Melcar
Arcane
I hate them. Always did. Distracts from what is going on on-screen.
Active and dismissable combat log is all that is necessary.I'm making a CRPG, and I've been putting off adding damage number popups for the longest time. My design philosophy is that if Fallout 1+2 didn't do it, then it's not necessary. But my ideals are threatened by the fact that literally every CRPG from the last 20 years worth a damn has had damage number popups.
It is hard to explain my frustration with them, who the hell tracks those numbers anyway? If you want to show that you got a critical hit or that an ability you just used is powerful there are other ways than throwing big digits in my face. What is this, a math class? It's like I'm reading a comic book fight scene with WHACK and POW appearing above the character's heads. Someone please tell me what to think
Or perhaps distracting from a very simple RPG fight mechanic is their true purpose? When enemies have health bars I always tend to look up at the health bar rather than staying focused on what the actual enemy character is doing, and the fighting sometimes boils down to who will reach zero RPG health stats first.In some cases they could make sense. For example, if the game doesn't feature good enough feedback to tell you how effective your attacks are.
This should be easy to implement with sounds though. Say a metallic noise if you hit armor, curses or cries if you dealt real damage.If it's to give you feedback in the form of whether your attack was a hit, a glancing blow or a miss, I guess they make some sense.
That's one option, damage being non-abstract, yes.?? what's the alternative to numbers, paper dolls? got a major ouchie to left foot, character permanently slowed until treated?
More specifically this is about damage number popups above combatant's heads?? what's the alternative to numbers, paper dolls? got a major ouchie to left foot, character permanently slowed until treated?
Rule the Waves goes further in that you have to intuit how badly damaged enemy warships are. Sometimes they'll act like they're sinking when they're not, and they'll appear to be fighting long after they've been fatally damaged. The result is an annoying, but intriguing balancing act of doing damage and guessing when an enemy is mortally wounded to switch over to other enemies and make full use of your fleet's ammo.I think games could show fewer numbers in general. For example, instead of showing that a sword does damage between 0–20, 20–40, or 40–60, it could simply say "weak," "average," or "strong." This approach could be extended to every ability, enemy HP, and so on. It’s more immersive and discourages min-maxing while encouraging experimentation and learning through gameplay.
How something like this could be translated into an RPG, I don't know, but it would help to make you balance between wasteful overkill or possibly not doing enough damage and allowing a vital enemy unit the ability to live longer and screw with you.
I remember that annoying me as a kid, but I can appreciate it now.How something like this could be translated into an RPG, I don't know, but it would help to make you balance between wasteful overkill or possibly not doing enough damage and allowing a vital enemy unit the ability to live longer and screw with you.
This is what happens in Dragon Quest II and some old JRPGs, in those game if you direct all your party members to attack a single enemy and said enemy die too early, all others party members moves are wasted, like they attack empty space, so if you casted a fireball, your MP is wasted. A lof fags complain about this but it was one of the best mechanics. You did not know how much damage you're going to do and how much HP enemies had. You had to learn by playing and developing your intuition and memory. The damages calculation had some random elements to it as well. Like you said, you need to be carefully to not be overkill and wasting your resources.
So damage logs are okay, but instead of numbers, it could say something like:No damage log
What is this, a math class?