HP system?

SynysterOne
Posts: 297
Joined: Wed Oct 12, 2011 10:04 pm

Mon Oct 24, 2011 9:20 pm

The more info we get the better. The only downside to having an overwhelming amount of data at hand is that there will be a steeper learning curve. If you weren't able to deduce this already, the game is going to be difficult. It's supposed to be. So, in actuality having all these 'behind the scenes' numbers up front and accessable adds content to the game.

I for one would be really happy to have all the complex numbers at easy access. It just means I don't have to go digging through code to see what the best type of protection/armor pieces are. i.e. piercing protection to prevent deep bleeding wounds that wouldn't kill your character instantly, but rather eventually.

If a game is too complex and overwhelming to you, don't complain to the dev. Go play hello kitty online instead.
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I've been here waiting.

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toaster Assassin
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Tue Oct 25, 2011 7:30 am

Yeah, this game is to complex for me I quit......who wants to play hello kitty online.

Wait better idea, we should combine both Kenshi and Hello Kitty to make Hello Kenshi online...Now with shiny colors to indicate if you are internally bleeding! Annnnnnnnnd absolutely no numbers!!!!! :lol:




I agree with the use of numbers as a primary indicator to your player's health,but from what I've read there will be both colors and numbers. Mainly, the numbers are there to give the player pin-point accuracy as to how close their arm is to falling off or how long the have until they faint from rapid blood loss. If the numbers were just calculated off screen then the player would need to rely on clunky visuals to guess as to how long they have. As many people have said it will be a steep learning curve and in my opinion a game that is too simplistic would probably not have the type of depth that a game like DF have.
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RustKnight
Posts: 85
Joined: Sun Jul 05, 2009 2:56 am
Location: Romania

Tue Oct 25, 2011 6:46 pm

My friend, I also enjoy playing DF, but the outrages numbers i meant are the ones that are in 0 and 1. This chain of replies is getting silly. Let's just bury the whole thing ^^ .

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ArcaneSaint
Posts: 255
Joined: Thu Sep 08, 2011 4:02 pm
Location: Belgium

Tue Oct 25, 2011 10:29 pm

Ok, let's bury it, though I still wonder what you meant by 0 and 1.

Though now I've taken another look at the medical screen, and it hit me that there's just one thing that bothers me. The colors/positions of the damage types. Yellow is bandaged, heals slowly; red is hurt, won't heal; black is stun, heals quickly. Yet the way they are arranged is counter-intuitive, cause if there's one thing that gaming has taught me, it's that the empty part of a health bar (the black part) is the worst, and has to be fixed. It would make more sense if yellow was quick-healing stun damage, red was slow-healing bandaged damage, and the black part be the one that doesn't heal and has to be fixed by the player.

It's just a suggestion though, so if it stays the way it is I'll just rewire my brain's cognitive association reflexes, no problem :D.
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