I irreconcilably hate all video games, don't care which ones, that feel the need to obscure your screen with bloodspatters or "veins" around the corners, or even worse, fade out the colors, to indicate your health. It RUINS the graphics!
Actually, this is a sort of advantage. I find that when I'm near dead with the black and white screen, you can see better in the dark, since the contrast is so high. It helps you get back on your feet while still telling you to watch out.Arcticflame said:I like the black and white effect from left 4 dead, and the heartbeats. It impairs slightly but damn it makes you nervous.
Considering how much effort they're taking to make games easy enough for mainstream audiences, I'm not 100% sure that that's the design. I always assumed it was a warning system and most games are pretty good using it as such. Maybe the red screen is designed to mess you up, but I don't think Infamous and Gears Of War meant it as anything but a clear warning.AugustFall said:Isn't it meant to impair you? I thought that was the point.. a guy who has just been shot isn't operating at full capacity so the idea is add intensity. A health bar offers no detriment to being shot and things like slower movement speed and such would just not be fun.
The whole point of the red screen is impair you. It's not a design flaw, it's the design.
LONE STARR! (camera smashes into helmet)x EvilErmine x said:'Sir we've been jammed'
'what?'
'We've been jammed sir....i think it's raspberry'
'Raspberry? Hmm.....only one man would dare to give ME the raspberry!'
Cookie for the refrence.
MGS3 nailed damage mapping. If you were hit by an incendiary grenade, you were burnt. If you were shot in the hand, your aiming would decrease in accuracy, and you would have to remove the bullet. Likewise, breaking or damaging leg bones would reduce movement speed, and force you to apply splints until they healed. It was a brilliant system, that worked with an overarching health bar on top.Soviet Heavy said:While health bars do lean closer to what I would like, I concede that they aren't perfect either. As Lazarus Long pointed out, they can be missed on the screen by merit of being so unobtrusive.
A system I would like would be a diagram of your body, with injuries being properly mapped on it according to where you were shot. So, for example, you would not be killed by getting repeated gunshots to your hand, but it would impair your aiming skills.
Well, the health meter is actually more accurate than that (divided into nine or eighteen blocks, depending on how you want to look at it), but it happens to regenerate to a third. Or two thirds if you were at half health.Squilookle said:Yeah I dunno- only being able to guess my health after a vicious firefight down to the nearest third just isn't going to cut it.Miles Tormani said:When playing Reach, health regenerates by a third
Oh ok, I see what you mean. That's a lot better than what I was thinking it was.Miles Tormani said:Well, the health meter is actually more accurate than that (divided into nine or eighteen blocks, depending on how you want to look at it), but it happens to regenerate to a third. Or two thirds if you were at half health.
Yes, yes I do. Most of the time it's after a head on fight with someone who I've killed while narrowly avoiding death, and they usually ask me out of curiosity how close they had been to winning the fight- i.e. how close I was to dying.When teammates are checking in on your health, though, do you really need to say anything other than "near death"? Saying that you have exactly 23 hit points doesn't really help. It's still going to be about the same number of bullets that kill you.
The other major argument is that the move away from complex HUDs simplifies things greatly. This is, of course, true. However, you're turning the whole screen into a hud and just making the indicator more intrusive when it shows up, so I still think it's a wash. Just pointing out there's a better argument, even if it's one I don't particularly agree with.Sacman said:It seems that we agree, I try to argue the same point but the only thing anyone ever says is, "Health bars aren't realistic.."
I find it strange that in some games I catch myself switching weapons just to bring up the ammo display. There's just something inherently... backwards about that system.Zachary Amaranth said:I like simple HUDs, but some info should be well displayed. Health is vital (no pun intended) and shouldn't hinder your gameplay experience.
See, once again, unless I'm at more or less 1 hit point, something that can be easily guessed by my health bar being empty, claiming that I'm "near death" is good enough. To go by the Halo example, it doesn't matter if I have one health block or one and a half. One good DMR shot is still going to kill me. How "hard" it killed me is rather unnecessary at that point.Squilookle said:Oh ok, I see what you mean. That's a lot better than what I was thinking it was.Miles Tormani said:Well, the health meter is actually more accurate than that (divided into nine or eighteen blocks, depending on how you want to look at it), but it happens to regenerate to a third. Or two thirds if you were at half health.
Yes, yes I do. Most of the time it's after a head on fight with someone who I've killed while narrowly avoiding death, and they usually ask me out of curiosity how close they had been to winning the fight- i.e. how close I was to dying.When teammates are checking in on your health, though, do you really need to say anything other than "near death"? Saying that you have exactly 23 hit points doesn't really help. It's still going to be about the same number of bullets that kill you.
Another case is when your teammates see you run down a path, only to dissapear in the smoke of falling artillery, bursting grenades, mounted MG fire and bullets and bombs from planes zooming overhead. When the smoke clears and you're still off in the distance alive, knowing just how low your heath is is something they usually ask first. In the game I play online the most, all I have is a health bar divided into sub-bars, and I can only estimate based on that. Health percentage tells you exactly what it is, at a glance, and can also tell you exactly how much damage each hit does to you.
Once again, I don't see how it matters. If I manage to make it through a fight, and end it with full health, it means I did well. If my health bar is short, it means I barely scraped through. Whether it's specifically at 4 or 5 percent means very little either way.Squilookle said:I think we're looking at it from different sides of the glass- you're looking at it from the point of view of how much damage the player is still able to take before dying, whereas I'm looking at it from the point of view of how much damage a recent fight/event has brought the player down to without killing them.
Sort of like you're focused on how that player will fare in the upcoming future firefight, while I'm thinking of how well they fared in that noteworthy recent moment in the past.
To which I'd say "How is getting covered with raspberry jam/spontaneously developing cataracts realistic?" or more often just point that "realism" isn't necessary when it impedes gameplay. That's my biggest gripe with Call of Duty. If you get severely damaged and need to make a quick getaway you can't because your as good as blind.Sacman said:"Health bars aren't realistic.."