Is Adding Damage Indicators A Good Idea?


(Amerika) #41

Thats something, but personally I’m very curious about the exact ammount of damage gun inflicts, particularly regarding long range engagements (range/damage dependancy etc).[/quote]

http://dirtybomb.gamepedia.com/Weapons

Other than shotguns, range does not matter. Headshots are double body shots. You get an HP bar and you can turn on headshot sounds. I’m OK with any setting being put in the game as long as it’s something you can turn on/off. But my personal opinion is there is already a ton of information given to the player to really need more added on top.


(vdll) #42

Gamepedia is beautifully done, but not always accurate. Also, if there is no damage drop, what is the point of range/min damage parameters?


(Gi.Am) #43

[quote=“majesticClue;20908”]@brazenRoyalty @Gi.Am

As far as damage indicators go GI.Am, there is nothing wrong with adding them in Dirty Bomb as long as they’re an option, just because you don’t like them doesn’t mean they shouldn’t be added.

As a lot of people, including myself, like to know more than just if I hit someone, but rather how much damage I did to them. Because guess what? It encourages tactics, I did x amount of damage to a guy so I’ll back off, or I took more damage than I am dealing so I need to wait for backup. Or I know it will take x amount of shots to kill a guy, so I will go for it.

That stuff is great for the Meta, because it allows for more than just aim, but actual thinking as well.[/quote]

You are perfectly illustrating my point (atleast one of them)

Damage indicators give you precise informations that inform your tactics , wether this amount of information makes for a less interesting game or not is not important.

However what should be clear is that more precise informations give you an advantage over someone that lags this informations. Making damage indicators a mandatory setting. And not an optional one as you are suggesting atleast if you want to stay competive.

The same holds true for hit sounds and hit markers the amount of informations they give makes them mandatory wether you like them or not.


(Black) #44

I’m not trying to compare competition with realism but why would it be cheating to know you hurt someone with your grenade? You don’t know where they are at, you just know it hit someone somewhere. Like people are going to be screaming in pain…

“Hardcore skill factor” was a reference to COD’s “hardcore” gamemodes in which the radar is gone. However when there is no radar you must rely solely on the communication from your teammates and well of course your senses too. But the problem is that in MY experience only half of my teammates say anything in chat or voice chat…

Also is it wallhack to be able to see my teammates through walls with the points on top of them?


(MissMurder) #45

I remember another thread like this from a while back. There is no plans to implement anything like this right now just FYI!


(avidCow) #46

I want you to imagine a fps without hit markers and tell me how that would work out.

$%*&( EL OH EL, get a load of this. Are you trolling the thread, buddy?


(D.C.V.) #47

Damage indicators wouldn’t help much since you can already see health bars when shooting someone. However, adding the option to activate them would be pretty cool because sometimes i wonder how much damage my explosives did.
For example, let’s say I’m spamming with nader around corners and i get a kill. Was that a well placed shot or did the splash damage finish off a low hp merc who was barely inside the explosion radius? If there was a damage indicator, it would help me improve my nade placement through trial and error.

By the way, if people don’t want them for competitive then Splash Damage could easily allow them during casual matches only.


(Black) #48

Awww.

Would it help if I give you a cookie :3


(Nail) #49

“Hit markers don’t dumb down the game, they tell you whether or not you hit an enemy. I want you to imagine a fps without hit markers and tell me how that would work out.”

I imagine W:ET, it worked out so well, we’re all here having a discussion


(watsyurdeal) #50

Someone dealing with lag is really nobody’s concern, that’s not something that should basically determine why this shouldn’t be in the game. As it’s not really something devs can fix, they can’t fix your shit only try to optimize the game as much as possible.

At this point, we can already see enemy health, there’s a little bar above their head that shows how much health they have, all people want is to know how much damage they are actually dealing. There is nothing wrong with that, especially if it’s optional.

And fyi, there are still people who will likely not use it for the reasons given already in this thread, it’s distracting to see all that data at once, especially if it’s not a cumulative number. That alone will keep people from using so it’s easier to focus on aiming.


(CCP115) #51

[/quote]

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?


(Daltcore) #52

[/quote]
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?[/quote]

It makes the game easier for no reason.


(vdll) #53

[quote=“D.C.V.;20972”]Damage indicators wouldn’t help much since you can already see health bars when shooting someone. However, adding the option to activate them would be pretty cool because sometimes i wonder how much damage my explosives did.
For example, let’s say I’m spamming with nader around corners and i get a kill. Was that a well placed shot or did the splash damage finish off a low hp merc who was barely inside the explosion radius? If there was a damage indicator, it would help me improve my nade placement through trial and error.

By the way, if people don’t want them for competitive then Splash Damage could easily allow them during casual matches only.[/quote]

My thoughts exactly! Enemy’s remaining HP is a critical info and we already have that!
Additionally showing exact damage won’t be much of an advantage, since you already know how much HP enemy has.

Good point about explosive damage too (as well as shotgun damage) - knowing it can actually help you improve your ability to place stickies/nades better (in a long run).


(Szakalot) #54

[quote=“convincingMollusk;21066”][quote=“D.C.V.;20972”]Damage indicators wouldn’t help much since you can already see health bars when shooting someone. However, adding the option to activate them would be pretty cool because sometimes i wonder how much damage my explosives did.
For example, let’s say I’m spamming with nader around corners and i get a kill. Was that a well placed shot or did the splash damage finish off a low hp merc who was barely inside the explosion radius? If there was a damage indicator, it would help me improve my nade placement through trial and error.

By the way, if people don’t want them for competitive then Splash Damage could easily allow them during casual matches only.[/quote]

Good point about explosive damage too (as well as shotgun damage) - knowing it can actually help you improve your ability to place stickies/nades better (in a long run).
[/quote]

What do you mean?

Personally I always feel cheap when I can tell how many people my sticky damaged. Each ‘10xp splash damage’ popup is one more person hit by a sticky. It also gives you ‘stuck 10xp’ popup when the sticky was placed on top of someone, so you know you just dealt them 100hp damage.


(vdll) #55

Dmg values would represent instant feedback on your aim, adjusting it you would be able to see if you are doing better. Im not a fan of pop ups either as they clutter the screen and distract.