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Algoods, and I can see what you are trying to say.
But I still don’t see any reason as to why it would ruin a competitive aspect of a game. Unlike CS:GO, sound doesn’t play nearly as much of a role in DB. Literally all adding numbers would do is make it easier to learn numerical values.
Also weapons in TF2 do have damage falloff, and rampup, and when I used the minicrit example I was purely pointing out the fact that the audial cue gave it away, and I think it’s good game design to be able to tell this kind of information, only from sound cues.
Another example of clever sound mechanics from Valve is when they were developing Half Life 2, the poison headcrabs would make rattling hissing noises. Whenever a beta tester heard these noises, they would freak out, and get scared, knowing a poison headcrab was nearby. Clever design.
Now addressing damage indicators. There are already hitsounds. If you do explosive damage around a corner, you will hear a knocking sound. Considering the fact that you can’t even see damage value indicators through walls means that literally THIS WILL NOT BE WALLHACKING, you must be thinking of hit markers, or X like in COD.
If you don’t want it, turn it off. Let’s be honest: Who doesn’t play with the hitsounds? If you don’t, why the hell not? It is informative, and has no downsides, unless you have super sensitive ears or something like that.
More damage stats? Game info? Sweet, nothing wrong there. Is this overdraw killing your rig? Don’t like the spam? Turn it off.
And I think the health bars right now are pretty terrible, as all the mercs have different health. I only learnt that the headshot multiplier was 2x about 6 minutes ago, and there was no way I would have known that without damage value indicators, or weapon stats, neither of which exist in DB right now. I found it out through the community.
Clutter is not a valid reason, as it is up to the devs to make their game streamlined and contrasting, like Valve managed to do with TF2, and CS:GO to a lesser extent.
Overdraw (or fill rate as Wikipedia calls it) doesn’t seem valid either, as how would oyu even run DB on a potato in the first place? It is just a number, in TF2 this number is a sprite, that is literally a 2D image that rotates around an invisible axis. Really doesn’t seem that demanding to me.
Can someone please just give me one reason apart from “clutter” which doesn’t seem like a valid reason to me, or overdraw lag which also seems kinda unbelievable, as to why damage value indicators shouldn’t be in DB, considering it already has a hitsound?