Hit feedback seems faint

AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
Recently upgraded my computer and can now properly enjoy the game, but it made other issues stand out all the more.

In particular, I was repeatedly surprised by my own death, since I had no idea I was taking so much damage.
While I don't want a <b>B-B-B-BLOODY SCREEN</b> (<i>so real</i>) it'd help with learning how to dodge and aim a lot if there was something distinct every time I get hit. Maybe not quite as distinct as the giant 2D sprites in Goldsrc games, but at the least some obvious impact sounds would help.

Feedback when dealing damage is rather better, though the rolling number does make it unclear whether it's counting up from my most recent bite or the one before that, so I can't tell if I hit or not.
I guess it could show an individual number popup for each attack instead? Proportional to the amount of damage inflicted, so you get a big fat number from shotgun blasts and grenades and a ton of smaller ones for MG bullets.

Comments

  • SehzadeSehzade Join Date: 2010-12-29 Member: 76024Members
    the shotgun actually hits 10 times each for 17 damage.
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    edited January 2013
    <!--quoteo(post=2066068:date=Jan 24 2013, 01:09 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Jan 24 2013, 01:09 PM) <a href="index.php?act=findpost&pid=2066068"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I guess it could show an individual number popup for each attack instead? Proportional to the amount of damage inflicted, so you get a big fat number from shotgun blasts and grenades and a ton of smaller ones for MG bullets.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I would prefer this as well, it is the method that TF2 uses.

    scaling hitbeeps like in Quake could be a good fix to the confusion of the rolling numbers, too
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    I think this is best done through sound. We don't need more stuff on the screen, really. Or at least, make it optional.
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - Onos
    Like Gliss, i would love a hit sound indicator ala Quake.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    Before draw damage, I had no clue when I hit a marine as a skulk in alien vision.

    Yeah, hit-feedback needs some work. Can't tell what though, should probably see how other games do it.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=2066401:date=Jan 25 2013, 12:28 PM:name=Mestaritonttu)--><div class='quotetop'>QUOTE (Mestaritonttu @ Jan 25 2013, 12:28 PM) <a href="index.php?act=findpost&pid=2066401"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Before draw damage, I had no clue when I hit a marine as a skulk in alien vision.<!--QuoteEnd--></div><!--QuoteEEnd-->

    which is the problem of alien vision and not lack of hit feedback. at one point we had so much blood particles in the game that people complained about not being able to see their target :D
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    Scaling hitbeeps would be the boss. I tried to hack together a mod for that with .lua but sadly I'm way too incapable of lua to create something so nifty. And adding custom sounds would be difficult, as far as I know.

    And for it to be reliable and instant... well, I guess that's not possible either.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited January 2013
    I'm fond of having a small font, text % of health next to your crosshair (that can be disabled, of course). The important info is not that your getting hit (which should be assumed any time your even near combat), but whether you've hit your health threshold necessary for retreat.
Sign In or Register to comment.