Dealing Damage


(z00b) #1

Like many of you, I’ve been playing these games since Wolfenstein 3d and everything that came before that.

One thing I would really like to see in current generation games is a crystal-clear indicator of damage dealt. I don’t give a crap if you get a point for the kill or whatever score is kept, but I want to see how much damage I did, on whatever arbitrary scale, to whatever I was shooting at.

I don’t want to have to spend hours with my friends doing tests to find this out, when it is right there in the game engine and should be presented to us. If I shoot someone in their body armor and do 10 damage, and then hit them in the face and do 150 damage, I want to know the difference both visually and in terms of numbers.

We’ve come a long ways from just being big hitcubes running around, but if this isn’t presented properly much of this is lost.

There may be some documentation somewhere about the models and surface properties - I’m not sure. But even Supreme Commander doesn’t yet have ‘hardness’ or ‘reflection’ physical properties of surfaces yet, even though it uses a very detailed mechanical (classic) physics engine. When we have games that don’t just use arbitrary numbers for damage and defense, but actually put models together using ‘materials’ and design weapons based on an actual physical models, we’ll be in a very interesting place. (I guess that’s relative to how much you like this kind of stuff :wink:


(EB) #2

I agree…

…displaying information about my attacks as they occur would satisfy several thoughts that bobble around in my head as I jump around and frag. Often times in ET(for example), I will RAIL an adren’d medic just to have him run away to med himself…which leaves me wondering…HOW CLOSE WAS I, TO GETTING THAT FRAG ?
I know I could hold the ALT key and keep track but who wants to do that every time in preparation for those odd occurrences ? …not me.

I think a damage counter ‘if within “X” vicinity’ would be grand.
Track hits on 1 player until you hit another player.

@zoob ((I want to know the difference both visually and in terms of numbers.
))
What kind of visuals ? animations or particle effects ? I figure you would mean direct physical feedback but we both know that those days of game physics are just not here yet (in high form).


(SlippytheWeasel) #3

So, that means a sniper could stand off, look thru their sights, and see the damage each enemy has, to pick off the stronger ones first, then go for the weakened ones at leisure?

Or if in close-hands combat, you’d try to take out the weakened ones first to even the odds?

Short of simulating some sort of bio-sensor, to read out on a HUD, I’m not sure how you would accurately (?) portray that in-game, short of showing if your enemy is missing an ear, or a hand, but is still alive.

Well, this game being set decades into the future, a HUD would make more sense. Something that flips down from your helmet over one eye to give you running updates of conditions around you.

Of course, the ears being hacked-off would be nice, too. You could gather one from each type of Strogg, and hang-em on your belt. Collect them like pogs. Trade em with your teammates to get the complete set.

Slippy


(Ifurita) #4

No, I think he means getting some positive feedback on how good of a hit was made. W:ET for example, a pistol shot anywhere looks the same as a rifle shot anywhere and the user feedback is pretty much the same.

I believe the discussion regarding COD 4 indicates that there will be as many as 16 hit locations on the head itself.


(EB) #5

I don’t think this would have to base-out to showing all players(both teams) health/stamina. I wouldn’t want to see that TBH.
…then I would know who to shoot first and that would kill the thrill of attack.

I want to know what I did, not what I should


(nUllSkillZ) #6

Hitsounds.


(bartreligion) #7

if it’s good you shouldn’t have time to worry about that. pick up the pace!


(ayatollah) #8

This is all well and good but I think this sort of aspect is best kept to a mod. But maybe they could just have the health bar of the enemy whenever you hover your crosshair over them. I don’t think that would help really, though, if the game is as fast paced as W:ET.


(Gringo) #9

What about the server script that shows u how much health a player had left when (s)he kills u. Doesnt meet all ur needs but at least it shows how close, or in my case, how far u were from killing ur opponent!


(z00b) #10

No, I am thinking more of the general situation in the Battlefield series (which is what this game will be compared to when it comes out - hands down the best large-scale squad game around, even though I hate it these days).

The basic gist is that you end up doing tons of damage to something or someone and get no practical benefit or results. I can spend all round shooting at walkers and other things and end up with zero points to show for it due to not getting the killshot or whatever. I don’t really care about the points, but I would at least like to see that, yes, that shot just did 50 damage to a walker’s leg. And then it got repaired by a supply box, engineer, or whatever.

Otherwise you sit there and have no clue wtf is going on or whether all of your shots are ending up somewhere in lagland. ESPECIALLY in battllefield,. this is an issue - those games are the most random, stochastic whackfests ever when it comes to extraneous crap happening to you from out of nowhere (which is my other suggestion/desire for QW - KNOWING WHO/WHY/WHERE/HOW you just got shot/gibbed/wounded IN H UGE CAPS IN THE MIDDLE OF YOUR SCREEN. WITH A BULLET.


(Nail) #11

ah yes, but SD doesn’t make Battlefield games, there are damage indicators and hitsounds in QW, shoot the wheel and it comes off, pretty good indicator methinks


(Gringo) #12

I would also add that its prob not a good idea to shoot armoured vehicles with light weapons


(iwound) #13

Probably best just too run in the opposite direction as fast as your legs will carry you.
With a hint of sideways movement for good measure.
Learnt this tip from the Holy Grail. Run awaaaaaaaaaaaaaaaay


(murka) #14

in ETQW there are a fewer players in vehicles mainly because you do objectives on foot rather than in an armored vehicle with engineers