View Poll Results: Alpha 17 HP

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Thread: Developer Diary: Alpha 17

  1. #7411
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    Quote Originally Posted by Gamida View Post
    I have noticed one thing...it seems that everyone would be happy if one thing is true...every option in game is able to be turned on or off. Simple as that. You don't like it turn it off...you like it turn it on.
    They allow that now.... via modding...... doubt TFP will waste time on making further options available when things can be modded and tweaked easily.

  2. #7412
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    Was wondering about the new update that is coming and saw some reworking done to the skill system.

    I would like to offer a suggestion, since we already have perks related to firearms like better lead of dead is there any way we can get perks for archery? My suggestion as to what it would do could be increased entity damage scaling the same as gun perks do and increased headshot % damage.

    Hope you like this idea

  3. #7413
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    You know, I'm going to defend the health bars from a realism angle.

    In the real world, if I hit someone repeatedly with a spiked club or stabbed them repeatedly or shot them repeatedly, I'd be able to see what I'd done. They'd have injuries, and I'd have at least a clue how bad those injuries were.

    Even on a zombie that doesn't feel pain or bleed out, you'd still be able to see that half their head was missing or that you'd broken their spine and they were now having trouble walking.

    But in the game, each zombie uses a specific model with specific textures. More, it has a standard set of animations. Unless it's actually had a limb removed - which is the only thing that is visible on them as damage - a zombie that's been blown to hell and back with a shotgun and is barely held together by a few bits of sinew looks and moves exactly the same as one that's completely uninjured. In fact, if there are multiple zombies of the same type going for you it's impossible to tell which of them you've already bashed half to death and which you haven't yet touched.

    So a health bar for zombies is one of those things that gives you information that would be obvious to your character but which isn't apparent to the player. The character should be able to see how damaged a zombie is, even though the player is only shown the same textured model.

    Now that doesn't mean that a health bar needs to be 100% accurate. It could be randomised so it only shows the zombie's approximate health rather than its exact health. Similarly, it doesn't say anything about the positioning of the health bar or how prominent it should be. But in the absence of a detailed texture/model degradation system (something which I'd love, by the way), it's the only way we can tell whether a zombie is being badly damaged by our attacks or is simply shrugging them off - and that's something that, from a realism point of view, our character should be able to see and therefore the player should have at least some feedback on.

  4. #7414
    Colony Founder Xtrakicking's Avatar
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    Quote Originally Posted by A Nice Cup of Tea View Post
    You know, I'm going to defend the health bars from a realism angle.

    In the real world, if I hit someone repeatedly with a spiked club or stabbed them repeatedly or shot them repeatedly, I'd be able to see what I'd done. They'd have injuries, and I'd have at least a clue how bad those injuries were.

    Even on a zombie that doesn't feel pain or bleed out, you'd still be able to see that half their head was missing or that you'd broken their spine and they were now having trouble walking.

    But in the game, each zombie uses a specific model with specific textures. More, it has a standard set of animations. Unless it's actually had a limb removed - which is the only thing that is visible on them as damage - a zombie that's been blown to hell and back with a shotgun and is barely held together by a few bits of sinew looks and moves exactly the same as one that's completely uninjured. In fact, if there are multiple zombies of the same type going for you it's impossible to tell which of them you've already bashed half to death and which you haven't yet touched.

    So a health bar for zombies is one of those things that gives you information that would be obvious to your character but which isn't apparent to the player. The character should be able to see how damaged a zombie is, even though the player is only shown the same textured model.

    Now that doesn't mean that a health bar needs to be 100% accurate. It could be randomised so it only shows the zombie's approximate health rather than its exact health. Similarly, it doesn't say anything about the positioning of the health bar or how prominent it should be. But in the absence of a detailed texture/model degradation system (something which I'd love, by the way), it's the only way we can tell whether a zombie is being badly damaged by our attacks or is simply shrugging them off - and that's something that, from a realism point of view, our character should be able to see and therefore the player should have at least some feedback on.
    Healthbars are only red rectangles that get shorter indicating that something is about to be turned into a ragdoll, they don't "show" how damaged someone or something is. Like you say, if I want my game to give info on how much damage has been dealt to an entity, I'd add a change to the model to show it, otherwise no healthbars is preferable.
    Last edited by Xtrakicking; 12-26-2017 at 04:50 PM.

  5. #7415
    Colony Founder Maharin's Avatar
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    I don't really get the immersion breaking argument for on screen information. I ignore the on screen stuff until I need info or I have a down moment where not a lot is going on. I don't obsess over it but I do like it handy and convenient. This game needs a whole lot better feedback system in place before they remove the gadgets from the interface. I don't need to know I'm at 12% of anything but it sure would be nice to know it went from "I can still manage" to "really bad" or "need to do something about this ASAP". If I'm below 50% health and bleeding out that's a whole lot different situation than I'm starving to death, even if they share the same end result if untreated.

  6. #7416
    QA Tester unholyjoe's Avatar
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    Quote Originally Posted by Xtrakicking View Post
    Healthbars are only red rectangles that get shorter indicating that something is about to be turned into a ragdoll, they don't "show" how damaged someone or something is. Like you say, if I want my game to give info on how much damage has been dealt to an entity, I'd add changed to the model to show it, otherwise no healthbars is preferable.
    exactly... there is an example of what can be done and thats to mimic crates/blocks, you see actual damage indicators like cracks forming. this can be done by adding blood/bruising to npcs that take damage. seriously, we have them losing limbs and such so it is a plausible idea and pretty sure no one would object to that.. cant bitch about the blood because its a kill something type of game.

  7. #7417
    Inventor xercesblue's Avatar
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    Quote Originally Posted by Roland View Post
    Yes on Vulcan support. Please read the first post of this thread. It has this and other tidbits of information.
    I did a search for it using my browser search function on the first page and couldn't find it and then realized it was being misspelled, unless I'm mistaken it's spelled "Vulkan" API.

    https://en.wikipedia.org/wiki/Vulkan_(API)

    That might be why at least some people are missing that.

  8. #7418
    QA Tester unholyjoe's Avatar
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    Quote Originally Posted by xercesblue View Post
    I did a search for it using my browser search function on the first page and couldn't find it and then realized it was being misspelled, unless I'm mistaken it's spelled "Vulkan" API.

    https://en.wikipedia.org/wiki/Vulkan_(API)

    That might be why at least some people are missing that.
    give him a break he was watching star trek and mr spock had his attention.

  9. #7419
    Colony Founder Maharin's Avatar
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    Quote Originally Posted by unholyjoe View Post
    cant bitch about the blood because its a kill something type of game.
    In general, people are very capable of bitching about anything for any reason or no reason at all.

    - - - Updated - - -

    Quote Originally Posted by unholyjoe View Post
    give him a break he was watching star trek and mr spock had his attention.
    I'll just leave this here:

    https://www.youtube.com/watch?v=AGF5ROpjRAU

  10. #7420
    Hood Ornament Gamida's Avatar
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    Quote Originally Posted by stallionsden View Post
    They allow that now.... via modding...... doubt TFP will waste time on making further options available when things can be modded and tweaked easily.
    I am not sure everything can be modded and tweaked right now and even if it can be, it is not easily done by everyone. The rest of us have to rely on the modders and hope the tweaks we would like are done by some kind soul out there.

    I wasn't really suggesting that everything be able to be turned on and off...just that it seems that would be the only thing that would make everyone happy.

  11. #7421
    Super Moderator Roland's Avatar
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    There will be a robust options menu when the time is right for it.

  12. #7422
    Colony Founder Aldranon's Avatar
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    Quote Originally Posted by Roland View Post
    There will be a robust options menu when the time is right for it.
    When things are more done. Donner.

  13. #7423
    Super Moderator Roland's Avatar
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    Party.

  14. #7424
    Colony Founder Maharin's Avatar
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    Quote Originally Posted by Aldranon View Post
    When things are more done. Donner.
    Spoiler: 
    You know Dasher and Dancer and Prancer and Vixen,
    you know Comet and Cupid and Donner and Blitzen,
    But do you recall
    The most famous reindeer of all

    Rudolph the Red-Nosed Reindeer
    Had a very shiny nose
    And if you ever saw it
    You would even say it glows
    All of the other reindeer
    Used to laugh and call him names
    They never let poor Rudolph
    Join in any reindeer games

    Then one foggy Christmas Eve,
    Santa came to say,
    Rudolph with your nose so bright,
    Won't you guide my sleigh tonight

    Then how all the reindeer loved him,
    As they shouted out with glee,
    Rudolph the red-nose Reindeer
    You'll go down in history

    Rudolph the Red-Nosed Reindeer
    Had a very shiny nose
    And if you ever saw it,
    You would even say it glows,
    And all of the other reindeer
    Used to laugh and call him names,
    They never let poor Rudolph
    Join in any reindeer games,

    Then one foggy Christmas Eve,
    Santa came to say,
    Rudolph with your nose so bright,
    Won't you guide my sleigh tonight

    Then how all the reindeer loved him,
    As they shouted out with glee,
    Rudolph the Red-Nosed Reindeer,
    You'll go down in history
    Last edited by Roland; 12-26-2017 at 07:59 PM. Reason: Oi vey...

  15. #7425
    Colony Founder Anabella's Avatar
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    Quote Originally Posted by A Nice Cup of Tea View Post
    You know, I'm going to defend the health bars from a realism angle.

    In the real world, if I hit someone repeatedly with a spiked club or stabbed them repeatedly or shot them repeatedly, I'd be able to see what I'd done. They'd have injuries, and I'd have at least a clue how bad those injuries were.

    Even on a zombie that doesn't feel pain or bleed out, you'd still be able to see that half their head was missing or that you'd broken their spine and they were now having trouble walking.

    But in the game, each zombie uses a specific model with specific textures. More, it has a standard set of animations. Unless it's actually had a limb removed - which is the only thing that is visible on them as damage - a zombie that's been blown to hell and back with a shotgun and is barely held together by a few bits of sinew looks and moves exactly the same as one that's completely uninjured. In fact, if there are multiple zombies of the same type going for you it's impossible to tell which of them you've already bashed half to death and which you haven't yet touched.

    So a health bar for zombies is one of those things that gives you information that would be obvious to your character but which isn't apparent to the player. The character should be able to see how damaged a zombie is, even though the player is only shown the same textured model.

    Now that doesn't mean that a health bar needs to be 100% accurate. It could be randomised so it only shows the zombie's approximate health rather than its exact health. Similarly, it doesn't say anything about the positioning of the health bar or how prominent it should be. But in the absence of a detailed texture/model degradation system (something which I'd love, by the way), it's the only way we can tell whether a zombie is being badly damaged by our attacks or is simply shrugging them off - and that's something that, from a realism point of view, our character should be able to see and therefore the player should have at least some feedback on.
    My personal opinion.....I like the health bar. I figure it will actually be smaller than the first iteration of it. I also liked seeing how green around the jowls it made Roland. LOL

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