View Full Version : Combat Feedback Improvements
Tolero
02-28-2009, 08:43 AM
Discuss the upcoming Module 9 feature: Com (http://i620.photobucket.com/albums/tt283/itsapuzzle/01101000.jpg?t=1243551764)bat Feedback improvements!
Here are the details, as mentioned in Kate Paiz's Letter To Players:
In addition to displaying the target’s hit points over their head, we’ve vastly improved the combat feedback system. Buffs (and debuffs) applied to your character will display over your head and damage you take will appear in red numerals (like -15) while healing will appear in green (+25). To help identify monster weaknesses and strengths, the damage they take will show up over their head with symbols displaying the damage type (fire, cold, etc.) and a corresponding color that shows the monster’s resistance to that particular damage type. The color types are: purple (weakness), orange (normal), and yellow (resistant). Floating damage can be turned off in the options menu.
Ok so I am confused. Damage already shows up over heads, is the change just the addition of the + and - symbols?
And does buffs over you hear mean we will have this long string of buff icons over player heads like we have already on the top of our screens? If so is that a little excessive? And won't that just tax the server resources and cause problems if we have a lot of buffs?
This sounds pretty cool. Should be good and colorful too, I like it
Elaril
02-28-2009, 12:13 PM
So now we'll be getting DPS lag from monsters hitting us too.
Angelus_dead
02-28-2009, 12:23 PM
Here are the details, as mentioned in Kate Paiz's Letter To Players:
This thread is worthless without screenshots.
The_Phenx
02-28-2009, 12:31 PM
I agree screenshot or it didnt happen :)
And I do hope its not a 20 foot long string of buffs...
Nemonon
02-28-2009, 01:10 PM
Agreed like most of these proposed improvements more information is really needed to provide any intelligent feedback other than......."Oh i like it great work Turbine"
But again maybe that was the point.
-Nemo
Borror0
02-28-2009, 01:13 PM
This thread is worthless without screenshots.
Agreed but I don't understand how it is supposed to work exactly... what is really different here?
Beside the damage we will see the damage type? Is that all?
Nemonon
02-28-2009, 01:34 PM
Thats the way i read it too Borr. It seems like they are giving us floating numbers for damage taken too rather than watching the combat log. Then tey are adding icons next to damage types so we can identify what type of damage was taken.
The color code is the same nothing new there. Just the buffs over our heads, the floating damage numbers over our head, and the little type damage icons.
We already had the color code and we already had floating numbers for damage healed i'm pretty sure.
So basicly what i've gotten out of all these improvements is that "Turbine is proud to announce we will be increasing lag with mod 9."
I'm looking forward to seeing the Improvements to server stability announcement.
-Nemo
Angelus_dead
02-28-2009, 01:37 PM
Beside the damage we will see the damage type? Is that all?
Pretty much, there will probably be a little icon letting you know it's Fire or Acid or whatever (in case you forgot what you'd equipped). And when you apply a debuff, you'll also get the name of the effect floating over the target's head (hopefully for a very short time).
That debuff thing can be a little helpful if you were waiting for it to fail a save so you could move on to a different technique... but overall it'll be annoying, since the majority of those effects are ones which always apply, so seeing that they triggered doesn't give the player any new data.
Borror0
02-28-2009, 01:42 PM
we already had floating numbers for damage healed i'm pretty sure.
If it's the heals we receive, we didn't. If it's our own healing, we did (think potions and wands).
If that is all there is, I'd have preferred Combat Log improvements...
Donnie
02-28-2009, 01:57 PM
As a cleric as my main, im stoked about buff icons. It will make things much more enjoyable.
Of course, i am interested to see exactly how they display. Done correctly, it could be great. Done poorly it could be really ugly.
Ollathir
02-28-2009, 03:07 PM
I like the DMG display over monster head. If you are going that route it would be nice to have more detail in the combat log. To even be more nerdish it would be nice to store that information in a journal. When I run my Tanks I'm always interested in the numbers, DPS, what type of DMG, DR etc.
DragonKiller
02-28-2009, 04:07 PM
Could we get a screen shot to see what this looks like?
Tolero
02-28-2009, 06:26 PM
Could we get a screen shot to see what this looks like?
No promises but I'll see what we can do :)
Borror0
02-28-2009, 06:31 PM
No promises but I'll see what we can do :)
Can you kill tow-birds with one stone and have a FP view as well? :)
Ganak
02-28-2009, 06:42 PM
Looking forward to seeing this in production...
Hakushi
02-28-2009, 07:09 PM
Are the floating numbers getting fixed with this? Because right now, they are hidden behind the monster or object when the target is bigger. An example, when you fight Arraetrikos, I personally almost never see the damage numbers since last mod because they are hidden behind Arraetrikos. Some people will say to just zoom out, but I think no matter the zoom, you should be able to see the damage numnbers, some people dosn't like much to constantly zoom in and out. Another example is the first portal you have to fight in the Shroud, the damage numbers seems to completely lost behind the portal and the wall. It's fun to see the damage you deal without having to consistantly look at the combat log.
DragonKiller
02-28-2009, 07:18 PM
No promises but I'll see what we can do :)
Thanks!
Rekker
03-02-2009, 09:12 AM
Will this fix the issue of attack damage showing up 100' in the air where you can't see it. Like when fighting the portals or giants or Harry, ect. ???
Anastasios
03-02-2009, 09:49 AM
It would be safe to assume this is being done more or less to reduce the lag brought on by DPS...It actually makes sense that there had to be a better method in regards to the organization and steady dissemination of the numbers versus the system they have in place at the moment, which is problematic at this stage in the game at higher end game raids. Hopefully this addresses the problem. If not then maybe there needs to be a better system implemented in regards to the coding involved with making changes to the damage taken/given department.
Donnachadh
03-02-2009, 11:43 AM
Personally, seeing a bunch of icons cluttering up the view is unwelcomed news! We can already tell what type of damage is being dealt by the graphics and sound effects for the most part. Please, if these icons are to be included, offer the option to disable this feature so those of us that enjoy viewing just the monsters and combat won't be stuck looking at a bunch of absurd icon additions cluttering up the screen and interfering with the good looking graphics!!!
Zoetic
03-02-2009, 06:46 PM
I have a general problem with things floating over monsters heads when the monsters are REALLY tall, like giants. I have to zoom my camera way back, or tilt it up at uncomfortable angles in order to see whether I'm hitting or missing. It seems like having the numbers being more camera-friendly, rather than monster-head-friendly would be beneficial.
Ikuryo
03-28-2009, 07:48 PM
You could just look in the bottom right and see what you are rolling. You can see a message saying hit or miss based on the rolls you made. If you are looking to see the exact dmg you are doing you could try watching the dmg log, it scrolls rather fast at times though.
The_Family_Mordiff
04-23-2009, 07:00 PM
The way i read it, it's not just the damage but the hitpoint total of each monster will be floating above the monsters heads before we attack them. Is that right? I'm pretty happy with a brief number floating up when I hit something but would like to avoid having numbers floating above everyone's heads. Just kills the realism for me. Unless I'm wrong on that interpretation. Wouldn't mind if it's optional I guess. I love the graphics in DDO and have been ecstatic with the gameplay. I would be very disappointed with a group of Kobolds trotting around with floaty numbers above their heads. Part of the fun for me is looking at an encounter and assessing the tactics based on the look of the monster and DDO has done a fantastic job making this an aspect of the game.
GlassCannon
04-29-2009, 07:24 AM
I want to disable the sound effects for those damage types and restore the defaults to Burst effects only.
I'd also like to rollback the sound for a confirmed hit. The new one is just obnoxious.
Further, I'm not keen on the new numerics system, I'd rather have to watch my combat log to see what damage type said monster is immune to(Please don't Idiot-Proof this for me... give me an option to keep the numerics as they are in MOD 8).
These are all excellent ideas, just not my particular cup of tea. I like to think more than others do.
Corpeces
09-16-2009, 03:01 AM
What is the actual change to shield improvements? I cant find anyone that seems to know. Plus improved shield bash does not explain what bonuses are kept when bashing. Do we keep the bonus of the shield and the + enchantments on the shield when bashing, do we keep the DR we get with blocking? All is know is we get the normal +2 that we get when blocking.
Chaosprism
09-19-2009, 12:07 PM
the third animation for 1-handed blunts is the "pierce" animation and doesnt seem relevant at all.
Maybe the 5th animaton for swing should be used in that case.
Corpeces
09-20-2009, 04:29 AM
the third animation for 1-handed blunts is the "pierce" animation and doesnt seem relevant at all.
Yeah I noticed that too:)
FluffyCalico
09-20-2009, 04:36 AM
Can you kill tow-birds
/agree
I hate tow-birds too
But seriously I dont need any more #s on my screen. Friday night we had so much lag when we started DPS in part 2 of tower is made old shroud lag look welcome. For a good 15 seconds noone could do anything and you could not even damage him, then one guy like a minute after he died came over voice mad becasue he just then died on his screen lol. Also most people were being healed and taking damage for like 30-45 seconds after the fight ended. Please no more #s to make more lag. For like 15 seconds noone's combat log showed anything but him hitting us. No heals no us hitting him no nothing. Just a log of him beating on us :(
Jendrak
09-20-2009, 04:39 AM
What is the actual change to shield improvements? I cant find anyone that seems to know. Plus improved shield bash does not explain what bonuses are kept when bashing. Do we keep the bonus of the shield and the + enchantments on the shield when bashing, do we keep the DR we get with blocking? All is know is we get the normal +2 that we get when blocking.
Improved shield bash allows you to keep all the AC that it provides while bashing. So if useing a +5 heavy shield you would keep the full +7 to AC that it provides.
As for the shield improvements I'm not sure they changed anything.
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