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Offline BluePriest

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Re: Damage potential bar https://elementscommunity.org/forum/index.php?topic=21503.msg283116#msg283116
« Reply #24 on: March 04, 2011, 03:38:19 pm »
Simple=Better
If a shield is up show reduced damage like now.
If Phase shield is up, show only momentumed creatures damage
if dusk shield is up show full dmg potential
If lethal turn red
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Offline NewbiecakeTopic starter

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Re: Damage potential bar https://elementscommunity.org/forum/index.php?topic=21503.msg293562#msg293562
« Reply #25 on: March 19, 2011, 12:15:49 am »
Simple=Better
If a shield is up show reduced damage like now.
If Phase shield is up, show only momentumed creatures damage
if dusk shield is up show full dmg potential
If lethal turn red
Yes, simple is good. Let's not have it too confusing. Zanz, are you ready this? :)
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Re: Damage potential bar https://elementscommunity.org/forum/index.php?topic=21503.msg295337#msg295337
« Reply #26 on: March 21, 2011, 07:59:02 am »
I agree with almost all of this.  Just be careful with %reductions, such as Dusk Mantle-- no matter what, you'll never be able to always show how much damage will be dealt.

Re: Damage potential bar https://elementscommunity.org/forum/index.php?topic=21503.msg295348#msg295348
« Reply #27 on: March 21, 2011, 08:13:13 am »
Running through this whole thread, Gl1tch's "simulation" idea seems the wisest.  Instead of kludging together a bunch of random qualifiers on what makes the yellow bar a certain size, why not just simulate the end of your opponent's next turn and give that outcome in yellow/red?

That said, I can see a reason to have an exception or two - in the case of Bone Wall/Phase Shield, having yellow displayed (without any opposing momentum) will let you know how quickly you'll be damaged after the shield expires.

It's not like the vets really need it fixed, the main reason I see for fixing the yellow bit is to avoid feeding newbies confusing information.  "The bar wasn't all yellow!  Why did I die?"  "Were you being attacked by something with adrenaline?"  Far better PR from Zanz's standpoint to have as few information-barriers as possible between a new player and enjoying the game.

Offline Rastafla

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Re: Damage potential bar https://elementscommunity.org/forum/index.php?topic=21503.msg300899#msg300899
« Reply #28 on: March 29, 2011, 07:37:32 pm »
Running through this whole thread, Gl1tch's "simulation" idea seems the wisest.  Instead of kludging together a bunch of random qualifiers on what makes the yellow bar a certain size, why not just simulate the end of your opponent's next turn and give that outcome in yellow/red?

That said, I can see a reason to have an exception or two - in the case of Bone Wall/Phase Shield, having yellow displayed (without any opposing momentum) will let you know how quickly you'll be damaged after the shield expires.

It's not like the vets really need it fixed, the main reason I see for fixing the yellow bit is to avoid feeding newbies confusing information.  "The bar wasn't all yellow!  Why did I die?"  "Were you being attacked by something with adrenaline?"  Far better PR from Zanz's standpoint to have as few information-barriers as possible between a new player and enjoying the game.
Adrenaline and momentum needs to be shown properly as with weapons is what I consider most important.

Damage that ain't going through should not be shown at all (as with permaforst etc) or indicated with a third color. Its weird to show damage through dims and not jade etc, it doesn't matter that they treat it differently miss vs reduction. A uniformed system is the best, as then there is little chance of confusion and perceived faults with the game.
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Offline RagingAlien

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Re: Damage potential bar https://elementscommunity.org/forum/index.php?topic=21503.msg302415#msg302415
« Reply #29 on: March 31, 2011, 05:21:13 pm »
I say that instead of the current, single, yellow damage indicator there would need to be several. A yellow colored part of the bar to display minimum damage expected to be dealt next turn with what's out on the field (that's zero versus dusk mantle * ), along with an orange colored part which showed the maximum possible damage with what's on the field (this would show damage dealt if the dusk mantle let everything through). On your own bar (and not the opponent's) the orange part would also assume that all your defenses are going to be deflagrated next turn. If the next turn's attacks would score a kill (at any point of the attack) in the orange scenario, then the orange part of the bar would turn red. If they'd also suffice in the yellow scenario, then the entire remaining health would turn red.
I modified a bit the things he/she said, but how it is on the quote i think would be really nice. maybe also add a FAQ into the game itself and add things like how this damage prediction would work.

(Obviously, Adrenaline and Momentum also need to get fixed in the damage bar, no matter what we try to do to it other than remove completely)
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killybob

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Re: Damage potential bar https://elementscommunity.org/forum/index.php?topic=21503.msg302487#msg302487
« Reply #30 on: March 31, 2011, 07:06:48 pm »
one more small thing i might like to see added. it's not really and improvement, more of an alteration. when the damage is being dealt, instead of the yellow bar moving along while your creatures are attacking, it should let the yellow potential damage empty as each creature attacks, so on the last attack the whole bar is green, and when it's finished the yellow will re-appear. do you follow?

Offline RagingAlien

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Re: Damage potential bar https://elementscommunity.org/forum/index.php?topic=21503.msg304300#msg304300
« Reply #31 on: April 02, 2011, 11:15:33 pm »
yes, i think I do. instead of the green bar emptying, the yellow bar would, and at the end of the attacks it would fill again. I kinda think that would be a nice addition. :)
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silux

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Re: Damage potential bar https://elementscommunity.org/forum/index.php?topic=21503.msg317704#msg317704
« Reply #32 on: April 22, 2011, 04:59:30 pm »
Red bar for deadly attack is indeed a very good idea!
Antimatter momentum and andrenaline should be definetively shown in the yellow bar

IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
green: totally safe life
light green: damage reduced or blocked
yellow: damage unblocked or unblockable
red: the incoming attack will kill you
black:lost life

 

blarg: