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Missing_Minds
03-24-2008, 12:29 PM
A suggestion to help rogues and those with point blank shot. Could the DDO client be changed such that the targeting circle, change color based on distance.

You know that white circle that hovers about a target's feet so you can visible see which one you have targeted. Ideally I'd love for the client to be setup such that we can choose 3 colors.
a)base color
b) distance 1 color
c) distance 2 color

The base color would be used for any target that is beyond distance 2.
Distance 2 color would be used for between base and distance 1.
Distance 1 color would be used for zero to distance 1 feet.


By default I'd probalby set it up such that
distance 1 would be red and set to 30 feet.
distance 2 would be white and set to 120 feet. (or maybe 60)
base would be yellow.

I'm certain many of you can understand the use of the 30 feet coloration, but you may be confused by the 2nd distance. The reason for that is arcane casters. This way they can see just how far away a target is in order to hit it with something like a fireball, lighting bolt, cone of cold, etc. It is really hard to eyeball distances after all.

Alternately, I'd be equally as happy with a text display showing how far away a target is without changing any targeting circle colors. This one would probably be more beneficial over all actually and easier to code.

I'd also not be against just having a text display the distance away the target is in feet. The default ctrl-F for the frame rate counter works well enough for a text display, and this is still something that can be handled client side.

honkuimushi
03-24-2008, 12:41 PM
This is a really good idea. I do think the distances should be selectable though. Especially if we ever get any of the feats that extend the range of sneak attacks and the like.

DSL
03-24-2008, 12:51 PM
I'm not sure about this. One of the things that annoys me about PnP is how, thanks to the grid, players always immediately and automatically know the exact range to their target. I kind of like how it's not always obvious, and this creates an extra element of uncertainty and player skill in the game. I can definitely see how it would be useful, but this would remove that element from the game, pushing it more towards the stat-dependant game mechanic that DDO often steers away from.

FunnyCide
03-24-2008, 12:52 PM
I like this idea also.

It would help me greatly for my arcane. There are times when I swear I should be able to hit something but the distance for some reason just falls short and the sp and spell is just wasted which I find annoying.

Cinwulf
03-24-2008, 12:58 PM
This is a great idea /thumbs up :)

ArkoHighStar
03-24-2008, 01:05 PM
I'm not sure about this. One of the things that annoys me about PnP is how, thanks to the grid, players always immediately and automatically know the exact range to their target. I kind of like how it's not always obvious, and this creates an extra element of uncertainty and player skill in the game. I can definitely see how it would be useful, but this would remove that element from the game, pushing it more towards the stat-dependant game mechanic that DDO often steers away from.

yes but given the fact that size is relative it is very hard for us to judge what 30 ft is in game, wheras in real life anyone with a decent knowledge of distances can guess when they are within 30 ft of something

Dariuss
03-24-2008, 01:17 PM
yup, liking it

/signed

Turial
03-24-2008, 01:19 PM
Would love to see this go into the game. I always hate getting the "Target is to far away" at the worst times.

Though my favorite is when your casting at your feet and you stand there dumbfound and go "how in the Blank are my own feet to far away!?!"

oronisi
03-24-2008, 01:29 PM
A suggestion to help rogues and those with point blank shot. Could the DDO client be changed such that the targeting circle, change color based on distance.

You know that white circle that hovers about a target's feet so you can visible see which one you have targeted. Ideally I'd love for the client to be setup such that we can choose 3 colors.
a)base color
b) distance 1 color
c) distance 2 color

The base color would be used for any target that is beyond distance 2.
Distance 2 color would be used for between base and distance 1.
Distance 1 color would be used for zero to distance 1 feet.


By default I'd probalby set it up such that
distance 1 would be red and set to 30 feet.
distance 2 would be white and set to 120 feet. (or maybe 60)
base would be yellow.

I'm certain many of you can understand the use of the 30 feet coloration, but you may be confused by the 2nd distance. The reason for that is arcane casters. This way they can see just how far away a target is in order to hit it with something like a fireball, lighting bolt, cone of cold, etc. It is really hard to eyeball distances after all.

Alternately, I'd be equally as happy with a text display showing how far away a target is without changing any targeting circle colors. This one would probably be more beneficial over all actually and easier to code.

I'd also not be against just having a text display the distance away the target is in feet. The default ctrl-F for the frame rate counter works well enough for a text display, and this is still something that can be handled client side.

You need to have yet another color in there for touch attacks like shocking grasp and Otto's.

binnsr
03-24-2008, 01:34 PM
Would love to see this go into the game. I always hate getting the "Target is to far away" at the worst times.

Though my favorite is when your casting at your feet and you stand there dumbfound and go "how in the Blank are my own feet to far away!?!"

Ya forgot to bend over?

Lorien_the_First_One
03-24-2008, 01:45 PM
I'm not sure about this. One of the things that annoys me about PnP is how, thanks to the grid, players always immediately and automatically know the exact range to their target. I kind of like how it's not always obvious, and this creates an extra element of uncertainty and player skill in the game. I can definitely see how it would be useful, but this would remove that element from the game, pushing it more towards the stat-dependant game mechanic that DDO often steers away from.

Since the screen is 2D there is no way to accurately judge distance in this game, and the quality of your ability to judge is more dependant on your video card than the player.

It therefore makes emmense sense to do as the OP says.

Bekki
03-24-2008, 01:54 PM
Kudos! Excellent Idea!

VonBek
03-24-2008, 01:57 PM
This is good.

BlueLightBandit
03-24-2008, 02:46 PM
Q.
How "far" is far away?
A. Far


Would love to see this go into the game. I always hate getting the "Target is to far away" at the worst times.

Though my favorite is when your casting at your feet and you stand there dumbfound and go "how in the Blank are my own feet to far away!?!"

My favorite is when you have nothing targeted... and your firewall tells you that's an invalid target. Doesn't happen as often... but just as annoying...er ... fun.

Lorien_the_First_One
03-24-2008, 02:50 PM
My favorite is when you have nothing targeted... and your firewall tells you that's an invalid target. Doesn't happen as often... but just as annoying...er ... fun.

Oh thats a good one. And last night I got "out of range" when targetting myself for a resist energy :p

Shaamis
03-24-2008, 03:38 PM
Green Circle= Short range
Yellow Circle= Medium range
Orange Circle= Long range
Dark Red Circle= Out of range

If the basics for coding it aren't in the game though (range increments for weapons. spells, abilities, feats, enhancements, etc.) dont bet on it actually happening however.

Arnya
03-24-2008, 04:21 PM
Try judging 30ft or whatever when you have to convert to metric on the fly :)

Go the colours!!!

Kire
03-24-2008, 04:59 PM
Not sure if they could code this but maybe:

Have text next to your circle (Target) that changes as you hover over things to the distance they are from you. So say you're staring at the ground at your feet it could read something like 4 feet if you're a halfling. then you swing it up to a charging kobold and it counts down as the kobold gets close, 49 48 47 etc etc. Then the number could turn red if they're were out of range of all spells, orange if they're out of range of touch spells, and green if they're within 30 feet.

Also next to all party members names it could do the same thing and the number could turn read if they're out of range of touch spells and red if they're out of range of all spells. Then if they're not in the same map as you it could tell you where they are, IE if you're both in marketplace itll list a number for distance. Then one of you're party mates go into house k. House k in red would show up next to their name.

~Kire

binnsr
03-24-2008, 05:03 PM
Not sure if they could code this but maybe:

Have text next to your circle (Target) that changes as you hover over things to the distance they are from you. So say you're staring at the ground at your feet it could read something like 4 feet if you're a halfling. then you swing it up to a charging kobold and it counts down as the kobold gets close, 49 48 47 etc etc. Then the number could turn red if they're were out of range of all spells, orange if they're out of range of touch spells, and green if they're within 30 feet.

Also next to all party members names it could do the same thing and the number could turn read if they're out of range of touch spells and red if they're out of range of all spells. Then if they're not in the same map as you it could tell you where they are, IE if you're both in marketplace itll list a number for distance. Then one of you're party mates go into house k. House k in red would show up next to their name.

~Kire
sounds cool .. but i can imagine the server-side lag generated by presenting all those everchanging numbers and their everchanging positions on the screen might be a bit much..

Missing_Minds
03-24-2008, 07:21 PM
sounds cool .. but i can imagine the server-side lag generated by presenting all those everchanging numbers and their everchanging positions on the screen might be a bit much..

What server lag? That information is already being sent to the client else you'd never see where in game the monsters are at.

This would all be client side calculations.

Kire
03-24-2008, 07:58 PM
What server lag? That information is already being sent to the client else you'd never see where in game the monsters are at.

This would all be client side calculations.

Exactly. It would just be coding the game to tell the client where to show these numbers and in which color for different variables. All the work is already being done, What we want is all superficial.

~Kire

Mad_Bombardier
03-25-2008, 10:52 AM
What server lag? That information is already being sent to the client else you'd never see where in game the monsters are at.

This would all be client side calculations.True, but it is still a display issue. And would be one more thing to calculate for player's computer.

Heck, I'd be okay with a 30' ring around my character at all times (togglable for those that don't want to see it, of course). As it is now, I have to be so close to see the bits of leftover dinner stuck in the monsters' teeth to know I qualify for a point blank/ranged sneak attack shot.

Missing_Minds
03-25-2008, 01:10 PM
True, but it is still a display issue. And would be one more thing to calculate for player's computer.

Heck, I'd be okay with a 30' ring around my character at all times (togglable for those that don't want to see it, of course). As it is now, I have to be so close to see the bits of leftover dinner stuck in the monsters' teeth to know I qualify for a point blank/ranged sneak attack shot.

It would be a display issue, but with how even base graphics are these days, a very minor one. Such to the point there would be very little overhead.

Having an over all 30' ring about your character would add more over head but it would be an equally good measuring mark as well that I'd not be against. As with all of the suggestions, having a toggle on/off for it would be great.

Master_of_None
03-25-2008, 01:20 PM
/signed

Great idea.