DOT Vision
Alkix
Join Date: 2013-07-10 Member: 186046Members
Developers, or anyone who knows:
Is Damage over time through attacks like bile bomb, spores, and flame throwers meant to provide location information about the affected target, or is that something that is just accepted for the sake of showing damage on the screen?
I personally like it, but am just curious as to your thoughts.
Is Damage over time through attacks like bile bomb, spores, and flame throwers meant to provide location information about the affected target, or is that something that is just accepted for the sake of showing damage on the screen?
I personally like it, but am just curious as to your thoughts.
Comments
So is DOT hit indicators showing the opposite direction for those of us using inverted mice (me!)
inverted mouse controls? tsk tsk... you pilot you!
Woah there, sliding a mouse across a two-dimensional surface cannot apply to three-dimensional orientation!
Clearly, you are a witch and must be burned.
The mouse controls your head and angle of view - not your body's movement, like your feet, for instance. Right?
Following that thought, try this :
Keep said feet in place, yet move your head/view and /or angle of body downward as far as you can go.. Now go back as far as you can look or lean...
Now place your right hand on top of your head while you do this activity, (simulating a mouse) and tell me if your hand moves forward or backward while you look down..
Do you see now, how you have been the backwards thinker this whole time? :-P
:bz
My mouse2 is jump. Check mate.
Your move.
Your logic is sound, and in fact I use inverted controls with a joystick or console controller.
But sliding a mouse across the desk? My brain forces it into a 2D plane. Clearly this means that I am correct and everyone in the world is wrong!
Ppffff you, stuck in your puny 3 dimensions + time. The world is clearly at least 17-dimensional.
Bloody Part Timers.
I always thought that you are not leaning your character's head with your hand, but pointing him politely where to look.