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30+ Level Enemies + Hud Clutter Since Patch 11.6


PROteinxstack
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Before the bulk of the thread begins, I just want you guys to know I'm greatly impressed by your work thus far and enjoy your game very much.  This has been a longstanding problem for me (I'm a spoiled fps player), and would like to give my feedback on the recent changes made to improve draw-damage number generation since patch 11.6 specifically the below change from the log:

 

-Now continuous fire weapons now limit the frequency of damage numbers by using a minimum time between impacts, regardless of how much damage has accumulated. This gives us a lot more control and should make things more obvious for players who are applying damage mods (it's easier to notice that numbers are 5% larger in magnitude vs being generated 5% faster). 

 

I would like to first start off with this first image:

http://cloud-4.steampowered.com/ugc/504702189321060914/D0992A99E0780F161B182E1511EC3C9B9D5C7E80/

 

The damage numbers look fine when enemies are close-range and low level, it seems small compared to the overall proximity of the enemy.  Notice here that at medium to long-range with high level enemies, draw damage and the subsequent effects cause the player to lose sight of the target especially when multiple enemies are being hit.  I understand the need for the visual effect and feedback but the current method is obstructive and creates a very cluttered UI.  

 

http://cloud-4.steampowered.com/ugc/504702189321063735/AA80E1E6C021EF5B5F7B8EB60F43F8FBDCEF6182/

http://cloud-3.steampowered.com/ugc/504702189321064606/BFABA2EDFD7D376A765962E078D473DAD0646C66/
http://cloud-4.steampowered.com/ugc/504702189321062781/92B2DAB036B34D5349961CC3D110AB9895D2FE1C/

 

  In these last images (taken from Natural Selection 2, first is shooting at the hydra second just destroyed a cyst), you'll notice the draw damage floats around the object and crosshair to the bottom left rather than on top of it, allowing clear line of sight and proper feedback simultaneously.  If you look up more gameplay from NS2, you'll see that the draw damage moves with the object you are shooting and also does not spawn multiple numbers but constantly increases the same number to provide one condensed figure for the player to visually process.  One other property worth mentioning is that the number pulses when a bullet impacts an enemy and then quickly shrinks and floats away.  In Warframe, the more damage you do per shot, the larger the number gets (critical hits are especially large).  Thus, when engaging high level enemies with a high level continuous fire weapon, you get a very large mess of numbers.

 

http://cloud-3.steampowered.com/ugc/504702189321205040/062ADAEA67DB6FA09BB188FBBA1D14AD4AA1F35C/
http://cloud-4.steampowered.com/ugc/504702189321203798/5ED3673A07F15727B5209583F414EE2BF486D57D/

 

If UI 2.0 already has these features implemented, great!  If not, please consider making changes to increase visibility for the player concerning the HUD.  As of right now, it makes the gameplay cluttered and difficult to wade through the on-screen notifications, making kills difficult to visually confirm until the numbers disappear, slowing down the player.
I have some suggestions to quickly fix this problem:

 

       -Move the experience/affinity number from appearing on top of an enemy after they are defeated to the upper right corner of the screen where the affinity bar is (you can just put a decaying counter to the left of that box).

       -Integrate an option to disable draw damage
       -Float draw damage numbers around the target rather than in front of.
       -Condense the draw damage numbers into one figure that acts as a counter up.(multishot, shred, and elemental mods further exacerbate the problem of too many numbers/symbols appearing at once).

    

 

I hope this clears up my request.  Thank you so much for reading!

Edited by PROteinxstack
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The reason I agree on this issue is because I would like to be able to clearly see whether ive gotten a head shot, and it's sometimes impossible to keep trAck of what damage im doing with all these numbers popping up in a crazy whirlwind of insanity. i just want to know if i def got the headshot

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As I stated before, in my own topic:

 

Dmg numbers got nothing to do on the action screen itself (i.e.: on enemy bodies and in their close vicinity). This is nothing but a disctraction from the enjoyment of the game itself, and a disctraction of controlls (targetting).

 

Worse case scenario: Damage numbers should be way above enemy models (at least 1-2cms top of their head).

 

Best sollution: A movable text frame where you see all the incoming outgoing damage with details, that I could hide, minimize, resize, move where I want to see the details of the damage both incoming and outgoing...

 

...

a.k.a.... prepare for it...

Combat log!

...

 

Invented since like 20years ago... Start implementing it DE please!

 

P.S.: Or if people want to look at big numbers on their gaming screen and really get a boner from the big numbers, just give us an option to disable combat text.

 

Thanks in advance!

Edited by H0PE
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