PC Unimportant A17 feature: The HP Bar!

Unimportant A17 feature: The HP Bar!

  • It should be completely removed from the code. It represents bad game design.

    Votes: 0 0.0%
  • It should stay and be hard coded in. It represents superior game design.

    Votes: 0 0.0%
  • It should be commented out but remain in code so those who want it can try it.

    Votes: 0 0.0%
  • It should stay but be able to be toggled in the options menu.

    Votes: 0 0.0%
  • It should stay but take a different form

    Votes: 0 0.0%
  • It should stay but only appear after an enemy is damaged

    Votes: 0 0.0%
  • It should be removed for all but bosses and regens

    Votes: 0 0.0%
  • It should stay AND the game should become turn-based. Go action points!

    Votes: 0 0.0%
  • It and everything else should go. Invisible HUD FTW

    Votes: 0 0.0%
  • It should stay but only show if you buy it as a perk.

    Votes: 0 0.0%

  • Total voters
    0
I don't think it is necessary on all zombies. Personally I'd like it to be an option on irradiated zombies only as they just annoy me.

 
The only real "that's too bad" aspect of the bars is that the devs finally have implemented ragdoll physics on zombies that are stunned. So the way it has been in A16 and previous is that you know exactly when the zombie is really dead because it ragdolls when it's really dead and it looks different than when it is just stunned and knocked back. So you know exactly when it is down for the count and when it isn't in A16.

So in A17 without the bar it won't be obvious when a zombie is dead dead or just knocked down because they fall down in exactly the same manner but with the bar you will still always know....and that's too bad. The not knowing adds a bit of spice to combat with the undead.

 
If the HP bar becomes stock vanilla, the difference between the gamma and HP bar comparison is this. If you don't succumb to the gamma peer pressure, you may be at a disadvantage, but you don't see zombies you can't detect with your own two eyes.

In the HP bar scenario, you'd be able to see it by being close enough and accidentally mousing over, especially on a sleeper with a high volume threshold. Whether you wanted to or not. Thereby eliminating any surprise or "Oh ♥♥♥♥" moments.

I understand using the HP bar and other numerical indicators as an invaluable tool for testing and balancing, but for everyday gameplay I just feel like more is less, but I'm certainly biased by preferring immersive, organic survival gameplay.

 
Just my 2 cents on the matter:

HP bars as an idea are neat... they give you visual feedback, since hitting isnt always hitting in this game... sometimes HS dont register... stundamage doesnt go through and so on and so forth.

BUT make it optional and no serverside option.

I personally will not play on any server that has HP bars (if serverside) which will probably exclude 50%+ servers.

Why? Simple. There are only really 2 ways of playing this game. (well some sub categories... but u know what i mean.

1. realism/survival player.

They are the ones not going under ground/on stilz because it is exploitative. They are the ones enjoying combat as a sort of challenge.

They are the ones not logging off at hordenight...

2. casual/fun players.

nothing against casual playing. they simply wanna have fun, murder some zombies and want to have as little hurdles to overcome as possible.

they will use the pathing ai to their advantage.

1. will not enjoy hp bars. they will ruin the surprise of a zombie still living and will find these hp bars distracting. this is not a shooter, its a survival game. we dont wanna see the enemies exact health. we want to fire into a horde and see half of them still standing and think "oh ♥♥♥♥" while the other half ragdolls only to stand up again.

2. will enjoy hp bars. it makes the game more predictable. you can calculate your bullets. you can always assess the risk and never have to fear losing stuff and backtrack.

and since i am player 1... I do not want to see hp bars forced upon us... just make them optional per player and im 100% fine with that... so now both playertypes have something they like.

 
The only real "that's too bad" aspect of the bars is that the devs finally have implemented ragdoll physics on zombies that are stunned. So the way it has been in A16 and previous is that you know exactly when the zombie is really dead because it ragdolls when it's really dead and it looks different than when it is just stunned and knocked back. So you know exactly when it is down for the count and when it isn't in A16.
So in A17 without the bar it won't be obvious when a zombie is dead dead or just knocked down because they fall down in exactly the same manner but with the bar you will still always know....and that's too bad. The not knowing adds a bit of spice to combat with the undead.
I wish you hadn't told me this :(

HP bars would really spoil the fun with that.

Overall, I think this feature is somewhat innocuous, although I'd rather not have it for immersion purposes. I think not knowing the zombies' exact health should be the default. It's not necessarily knowledge that the player character would have, nor is it critical to communicate to the player (like their own health or stamina).

Somebody did mention having a perk for this, that's not a bad idea.

Otherwise, I think it should be something commented out, or disabled as a default, but be allowed to be turned on.

Pink mist IS very satisfying...
Pink?

 
If the HP bar becomes stock vanilla, the difference between the gamma and HP bar comparison is this. If you don't succumb to the gamma peer pressure, you may be at a disadvantage, but you don't see zombies you can't detect with your own two eyes.
In the HP bar scenario, you'd be able to see it by being close enough and accidentally mousing over, especially on a sleeper with a high volume threshold. Whether you wanted to or not. Thereby eliminating any surprise or "Oh ♥♥♥♥" moments.

I understand using the HP bar and other numerical indicators as an invaluable tool for testing and balancing, but for everyday gameplay I just feel like more is less, but I'm certainly biased by preferring immersive, organic survival gameplay.
Speaking of the gamma peer pressure, I haven't felt that it mattered since the A16 NVG were improved from A15 and earlier. Like the NVG are so good idk why you'd use anything else. I don't like my gamma high because it makes daytime unbearable, and switching every day cycle is too much trouble.

 
The only real "that's too bad" aspect of the bars is that the devs finally have implemented ragdoll physics on zombies that are stunned. So the way it has been in A16 and previous is that you know exactly when the zombie is really dead because it ragdolls when it's really dead and it looks different than when it is just stunned and knocked back. So you know exactly when it is down for the count and when it isn't in A16.
So in A17 without the bar it won't be obvious when a zombie is dead dead or just knocked down because they fall down in exactly the same manner but with the bar you will still always know....and that's too bad. The not knowing adds a bit of spice to combat with the undead.
I agree, what a pity.

 
The only time I want it on is with Bosses and maybe Regens. I'm assuming boses can have random super powers to keep things interesting.

How many times will you need to fight a type of zombie before you are 90% certain how many Good hits it will take to destroy them?

For the veteran players I'm thinking about two times. Done.

OR just have "tells" in the boss fights:

-If they are wearing a car for armor you know its going to be a LONG fight.

-If their eyes are glowing green, they can regen.

-If they're swinging a flaming sword and are breathng fire, then... you dead! :)

 
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Using words instead of numbers

As an indicator of enemy health, I would rather have a textual feedback. Something Like "strong" "struggeling" "dazed" "limping" "barely alive" "enraged" "knocked out"

(Basically being a relative percentage and not an absolute value of the enemies HP)

A numeric healthbar would make the player just concentrate on that bar. Its a numbers game at one point then...

 
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I just hope it can be modded out. Better if it were an option in the menu, but that's a given for almost everything UI related really, so it's a bit of a slippery slope. As long as it can be removed via a mod I'll be happy.

 
It should stay but be able to be toggled in the options menu AND offer the following added options:

only appear after an enemy is damaged

only appear on bosses

only show if you buy it as a perk.

 
I much prefer that the method be visual cues, sort of like Ark. For those who don't know, in Ark, as something gets hurt, it gets bloodier and bloodier. You can tell just by looking at an opponent what general condition they're in, without lots of popup display items. I'm not saying that the exact same method needs to be used, but something similar to that approach would be great.

 
The perk idea is great, I'm hoping perks will eventually become more about customizing the experience and less about +10 guns, +10 wellness, +10 stamina etc. Perks should be more than just stat boosts.

 
Who would buy a perk to get the minimap back on the main screen?

I wouldn't but someone would-- complete with zombie radar blips and animal pips...

 
I don't think running around the countryside for a great enough period of time is going to give you 360 degree sonar and terrain visualization technology. At least you can explain away seeing zombie HP bars as being perceptive enough to see how ♥♥♥♥ed up they are and making a determination from there lmao

Also I would definitely buy a minimap perk if our evil overlords locked it behind one

 
Who would buy a perk to get the minimap back on the main screen?
I wouldn't but someone would-- complete with zombie radar blips and animal pips...
I would like the option to totally remove the current map and then only with a perk or better a special rare item does the map functionality come back.

 
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