's a problem with that.
LvL1 Players could go to a future monster that has a big ammount of experience and battle it, even though he will die after the first attack, it would be more rewarding then killing a dozen maggots...
you cant hit 10 in higth monster them die and wait for someone to kill this monster and get your % of xp!!! :shock: in the moment that you get out of the map or die you will not win the xp anymore.

im not a computer expert and i don't know if its so hard to do this. but i think its very simple: you win the xp that you deserve and if you die or get out of the map you loss it.
let's try to explain with another exemple:
- ( 1 person attacking ) you found a creature with 50% of health. if you kill this creature you will just win 50% of the xp.
- ( 2 or more people attacking ) "Player 1" took 60% of the monsters health. "Player 2" took 40% of the monsters health. "Player 1" wins 60% of xp. "Player 2" wins 40% xp.
- ( someone die during the battle ) Player 1 took 70% of health them die. player 2 apear and killed the monster. player 2 will just win 30% of the xp.
- you took 80% of monster health and die. when you come back and kill the monster you will just win 20% of xp. ( this help to resolve the death penalty )

there are positive and negative points on this health bar.
if you want itens you kill the hurted monters
if you want xp its better killing monster with all health cause youll get all xp.

Posted: 22 Jul 2006, 08:11
by Pajarico
I think you are going off-topic here, people. The XP sharing has been already discussed in a few threads and my impression is that it will be based on the amount of damage you've done.
If someone see the health bar showing as a problem or a potential exploit the solution is quite easy: don't show it except for the attacking player (not just targeting). Then a player would have to attack every monster -an they will follow him- to know their health level which is not practical no matter the level of the player.