Damage indicators / Damage numbers - Possibly an option?


(Rehoma) #1

Hi hi,

There’s always something I’ve loved about shooters with damage indicators (or damage numbers). It happens when you hit an enemy. A number pops up right after injuring them, letting you know exactly how much damage you dealt.

The reason why I always loved this is because of the additional “impact-feeling” it gives when shooting somebody. It’s also great for splash damage (AoE). Imagine all these tiny numbers popping up, showing off how much damage you actually dealt with it.

Perhaps this can be one awesome option for in the game. If you want some examples you can check out Team Fortress 2 or Battlefield Heroes. In Battlefield Heroes the numbers are quite large, probably too large. In Team Fortress 2 they are adjustable, which would suit the amazing player-orientated gameplay that Dirty Bomb offers.

Please let me know what you think of this! :slight_smile:

Thank youuu.

Greetings, incredibleBill

EDIT: I only just noticed something that I would like to add to this subject. I haven’t played the game before so don’t judge me for missing this please. When hitting an enemy in the head there a high pinch note, just like in Wolfenstein Enemy Territory! Oh wow I am so happy about this already! But… No lower pinch note when hitting an enemy anywhere else other than the head? Let me know what’s up please, thanks again :slight_smile:


(Szakalot) #2

Not sure I like the idea of numbers floating around on my hud, feels very WOWy.

Option to turn off would not really be a solution as its too much of an advantage to see them (esp. your suggestion on splash damage), so everyone will have it on.


(Rehoma) #3

[quote=“Szakalot;3654”]Not sure I like the idea of numbers floating around on my hud, feels very WOWy.

Option to turn off would not really be a solution as its too much of an advantage to see them (esp. your suggestion on splash damage), so everyone will have it on.[/quote]

I also thought to myself when writing this discussion that people might get a WoW-ish feeling from it. That’s why I wrote that you should try it out in some game, for example Team Fortress 2, to really get a feel for it. Once you’re used to it, it’s absolutely amazing. I removed that part though, as it might over-complicate this suggestion. I still recommend doing this though, you will understand the “impact-feeling” a lot more I think.

I also thought to myself about the splash damage showing off enemies that you cannot see (for example, people that are just around the corner or behind a wall). That can be solved by only showing damage indicators on enemies that are visible in your current field of view.

Thanks for your input!


(Szakalot) #4

I don’t know man, DING-DING-DING from headshots is all I want to hear ; )


(Rehoma) #5

Yup true, but I was aiming for the system that was used in Wolfenstein Enemy Territory. I feel like they missed a little something. I’d like to know when I hit a target, not just when making headshots! :wink:


(B_Montiel) #6

I also think this would be too much in this game. When you know your weapon, you can estimate pretty accurately the damage you’ve done by counting the hits. In team fortress 2 I used it but the main difference is that health is in some way easier to get in this game. This indicator was very useful with AOE weaponry to improve your aiming.
Another idea could be to add blood decals on merc depending on their health state, like in Chivalry or Urban Terror (there’s probably more popular games using this but they are examples imo).

More generally, I just can’t think of this as being a good addition in DB. Mainly because in team oriented games with VOIP turned on, it will in the end lead to target selection based on damage done, not on your instinctive “biggest threat/medics first” usual target selection.


(potty1) #7

I’d prefer to see how much damage I dealt during the end of the round. I’d also love a break down of how much damage I did with different weapons/perks.


(crooKk) #8

Agree - more detailed stats are needed. Doesn’t have to be a complicated UI thing. A simple /scores or /stats in the console would do.


(Rehoma) #9

Wow guys thanks for these responses, awesome!

@"Bernard Montiel"‌ Perhaps you’re right, I haven’t been into the game yet and it might over-complicate just a little too much. I’m right on you with the decals for health indication though! Fantastic idea, definitely something that could we worked into the game. However I do think that target selection is something that’s going to be partially based on damage dealt to a target nevertheless.

@potty‌ and @prophetNP‌ I agree with you guys. A total summary of your damage done, in a lifetime fashion, would be great! And indeed, post game analysis could be a lot more detailed. Especially given the competitive potential of DB.

I imagine it as following: A large overview of all your statistics outside of the matches. With your lifetime damage dealt, damage received, objectives completed, healing done or even basic information such as jumps made or bullets fired. This information would be collected in your own personal database that you could find in the global menu. Heck, it could even be dividable among weapons or perks as @potty‌ stated!

Great suggestions and input, thanks! I’m wondering if the DEVs would actually read this, or even rework into the game! :o


(The99thProblem) #10

I definitely would not mind having this. :slight_smile:


(potty1) #11

They will be reading this! I am sure @Silvanoshi‌ is lurking here somewhere!


(Rehoma) #12

Thank you for your support!

Haha that would be so awesome! I loved the community driven aspect of Wolfenstein Enemy Territory. It’s just so awesome to have that same feeling with Dirty Bomb! If only they would let me into their beta though… Hmmmm :x


(opicr0n) #13

As long there is an option to turn it on off Im all for putting in the effort to do this for the people who want it. Im not part of this group, but nevertheless its not a bad idea.


(Silvanoshi) #14

Thanks for the ping @potty.

This is certainly an idea that we’ve given consideration to before. There’re pros and cons to going either way. Obviously some people enjoy the feedback provided by numbers, however at the same time others aren’t particularly thrilled about the extra screen real estate such a feature occupies.

While making such a feature optional isn’t ideal, it is possible. The way that everything in Dirty Bomb’s UI/HUD interacts would need to be designed to incorporate and interact with those elements effectively, meaning we would need to design and constantly improve upon (as is the case with F2P games) two versions of the HUD. That’s quite a bit of extra work that could be better put to use introducing new features/designs that would impact a larger player pool at this early stage in the game’s life.

So, wondrous health numbers are something that you might see further down the line as an option, but right now there’re too many awesome alternatives in terms of improvements to be made :).


(Rehoma) #15

[quote=“Silvanoshi;3836”]Thanks for the ping @potty.

This is certainly an idea that we’ve given consideration to before. There’re pros and cons to going either way. Obviously some people enjoy the feedback provided by numbers, however at the same time others aren’t particularly thrilled about the extra screen real estate such a feature occupies.

While making such a feature optional isn’t ideal, it is possible. The way that everything in Dirty Bomb’s UI/HUD interacts would need to be designed to incorporate and interact with those elements effectively, meaning we would need to design and constantly improve upon (as is the case with F2P games) two versions of the HUD. That’s quite a bit of extra work that could be better put to use introducing new features/designs that would impact a larger player pool at this early stage in the game’s life.

So, wondrous health numbers are something that you might see further down the line as an option, but right now there’re too many awesome alternatives in terms of improvements to be made :). [/quote]

Very clear, thank you! Put your resources at best use, which at this point in time, as you said, probably isn’t meant for damage indicators. I just simply expected more people to endorse this potential feature though. Oh well, not really a big deal. Maybe someday in the future.

An additional option in the menu for a more detailed per game and/or lifetime sheet of statistics would be great though. No need to rework anything and I don’t think it would take too much time to make either. Then again, I know absolutely nothing about game development. I’m just here to send you awesome guys some ideas!

Thanks again. It’s just a great feeling that the devs and moderators are out there, in the community, listening and helping.

Oh and @potty , turns out you were right! :wink: