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  1. #1
    Community Member SickCat's Avatar
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    Default Move damage feedback to the front-most plane

    I'd like to see the damage feedback (up scrolling numbers generated from successful attacks [hits or misses] on a target) moved to the front most plane on the screen. All too often that information is lost behind my target, a wall, or some other obstruction. What good is that information if lost behind a game element. The models look great, but I'd really rather have those numbers available.

    The Shroud is a prime example. In pt. 1, most of the damage done flows into the walls behind the portals being hit, or in one case, it's completely obscured by the wall. In pt. 5, this information is fairly visible while fighting the boss, until he grows in size, and then disappears into the model.

    Beyond moving this information to the front, I would find it helpful to have more control over how this damage information is displayed...or any numbered information, for that matter...damage, healing, effect announcements, etc., by letting us choose the direction these numbers travel...up, down, possibly letting us choose to have damage numbers arc to the right, healing to the left...that kind of control.

    Thanks.

    EDIT: I agree with Angelus_dead, replacing "immune" in the damage string with an easily identifiable symbol would go a long way to truncate the string. I notice this most on my monk who has, beyond his main damage number, 2 ToD ring burst numbers, 2 glove effects, 2 burst numbers from wraps (sometimes more), sneak damage, etc...these things make for an AWFULLY long string...don't get me wrong here, I love it! Turning "immune" into a symbol adds to readability.
    Last edited by SickCat; 03-02-2011 at 02:24 PM.
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  2. #2
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    In related news, damage feedback from tall monsters should be clamped to the top of your screen. And the word "Immune" replaced with a terse symbol.

  3. #3
    Community Member NXPlasmid's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    In related news, damage feedback from tall monsters should be clamped to the top of your screen. And the word "Immune" replaced with a terse symbol.
    YES YES YES YES YES YES!!! +1 million. It's really is frustrating to not be able to get feedback on what damage you are doing to taller mobs as a halfling, or any race for that matter. I also like the symbol idea rather than immune. T

  4. #4
    Founder Hambo's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    In related news, damage feedback from tall monsters should be clamped to the top of your screen. And the word "Immune" replaced with a terse symbol.
    The word "Immune" should be replaced with that sarcastic "bwah bwah..." Trombone sound
    Carpe D.M.! (Sieze the Dungeon Master!)
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  5. #5
    Community Member rest's Avatar
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    Like it used to be in the old days? Totally agree.

  6. #6
    Community Member Kaeldur's Avatar
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    Quote Originally Posted by SickCat View Post
    I'd like to see the damage feedback (up scrolling numbers generated from successful attacks [hits or misses] on a target) moved to the front most plane on the screen. All too often that information is lost behind my target, a wall, or some other obstruction. What good is that information if lost behind a game element. The models look great, but I'd really rather have those numbers available.

    The Shroud is a prime example. In pt. 1, most of the damage done flows into the walls behind the portals being hit, or in one case, it's completely obscured by the wall. In pt. 5, this information is fairly visible while fighting the boss, until he grows in size, and then disappears into the model.

    Beyond moving this information to the front, I would find it helpful to have more control over how this damage information is displayed...or any numbered information, for that matter...damage, healing, effect announcements, etc., by letting us choose the direction these numbers travel...up, down, possibly letting us choose to have damage numbers arc to the right, healing to the left...that kind of control.

    Thanks.
    Quote Originally Posted by Angelus_dead View Post
    In related news, damage feedback from tall monsters should be clamped to the top of your screen. And the word "Immune" replaced with a terse symbol.
    /signed

    And if I may add something similar... I would like to be able to see modified colors in damage I take. If I have DR I would like to see the damage I take in a different color so I know DR is being applied. Same for elemental damages vs. resistances/absorption...

  7. #7
    Hero
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    /signed
    /signed
    /signed
    /signed
    /signed

    Other MMOs have gotten scrolling combat text right for years, and tangentally allow you to save the combat log to a file. Why it's taken Turbine this long to realize their implementation is wanting is a mystery.
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  8. #8
    Community Member Emili's Avatar
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    I often log my damage after the facts ... to get better understanding of how well what I'm using work and such.

    It would be nice if damage were anchored center screen rather than top of mob.
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  9. #9
    Hopeless Romantic dunklezhan's Avatar
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    you mean - gasp - UI elements should be in the UI layer not the gameworld layer? Obvious suggestion is obvious.... so why isn't it in the game?

    /signed.
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  10. #10
    Community Member Cauthey's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    In related news, damage feedback from tall monsters should be clamped to the top of your screen. And the word "Immune" replaced with a terse symbol.
    Quote Originally Posted by Hambo View Post
    The word "Immune" should be replaced with that sarcastic "bwah bwah..." Trombone sound
    Man, I wish I had some +1s to give out right now...

    AND /signed.
    Last edited by Cauthey; 03-02-2011 at 01:32 PM.

  11. #11
    Community Member Kokanee's Avatar
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    /signed
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  12. #12
    Community Member Loromir's Avatar
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    /signed
    Leader of Legion of Eberron on Cannith.

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  13. #13
    Community Member kernal42's Avatar
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    /Signed.

  14. #14
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    /signed

  15. #15
    The Hatchery Elegorne's Avatar
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    /signed

  16. #16
    Hero
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    Quote Originally Posted by Kaeldur View Post
    /signed

    And if I may add something similar... I would like to be able to see modified colors in damage I take. If I have DR I would like to see the damage I take in a different color so I know DR is being applied. Same for elemental damages vs. resistances/absorption...
    I believe you can update these options in UI setting to have different colors for Damage, Reduced Damage, and Amplified Damage.
    Orien - Ygritte, Obara. Others who aren't worth mentioning

  17. #17
    Community Member IronClan's Avatar
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    Quote Originally Posted by Kaeldur View Post
    /signed

    And if I may add something similar... I would like to be able to see modified colors in damage I take. If I have DR I would like to see the damage I take in a different color so I know DR is being applied. Same for elemental damages vs. resistances/absorption...
    This and the OP both signed let us see yellow for stuff that's hitting us and getting DR'ed and what elemental effects are hitting us...

    If would be nice to know for example that the Robe of Invulnerability was passing only red numbers from somewhere around 10th level on, never to be effective or worthwhile to wear again.

    As it stands the only time you can see DR in action on yourself is when archers or other weak mobs hit you for a little red 0...

  18. #18
    Community Member 8BitBanger's Avatar
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    /signed

  19. #19
    Community Member Kaeldur's Avatar
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    Default

    Quote Originally Posted by JohnRove View Post
    I believe you can update these options in UI setting to have different colors for Damage, Reduced Damage, and Amplified Damage.
    On monsters, not on yourself...

  20. #20
    Community Member shadow_419's Avatar
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    /signed

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