Remove the near-death overlay

Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
The near-death overlay might be visually appealing to some.
However the question is, does it add something to the gameplay?

In my opininon it does not. You already have the disadvantage of being low on health. Now on top of that you get impaired vision and muffled sound. Both vision and sound are extremely important in a shooter and especially NS. It feels like you are punished for surviving a close fight. I can't think of a reason to have it.
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Comments

  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    I actually like it. Often i forget to watch my
    Health counter. On intensive combat it makes it easy to know when its time to pull out. I have test it again, but i never had the impression to have a disadvantage. But no effect is perfrxt, perhaps it needs some adjustements?
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    It urges me to run back to the armory and heal myself. Not particularly for or against it...if it was toned down I wouldn't mind.
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    I've got to agree with Raza. It's distracting.

    Maybe it could be an option, so people who don't pay attention to their health can still have the gentle reminder, "you're bleeding in 5 places and about to die, buddy!"
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I like it, but would like the effect toned back quite a bit to something that would only show a little bit in the corners. It needs to be enough to be noticeable in my periphery vision, but not enough to seriously distract my frontal view.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited February 2011
    <!--quoteo(post=1832172:date=Feb 15 2011, 05:38 AM:name=juice)--><div class='quotetop'>QUOTE (juice @ Feb 15 2011, 05:38 AM) <a href="index.php?act=findpost&pid=1832172"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"you're bleeding in 5 places and about to die, buddy!"<!--QuoteEnd--></div><!--QuoteEEnd-->
    <div align='center'>
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I ain't got time to bleed.<!--QuoteEnd--></div><!--QuoteEEnd--></div>
    <div align='center'><img src="http://www.evilontwolegs.com/wp-content/uploads/2010/07/2-blain.jpg" border="0" class="linked-image" /></div>
  • RavenessRaveness Join Date: 2007-03-04 Member: 60229Members
    <!--quoteo(post=1832166:date=Feb 14 2011, 06:32 PM:name=Raza.)--><div class='quotetop'>QUOTE (Raza. @ Feb 14 2011, 06:32 PM) <a href="index.php?act=findpost&pid=1832166"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The near-death overlay might be visually appealing to some.
    However the question is, does it add something to the gameplay?

    In my opininon it does not. You already have the disadvantage of being low on health. Now on top of that you get impaired vision and muffled sound. Both vision and sound are extremely important in a shooter and especially NS. It feels like you are punished for surviving a close fight. I can't think of a reason to have it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I have not yet seen this overlay, but if you think about it, if a marine gets mauled to near-death, but manages to come out alive, he's not walking away the same as he was before.

    Taking damage should punish you to add to a sense of realism and depth. Now it may or may not need toned back a-bit, i don't know what it looks like, but if you're on the brink of bleeding out you shouldn't walk away like nothing happened. Would also add to a team-work concept of helping out wounded teammates so they're not dragging the team behind in situations.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    <!--quoteo(post=1832220:date=Feb 14 2011, 06:02 PM:name=Raveness)--><div class='quotetop'>QUOTE (Raveness @ Feb 14 2011, 06:02 PM) <a href="index.php?act=findpost&pid=1832220"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have not yet seen this overlay, but if you think about it, if a marine gets mauled to near-death, but manages to come out alive, he's not walking away the same as he was before.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That gives me an idea. If an alien gets low on health, it should not be capable of regenerating stamina or moving away at normal speed. Perhaps even prevent the lerk from flying.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    edited February 2011
    <!--quoteo(post=1832220:date=Feb 15 2011, 12:02 AM:name=Raveness)--><div class='quotetop'>QUOTE (Raveness @ Feb 15 2011, 12:02 AM) <a href="index.php?act=findpost&pid=1832220"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Taking damage should punish you to add to a sense of realism and depth. Now it may or may not need toned back a-bit, i don't know what it looks like, but if you're on the brink of bleeding out you shouldn't walk away like nothing happened. Would also add to a team-work concept of helping out wounded teammates so they're not dragging the team behind in situations.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The damage itself is punishment enough.
    How does the overlay add realism or depth to the game?
    It also doesn't add to teamwork, because the team already has a high interest in keeping everyone alive.
  • RavenessRaveness Join Date: 2007-03-04 Member: 60229Members
    I do like the idea of a highly damaged alien not regenerating stamina. Wounding a fade should mean a wounded fade limping away, or the always elusive lerk dropping out of the sky to land and try to find a place to recover.

    It adds to realism because after a big fight, people are bound to be wounded. I hate one sided battles where if one team wins a small fight, no matter how wounded, they just keep plowing through everything. Especially marines. It's just 'Drop some health and lets go!"

    Vic Versa with aliens. If a team does the effort of beating down a fade or lerk, and they just fly away or blink away, or infact still kill you, it doesn't feel like you really did any damage.

    If i beat up some marines, and die trying, atleast i want to stall them. Have them help their buddy out first so they can keep going on. Adds a real sense of depth when there's only say, 3 of you. You KNOW you're only good as a squad, and if your buddy is hurt you'll have to help him or ditch him. Maybe not the bloody over-lay persay, but some sort of crippling effect.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1832172:date=Feb 14 2011, 07:38 PM:name=juice)--><div class='quotetop'>QUOTE (juice @ Feb 14 2011, 07:38 PM) <a href="index.php?act=findpost&pid=1832172"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've got to agree with Raza. It's distracting.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Muzzle flashes distract me from aiming accurately. I think we should remove all of those, and the flame effect on the flame thrower needs removed too. Too distracting.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited February 2011
    <!--quoteo(post=1832226:date=Feb 15 2011, 09:27 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Feb 15 2011, 09:27 AM) <a href="index.php?act=findpost&pid=1832226"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Muzzle flashes distract me from aiming accurately. I think we should remove all of those, and the flame effect on the flame thrower needs removed too. Too distracting.<!--QuoteEnd--></div><!--QuoteEEnd-->
    you forgot the maps and playermodels, maybe uwe should switch to something more minecraft like.. im way to distracted by all that eyecandy which doesnt add anything to the gameplay..

    no wait, NS has to be turned into a boardgame.. space hulk like just without the eyecandy figures
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I could totally see NS using the Warhammer format. I can't wait to paint my army of skulks!
  • SkwareSkware Join Date: 2006-10-31 Member: 58125Members
    The visual effect itself isn't bad, but the sound muffle needs to be decreased a lot.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Kinda agree that it is sorta overwhelming. Maybe tone it down a little bit, definitely don't take it out because the rough damage indication is useful to the player and the feel it gives helps with immersion.
  • antarezantarez Join Date: 2003-08-20 Member: 20018Members
    I think especially the filtering effect on the sound should be less strong. Visual effect is ok for me.
  • ShiloriusShilorius Join Date: 2011-01-14 Member: 77445Members, Reinforced - Shadow
    I like the effect.
    In my opinion its fine like it is now!


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->How does the overlay add realism or depth to the game?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Real persons in real life would feel a little bit "uncomfortable" walking around heavy injuried, nearly dead, wouldn't they?

    And I feel uncomfortable walking around with a red screen reminding me of my injuries... and obviously you feel uncomfortable too.
    Especially if the commander keeps ordering me around and doesn't give me a medpack.
    It's a real feeling you have while you are injured ingame .... and this is depth to me.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    edited February 2011
    Well of course you would feel uncomfortable in real life.
    But that is not a fun element for a game. It is in the same category as having to use the toilet or eating to stay alive.
  • RavenessRaveness Join Date: 2007-03-04 Member: 60229Members
    Fun Element? Being eaten alive by an alien or being blasted in the face by a shotgun isn't really fun. And these marines generally don't last enough TO do either of those things. Or you could go into a big futuristic blah blah about suits providing sufficient nutrition and energy along with a erm...toilet system?

    Now if i get om-nommed and i'm obviously bleeding then i want to feel like i'm really in danger, and the panic of limping to rescue while constantly hoping to catch something in the corner of my bloodied face to protect myself.
  • HeymanHeyman Join Date: 2005-03-29 Member: 46895Members
    edited February 2011
    <!--quoteo(post=1832254:date=Feb 14 2011, 07:21 PM:name=Raza.)--><div class='quotetop'>QUOTE (Raza. @ Feb 14 2011, 07:21 PM) <a href="index.php?act=findpost&pid=1832254"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well of course you would feel uncomfortable in real life.
    But that is not a fun element for a game. It is in the same category as having to use the toilet or eating to stay alive.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You asked: He answered.
    Get straight to the point next time.

    --------------------------------------------------------------------------------------------------------

    Back on topic, Immersion plays a huge factor into what plenty of people define as fun.
    You're a ###### hard-ass space marine, and you just got sliced up good by a fade and a skulk. You're not going to move well, and you can tell you're being followed by 2 skulks in that vent over there.

    If you want to treat yourself as Player 1 with X speed, X damage, and X weapons then you could always go play quake or something.
    If you want to take it further, then please refer to sheena_yanai.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    edited February 2011
    <!--quoteo(post=1832257:date=Feb 15 2011, 03:52 AM:name=Raveness)--><div class='quotetop'>QUOTE (Raveness @ Feb 15 2011, 03:52 AM) <a href="index.php?act=findpost&pid=1832257"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fun Element? Being eaten alive by an alien or being blasted in the face by a shotgun isn't really fun. And these marines generally don't last enough TO do either of those things. Or you could go into a big futuristic blah blah about suits providing sufficient nutrition and energy along with a erm...toilet system?

    Now if i get om-nommed and i'm obviously bleeding then i want to feel like i'm really in danger, and the panic of limping to rescue while constantly hoping to catch something in the corner of my bloodied face to protect myself.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think you didn't understand my last post.
    Fighting to the death is certainly not fun in life, but it is in games!
    Feeling uncomfortable on the other hand is not fun in life and games.

    Danger and panic comes from being low on health.
    I find the blur effect plain annoying as it stresses the eyes a bit, the muffled sound even affects gameplay.

    <!--quoteo(post=1832267:date=Feb 15 2011, 04:25 AM:name=Heyman)--><div class='quotetop'>QUOTE (Heyman @ Feb 15 2011, 04:25 AM) <a href="index.php?act=findpost&pid=1832267"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Back on topic, Immersion plays a huge factor into what plenty of people define as fun.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Graphics don't cause immersion. I know immersion is often reduced to the quality of the graphics effects or realism these days, but that doesn't suffice. To be immersive, there has to be well thought out gameplay. Take Starcraft or Diablo 2. Both had outdated graphics at release, but were still immersive. If you can get sucked into a game then it is immersive.
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    edited February 2011
    I don't think they should take out this function, and at the very most i think toning down the sound muffling would be okay, but i really like the way it works now. Currently when i'm in a firefight i don't spend time looking down at my health indicator, and usually don't catch that i am critically low on health, now the visual reminder not only adds to immersion and is visually appealing effect, but is useful, especially in reminding new players that they need to replenish their health or die. Many people who would buy the game for the first time will most likely be very familiar with this feature, since it is also used in Call of duty, which i never really heard any serious complaints about how it is handled. I am not saying we should dumb the game down or spoon feed new players, but it isn't a mechanic that would bother many people, and most of the time you would get this effect it would only be for a split second, after the first bite from a skulk or the first 7 shots from a rifle, that you would see the effect, which ceases when you have that last bite/shot pumped into you, rendering you dead. Its not like an effect that will constantly be hindering you throughout the entire game, only in the certain circumstances, where you have sustained an extraordinarily large amount of damage, but survived. And in those circumstances you likely won't live much longer regardless if the effect was in-place to begin with, or make a dash for the nearest armory to get healed up, either way your battle compromised and your not in fighting condition, so having a visual indicator to reflect that, is not in my opinion a bad ascetic at all. It is one of my favorite features in the game, as it makes the experience of being near death, knowing your about to meet your end soon, that much more immersive, i don't think it is any more intrusive in the general gameplay or experience than was intended.
  • RavenessRaveness Join Date: 2007-03-04 Member: 60229Members
    It sounds like your contradicting yourself. Fighting for your life SHOULD be uncomfortable. You SHOULD be totally stressed out, focusing extremely hard on survival, while hoping you don't get caught during a huge cripple moment. It's not exactly a grand fight if the only thing that lets you know 'Oh, i might die soon' is a tiny number in the corner. You should be more focused on worrying about dying, than worrying about the number going down.

    And yes, danger and panic come from being low on health, that's the point completely. And yes, it's supposed to affect gameplay! The blur affect can be argued that it may or may not need toned down a bit, but in the end it really adds to the game.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    <!--quoteo(post=1832275:date=Feb 15 2011, 04:52 AM:name=Raveness)--><div class='quotetop'>QUOTE (Raveness @ Feb 15 2011, 04:52 AM) <a href="index.php?act=findpost&pid=1832275"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It sounds like your contradicting yourself. Fighting for your life SHOULD be uncomfortable. You SHOULD be totally stressed out, focusing extremely hard on survival, while hoping you don't get caught during a huge cripple moment. It's not exactly a grand fight if the only thing that lets you know 'Oh, i might die soon' is a tiny number in the corner. You should be more focused on worrying about dying, than worrying about the number going down.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That doesn't make sense. We are still talking about a game here. It is meant to be fun.
  • RavenessRaveness Join Date: 2007-03-04 Member: 60229Members
    I know it's meant to be fun. But think about this.

    People play dead space for a sense of paranoia, and scary feelings.

    People play Starcraft for a sense of "Alright, where are they, and what do i do about them?"

    People play Chess for "How can i always be 6 steps ahead"

    They do all these things to have fun because it's about challenging themselves.

    If you're playing a game with power-outages, aliens, and big guns it shouldn't ONLY be about "OMG I JUST BLEW THAT GUY UP LOLOLOL" or "HAHA I GOT 1 HP AND OWNED YOU GUYS!"

    It should be "Oh man, i can't believe i killed them, but there's bound to be more" or "Crap...one hp...i gotta find a place to hide."

    This isn't meant to be a casual game where everything is bright and full of sparkles. Even the promo videos have marines going "Oh...crap" instead of "Hey that's distracting!"
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    It's useful, it's kinda cool. But currently, it's overkill. Like, the effect is waaaay too pronounced.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    there will be no crippling for aliens which are supposed to be very short lived because they have to throw them against marines to stop them from entering a hive. crippling would add nothing but frustration, because you would still have been able to kill that one marine even with 2 HP left, and the only punishment is having to respawn, its not being crippled. stuff like this is rather pointless to suggest. what good for are aliens if they cant get into close combat range if facing a marine in a situation where the only option is charging at him, being crippled halfway by ranged marine attacks adds nothing. the near death overlay which was called so distracting , and the muffled sounds are punishment enough
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    By short-lived I hope you're only referring to skulks.
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    Additional crippling effects from low health have been tried over and over in games. The reason you rarely see this in a final product is because it is not fun, even in more realistic games. Unless you're playing a true sim game, like a flight sim, crippling is lame.

    And special effects should not be crippling either.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited February 2011
    <!--quoteo(post=1832305:date=Feb 15 2011, 04:13 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Feb 15 2011, 04:13 PM) <a href="index.php?act=findpost&pid=1832305"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By short-lived I hope you're only referring to skulks.<!--QuoteEnd--></div><!--QuoteEEnd-->

    even higher lifeforms are short lived as soon their health is reaching 1 hp :p

    and being unable to withdraw quickly to get your healing would just be as lame as having them die instantly when reaching 5 hp. as soon you would be crippled you just cant get away anymore, there is no "omg omg, i have to get away and hide". there is no such situation, as fade or onos you are dead meat, even though you could have escaped if you werent crippled.. its just a non practical idea which would just add alot of keyboard shmashing rage



    (oh, and you have to look at the alien lifespan , a grown up marine aged around 20 to 30, fights against a 3 minutes old onos who just hatched as skulk 12 minutes ago, which possibly gets killed by any of these marines within the game time , thats pretty short lived compared to a marine :p)
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1832279:date=Feb 15 2011, 04:16 AM:name=Raveness)--><div class='quotetop'>QUOTE (Raveness @ Feb 15 2011, 04:16 AM) <a href="index.php?act=findpost&pid=1832279"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know it's meant to be fun. But think about this.

    People play dead space for a sense of paranoia, and scary feelings.

    People play Starcraft for a sense of "Alright, where are they, and what do i do about them?"

    People play Chess for "How can i always be 6 steps ahead"

    ...

    This isn't meant to be a casual game where everything is bright and full of sparkles. Even the promo videos have marines going "Oh...crap" instead of "Hey that's distracting!"<!--QuoteEnd--></div><!--QuoteEEnd-->
    I love games that push me out of my comfort zone in one way or the other and let me overcome the difficulties, but the NS2 blood effect isn't that kind of a feature.

    The blood effect gives me absolutely no way to overcome the difficulty; it's just a pure hindrance without any meaningful connection to gameplay or any tricks to master. At that point it becomes more of an annoyance zone rather any kind of challenging uncomfortable situation. I'd much rather learn to adapt my game according to the HP itself and make my own decisions rather than having the game dictate when I'm on too low on HP.
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