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pillerking@yahoo.com

make the blooddrop go empty in addition to changing colors

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like the topic suggests ^^

i am all for the removal of the debug monitor, the only problem i have so far

is knowing somewhat accurately, when a zombie can singlehit me to unconciousnes.

so how about in addition to changing colors make the drop go "empty" slowly when losing blood ?

this would mean no extra indicator but a better understanding of how much blood one has left.

thoughts ?

Edited by Broter
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The debug monitor was obviously going to go at some point, I don't know what all the fuss is about - big clue in the name of it "debug" ;)

I'd actually go further and just give a health bar. There is no reasonable case not to include one as either an option or a replacement simply for the fact that we all know how well we feel.

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Hmmm i think that the blood drop should have a number inside of it saying E.G.. 7600/12000 showing the blood you have left... takes away at the realism but also does help knowing how much blood you have left... the colour beng lost is still a good idea however :D

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Telling you exactly how much blood you have is good for Diablo and other min/maxing metagaming free for alls, but I don't think it's ideal in a survival simulator.

That said, the current readouts are a nightmare for the colorblind, so draining/filling gauges is a must for standalone.

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Telling you exactly how much blood you have is good for Diablo and other min/maxing metagaming free for alls, but I don't think it's ideal in a survival simulator.

That said, the current readouts are a nightmare for the colorblind, so draining/filling gauges is a must for standalone.

if there wasnt annoying mechanics of unconsciousness on hit taken below 9k, knowing exact blood level wouldnt be an issue.

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Rocket has already talked about probably taking that completly out and finding a way to make it obvious what is your health and physical state by acts and noises of your character, like getting slower, coffing, maybe even being pale? (i just pulled that out of my head)

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Rocket has already talked about probably taking that completly out and finding a way to make it obvious what is your health and physical state by acts and noises of your character, like getting slower, coffing, maybe even being pale? (i just pulled that out of my head)

And I'd say Rocket is heading the wrong direction on this.

You play AS your character. It is your surrogate within the game world. What is inanely known by your character should be given to you, the real life person, as an ultimate value readout.

You aren't ridding piggyback on that guy on screen, YOU ARE the guy on screen.

You visibility and how-much-noise-you-make readouts can go. They are both inherently tied to information given by the world to you through one of you character senses, directly translated without loss to you via what you see and hear.

But hunger and thirst?

Rocket, don't be an idiot. Those two are sensed directly by your character. Were you to ask anyone on the street, they could tell you pretty much exactly how hungry or thirsty they are. But, as a player, you can't feel what your character feels so we have to circumvent this visually.

To go without a GUI/HUD is, quite frankly, retarded.

You can be minimalistic without being barren.

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I'd like to see the player avatar start to move differently and make different sounds depending on amount of blood. Slouching, swaying, moaning, stumbling etc. That's some fancy animation and not everyone plays in third person.

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I agree that having the icon empty out in addition to the colors is a nice visual cue to tell the player the health of your character.

To me especially this is a good idea because I often have trouble telling the colors apart.

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