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Offline LeodipTopic starter

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Damage Counter https://elementscommunity.org/forum/index.php?topic=48232.msg1057247#msg1057247
« on: April 05, 2013, 01:12:28 pm »
I know there's this yellow part in the HP bar that shows you how much HPs you're gonna lose next turn (roughly), but I think that writing it as a number would be way better, I got myself some problems calculating my field damage when playing, knowing that my opponent had few HPs left after my attack but not knowing how much left. Yeah, sure, you can calculate that, but it's quite a bother. Adding a little number near the left HPs would be good, something like x-y, where x is the HPs left, and y is the damage you've got on field. Like that you can even remove the yellow bar (or not, it's not like it's a bother).
It shouldn't be difficult to program, since the code that calculates how much damage is there on the field is already done for the yellow bar.
I think it would be good, but not like it's totally necessary.

Offline epocnys

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Re: Damage Counter https://elementscommunity.org/forum/index.php?topic=48232.msg1057300#msg1057300
« Reply #1 on: April 05, 2013, 04:04:00 pm »
I think something like this would be helpful.  There have been times I have misplayed a hand by miscalculating the HP by 1 or 2.  The current system works fine for most cases, but there have been a couple times seeing a number would be nice.  The decks that increase max health are the ones I have the most issue with the color bar since the scale changes.

Offline ColorlessGreen

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Re: Damage Counter https://elementscommunity.org/forum/index.php?topic=48232.msg1057308#msg1057308
« Reply #2 on: April 05, 2013, 04:42:04 pm »
The yellow bar is pretty inaccurate, in that it doesn't account for a lot of things. Using a number would require fixing all of those things. It would be quite nice to have an accurate numerical display, but given the number of corrections that would have to be made to the system in order to provide accurate information, it's pretty low on the list of things I'd like to see happen for that much coding effort.

In other words, yeah, I agree it'd be nice, but it's a lot less easy of a change than it sounds like, so just get used to mathing your total damage in your head.

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Re: Damage Counter https://elementscommunity.org/forum/index.php?topic=48232.msg1057373#msg1057373
« Reply #3 on: April 05, 2013, 08:45:08 pm »
The yellow bar is pretty inaccurate, in that it doesn't account for a lot of things. Using a number would require fixing all of those things. It would be quite nice to have an accurate numerical display, but given the number of corrections that would have to be made to the system in order to provide accurate information, it's pretty low on the list of things I'd like to see happen for that much coding effort.

In other words, yeah, I agree it'd be nice, but it's a lot less easy of a change than it sounds like, so just get used to mathing your total damage in your head.
It doesn't matter if it isn't accurate to the point of calculating opponent's shields and stuff.
The yellow bar as it is right now has as code something like:
Sum the force of all of the opponent's creatures that are able to attack, call this S.
The total HPs you've got are called L.
The remaining HPs are called R.
You need then to compare S with L (since if one has 150 total HPs and one other has 100 total HPs, the same damage will cause a shorter line on the 150 one than on the 100 one), obtaining S'.
You've got to compare R with L (same thing, if one has 99 HPs left on 100 total, and one other has 99 HPs on 150 total it will be different), obtaining R'.
You now subtract S' to R' and obtain the Green bar (if it goes under the zero it will keep its negative number but will not show), this point will be called G.
Now you go back to the original R' and call the point it reaches Y.
Form a bar from G to Y, this will be the Yellow bar.

Now, what I ask is just the first line of code, nothing else.

EDIT: Oh, forgot viruses, but you just have to sum them to the attacking creatures.

Offline ColorlessGreen

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Re: Damage Counter https://elementscommunity.org/forum/index.php?topic=48232.msg1057376#msg1057376
« Reply #4 on: April 05, 2013, 09:00:39 pm »
The yellow bar is pretty inaccurate, in that it doesn't account for a lot of things. Using a number would require fixing all of those things. It would be quite nice to have an accurate numerical display, but given the number of corrections that would have to be made to the system in order to provide accurate information, it's pretty low on the list of things I'd like to see happen for that much coding effort.

In other words, yeah, I agree it'd be nice, but it's a lot less easy of a change than it sounds like, so just get used to mathing your total damage in your head.
It doesn't matter if it isn't accurate to the point of calculating opponent's shields and stuff.
The yellow bar as it is right now has as code something like:
Sum the force of all of the opponent's creatures that are able to attack, call this S.
The total HPs you've got are called L.
The remaining HPs are called R.
You need then to compare S with L (since if one has 150 total HPs and one other has 100 total HPs, the same damage will cause a shorter line on the 150 one than on the 100 one), obtaining S'.
You've got to compare R with L (same thing, if one has 99 HPs left on 100 total, and one other has 99 HPs on 150 total it will be different), obtaining R'.
You now subtract S' to R' and obtain the Green bar (if it goes under the zero it will keep its negative number but will not show), this point will be called G.
Now you go back to the original R' and call the point it reaches Y.
Form a bar from G to Y, this will be the Yellow bar.

Now, what I ask is just the first line of code, nothing else.

EDIT: Oh, forgot viruses, but you just have to sum them to the attacking creatures.

It isn't even currently accurate to the point of calculating the damage you have on the field. It ignores a number of things entirely (e.g. adrenaline, overdrive). It wouldn't be difficult (from a code perspective) to display whatever's calculated by the yellow bar as a number, but a number rather than a vague graphical impression of roughly how much damage you're going to do will imply that the number in question is actually accurate, and I can basically promise we'd be flooded with bug reports about how "the yellow bar number said I'd do 8 damage but I only did 6 omg hax".

However, with that being said, if all you're asking for is a really simple (and terribly inaccurate) number in the place of/in addition to the simple (and terribly inaccurate) graphical representation we currently have, I withdraw my objections on a time-devoted-to-code level (though not on a policy level).

At a pragmatic level, I really recommend just getting used to doing the math in your head. Once you're used to it, it's really quick and easy, and it's an utter requirement when dealing with more advanced strategies.

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Re: Damage Counter https://elementscommunity.org/forum/index.php?topic=48232.msg1057395#msg1057395
« Reply #5 on: April 05, 2013, 09:53:18 pm »
The yellow bar is pretty inaccurate, in that it doesn't account for a lot of things. Using a number would require fixing all of those things. It would be quite nice to have an accurate numerical display, but given the number of corrections that would have to be made to the system in order to provide accurate information, it's pretty low on the list of things I'd like to see happen for that much coding effort.

In other words, yeah, I agree it'd be nice, but it's a lot less easy of a change than it sounds like, so just get used to mathing your total damage in your head.
It doesn't matter if it isn't accurate to the point of calculating opponent's shields and stuff.
The yellow bar as it is right now has as code something like:
Sum the force of all of the opponent's creatures that are able to attack, call this S.
The total HPs you've got are called L.
The remaining HPs are called R.
You need then to compare S with L (since if one has 150 total HPs and one other has 100 total HPs, the same damage will cause a shorter line on the 150 one than on the 100 one), obtaining S'.
You've got to compare R with L (same thing, if one has 99 HPs left on 100 total, and one other has 99 HPs on 150 total it will be different), obtaining R'.
You now subtract S' to R' and obtain the Green bar (if it goes under the zero it will keep its negative number but will not show), this point will be called G.
Now you go back to the original R' and call the point it reaches Y.
Form a bar from G to Y, this will be the Yellow bar.

Now, what I ask is just the first line of code, nothing else.

EDIT: Oh, forgot viruses, but you just have to sum them to the attacking creatures.

It isn't even currently accurate to the point of calculating the damage you have on the field. It ignores a number of things entirely (e.g. adrenaline, overdrive). It wouldn't be difficult (from a code perspective) to display whatever's calculated by the yellow bar as a number, but a number rather than a vague graphical impression of roughly how much damage you're going to do will imply that the number in question is actually accurate, and I can basically promise we'd be flooded with bug reports about how "the yellow bar number said I'd do 8 damage but I only did 6 omg hax".

However, with that being said, if all you're asking for is a really simple (and terribly inaccurate) number in the place of/in addition to the simple (and terribly inaccurate) graphical representation we currently have, I withdraw my objections on a time-devoted-to-code level (though not on a policy level).

At a pragmatic level, I really recommend just getting used to doing the math in your head. Once you're used to it, it's really quick and easy, and it's an utter requirement when dealing with more advanced strategies.
It's not like it's vital, but since I thought it was easy to code since it was already there, I thought it could be a nice addition.
As for the bug reports, in the tutorial it is said that the yellow bar is just a rough simulation of how the life will be after that turn, but still, there are pretty much no bug repports reporing that. It would just be enough saying that the number is a rough simulation of how many damages you'll get in that turn and it's all nice and clean.

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Re: Damage Counter https://elementscommunity.org/forum/index.php?topic=48232.msg1057399#msg1057399
« Reply #6 on: April 05, 2013, 10:20:53 pm »
Spoiler for Hidden:
The yellow bar is pretty inaccurate, in that it doesn't account for a lot of things. Using a number would require fixing all of those things. It would be quite nice to have an accurate numerical display, but given the number of corrections that would have to be made to the system in order to provide accurate information, it's pretty low on the list of things I'd like to see happen for that much coding effort.

In other words, yeah, I agree it'd be nice, but it's a lot less easy of a change than it sounds like, so just get used to mathing your total damage in your head.
It doesn't matter if it isn't accurate to the point of calculating opponent's shields and stuff.
The yellow bar as it is right now has as code something like:
Sum the force of all of the opponent's creatures that are able to attack, call this S.
The total HPs you've got are called L.
The remaining HPs are called R.
You need then to compare S with L (since if one has 150 total HPs and one other has 100 total HPs, the same damage will cause a shorter line on the 150 one than on the 100 one), obtaining S'.
You've got to compare R with L (same thing, if one has 99 HPs left on 100 total, and one other has 99 HPs on 150 total it will be different), obtaining R'.
You now subtract S' to R' and obtain the Green bar (if it goes under the zero it will keep its negative number but will not show), this point will be called G.
Now you go back to the original R' and call the point it reaches Y.
Form a bar from G to Y, this will be the Yellow bar.

Now, what I ask is just the first line of code, nothing else.

EDIT: Oh, forgot viruses, but you just have to sum them to the attacking creatures.

It isn't even currently accurate to the point of calculating the damage you have on the field. It ignores a number of things entirely (e.g. adrenaline, overdrive). It wouldn't be difficult (from a code perspective) to display whatever's calculated by the yellow bar as a number, but a number rather than a vague graphical impression of roughly how much damage you're going to do will imply that the number in question is actually accurate, and I can basically promise we'd be flooded with bug reports about how "the yellow bar number said I'd do 8 damage but I only did 6 omg hax".

However, with that being said, if all you're asking for is a really simple (and terribly inaccurate) number in the place of/in addition to the simple (and terribly inaccurate) graphical representation we currently have, I withdraw my objections on a time-devoted-to-code level (though not on a policy level).

At a pragmatic level, I really recommend just getting used to doing the math in your head. Once you're used to it, it's really quick and easy, and it's an utter requirement when dealing with more advanced strategies.
It's not like it's vital, but since I thought it was easy to code since it was already there, I thought it could be a nice addition.
As for the bug reports, in the tutorial it is said that the yellow bar is just a rough simulation of how the life will be after that turn, but still, there are pretty much no bug repports reporing that. It would just be enough saying that the number is a rough simulation of how many damages you'll get in that turn and it's all nice and clean.

I think we're mostly in agreement here, but just in case, to clarify my position: the difference between the few bug reports we get now and the many bug reports I'd anticipate is the presence of a number. A number implies a lot more exactitude than a graphical representation of a portion of a bar. That problem could be handled with the word "approximately" or something similar being shown next to the number, though.

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Re: Damage Counter https://elementscommunity.org/forum/index.php?topic=48232.msg1057411#msg1057411
« Reply #7 on: April 05, 2013, 11:51:52 pm »
I agree that it would be nice to have this, but there's too many problems to make a push for this as yet. An inaccurate number would be worse on average than no number.

It still doesn't stop you from having to do math in your head adding up your damage though.
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Re: Damage Counter https://elementscommunity.org/forum/index.php?topic=48232.msg1075699#msg1075699
« Reply #8 on: May 30, 2013, 04:32:01 pm »
Additionally, many times when the yellow bar seems to imply a knock out if shields are down, one can't tell that there is a small sliver of 1-3 health. It'd be useful if the bar changed color (perhaps red) to indicate another round of unshielded attack spelling defeat

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Re: Damage Counter https://elementscommunity.org/forum/index.php?topic=48232.msg1075713#msg1075713
« Reply #9 on: May 30, 2013, 05:20:14 pm »
I wonder how you suggest putting a number instead of the yellow bar (or in addition) while making it look good. A simple MS paint draw of your idea can make a real change.
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Offline LeodipTopic starter

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Re: Damage Counter https://elementscommunity.org/forum/index.php?topic=48232.msg1075980#msg1075980
« Reply #10 on: May 31, 2013, 02:17:04 pm »
I wonder how you suggest putting a number instead of the yellow bar (or in addition) while making it look good. A simple MS paint draw of your idea can make a real change.
I'm not really rooting for this anymore, it'd be a nice addition, but nothing special. If anything, writing it between parenthesys near the HP would be good enough. Something like HP: 100 (97)/100, where 97 is the total after the opponent's turn.

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Re: Damage Counter https://elementscommunity.org/forum/index.php?topic=48232.msg1085831#msg1085831
« Reply #11 on: July 09, 2013, 09:36:04 pm »
Mouse over panel on the life-bar.
No changes in the interface, fast to code and get in the game(just like the overlay on the creatures).
And no need of MS paint when you have ASCII art!

Current hp             98 | Counters        -3Hp
Hp next turn          75 | Creature force  16
--------------------------------------
Current enemy hp 39 |
Next enemy HP     23 | Creature force  23

This would make also clear that "hap next turn" is just "current hp"-"creature force"
« Last Edit: July 09, 2013, 09:39:54 pm by Silux »

 

anything
blarg: