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Lets summarize quickly: Health bar


(PSN)Station2D-

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What is?

Health is an attribute that functions as the core of the players, it plays an important role in all aspects of the player, that is: it has control over the characteristics of the player and NPCs, once affected it will have negative effects on the players , that is: the players would act differently according to their percentage of health.

How NOT use:

Health should not be a vague attribute that only acts when players die, it should not be that simple, health is not made only to keep players alive but also to control each characteristic of the player or NPC, if the health of the NPC or player is damaged this must have interpretations / changes / effects in them, the same if the players and NPCs have stable health, it is not the same to have low health than to have high health.

How use:

Health must be interpreted as the key point that keeps everything that characterizes the player and NPC afloat, if it is damaged it will have drastic changes in them, if health is damaged the movement, visibility , energy, abilities and other aspects of the individuals will be affected until these have been cured, improving this attribute (the ability) would minimally improve the characteristics of the individuals, however this obviously cannot overshadow the importance of the other attributes.

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Maybe you could've suggested something like this before Garuda came out, but it's too late to jump on that train. This kind of "Red Mist" mechanic is also not appropriate for a game such as Warframe, and would fit better in horror/survival games (or as an opt-in difficulty modifier for other genres).

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54 minutes ago, (PS4)StationOfDead said:

What is?

Health is an attribute that functions as the core of the players, it plays an important role in all aspects of the player, that is: it has control over the characteristics of the player and NPCs, once affected it will have negative effects on the players , that is: the players would act differently according to their percentage of health.

How NOT use:

Health should not be a vague attribute that only acts when players die, it should not be that simple, health is not made only to keep players alive but also to control each characteristic of the player or NPC, if the health of the NPC or player is damaged this must have interpretations / changes / effects in them, the same if the players and NPCs have stable health, it is not the same to have low health than to have high health.

How use:

Health must be interpreted as the key point that keeps everything that characterizes the player and NPC afloat, if it is damaged it will have drastic changes in them, if health is damaged the movement, visibility , energy, abilities and other aspects of the individuals will be affected until these have been cured, improving this attribute (the ability) would minimally improve the characteristics of the individuals, however this obviously cannot overshadow the importance of the other attributes.

Death spiral mechanics have a long history in various games.

They are rather uncommon nowadays because people have learned that in general, death spiral mechanics are not fun or easy to balance.

If they're on an enemy, it creates a win-harder problem, where being slightly better than the enemy makes the enemy weaker faster, which means you win harder. If they're on a player character, it creates a lose-more problem, where doing slightly worse than expected makes you weaker and makes it harder to recover.

Furthermore, loss of capability due to damage is not fun for most people. If you are punished for making a mistake by being made less powerful beyond your loss of health, with that punishment leading to worse movement, weapons accuracy, abilities, etc., not only are you going to be made worse as you take damage, but you're going to have a worse-feeling game as you take damage.

Death-spiral damage mechanics are generally only worth implementing in games which intend to give players a 'realistic' experience, and that unforgiving, frustrating nature is part of their inherent draw.

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I agree with op, here lies an Avenue of interplay lost on the dev team.

Adding nuance to put a cap on power creep. DE only know how to cripple. The dreaded on/off switch is teh wackest way you can Balance.

Not being at full strength relative to output percentage could be tailored to great effect. The outright removal of stamina I think was a mistake imo. It too needed better nuance as well! 

Example; how much better would ember be if the power consumption made better sense/more manageable and all that requires is a small tweak, yet here we are?

De should learn to season the dish as of now its either raw or burnt.

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