Player enemy visual Health Bar update on hit.

Post by Flanker on 2024-09-15 04:54:45

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Post by Noaani on 2024-09-15 04:55:31

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Post by Ludullu on 2024-09-15 06:26:01

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Let's try putting it this way.

There's a boss that has a mechanic of "you gotta keep it below 1% hp for 10 seconds and then it blows up. Getting it to 0hp with direct attacks would instead resurrect it with full resources".

Now the question is, would it be easier for you to keep the boss at <1% w/o killing it, if you can see its hp?

Post by Mag7spy on 2024-09-15 06:30:52

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Post by Flanker on 2024-09-15 06:31:20

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Post by Ludullu on 2024-09-15 06:33:02

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Nah, you dunno Noaani. This is an attempt at paralleling what we see in this interaction to his preferences and experiences.

Post by Noaani on 2024-09-15 06:33:09

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Post by Ludullu on 2024-09-15 06:57:28

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Yes, I'm sure there are. But you keep saying that visible hp has no impact on what we're trying to minimize.

That example illustrates what we're talking about. It's way easier to do the abuse if you have direct visual feedback of how close you are to killing a person.

You don't want to kill them yourself, because that means corruption. You don't want to keep them only at half or more hp, because this really doesn't stop them from fighting mobs. And if they are already fighting mobs, you want to bring them down as low as possible at just the right time (usually in-between mob attacks) in order to get the mob to kill them instead of you.

All of those things are harder to do when hp is invisible. As aka said, it's still doable and in L2 you could definitely train yourself to get it right by feel or simply be using proper abilities, cause you knew your victim's stats after multiple encounters with them.

In ashes it would be reaaaaally difficult to do, because there's way more people in the game, there might be more farming locations (as you yourself keep believing), there's waaaay more potential builds of any given player, with at least one of those builds literally healing the character cause of cleric augments.

In other words, the exact abuse we're discussing would be way harder to do in Ashes if green hp was invisible. There's also literally no reason to see green hp values, unless you want to PK that green "for free" by only hitting them when they're super low. But at that point the system is simply encouraging PKers instead of limiting their gameplay.

And visually speaking there wouldn't have to be anything convoluted. When a character is green there's simply no hp bar under their name. But as soon as their state changes to purple - the bar appears underneath. It would be a very straightforward and intuitive design imo. Well intuitive once you either read the tutorial or experience it once, just as resource bars would have to be explained or experienced.

No other changes to the system would need to be made, in relation to this particular interaction. And considering that party members will see each others' hp 1-to-1 - it's obvious that Intrepid have already implemented variable states of hp bar visuals. And this would just be another state for it.

Please tell me, what is the drawback in this kind of system? Or maybe give me a reason why you'd need to see green hp. Oh, right, one of the reasons stated previously was "to help out the green by healing him". I admit that it's a viable reason, but the same action can be taken at literally any point of you seeing a green that's fight mobs or running away from them or running away from a purple/red player or is literally screaming in chat "AHHH PLEASE SOMEONE SAVE ME I'M GONNA DEIIII".

When I played a healer in L2 I've helped out multiple people when I saw them running away from mobs or asking for help, so it's not like invisible green hp magically prevents people from doing good things or being social.

So outside of this specific reason, what else is there to warrant visible green hp?

Post by Flanker on 2024-09-15 07:00:22

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