So basically, you are suggestion do not use a health bar, or a visual number to display health, but use another method instead? For example, the redder your character/screen gets the closer you are to death, or maybe you have a wounded rating, and when it is full you are dead...
Oh wait. This is just the same thing as a health bar. The information is displayed in a slightly different way, but it is still displayed and serves the exact same purpose. In which case, this idea is invalid, since hp is still being displayed.
As you are not open to a discussion, I won't lead one, but simply point out where you blunt out ignored what I said (for the original poster).
Here is what I said:
So, while I think that a slight visual indication is in order (eg. colour indication), I think that a skill might help to figure the real condition.
Please note that I described the use of a skill to figure the real state of damage. The slight visual indication is only meant as way for another player to access basic information in a quick and easy way.
(While you can't see a broken bone, you can see if someone is bleeding out of various wounds)
The Magic Man wrote:
(...)By extension you are also obscuring the effectiveness of all numeric effects in the game, or making them redundant.
So, science is redundant in real life?
The Magic Man wrote:
How do I know which attacks are more effective against an enemy? How do I know how much healing I need? Should I use my strongest, but most expensive method of healing, or should I use a cheaper method to conserve myself? Or even more annoying would be discerning just how dangerous an enemy is. How much damage is it doing per hit? Even if a damage number is displayed, how much damage is 100? Is it a lot, or is it a little?
Experience.
You might find that not knowing something before attempting a task can actually lead to a kind of adrenaline rush.
And sometimes people enjoy learning during progress.
The Magic Man wrote:
I would not consider Proelium a good action game. It suffers from some issues that can totally break an action game. Lag and a low FPS (both are more issues with BYOND than with Proelium). It feels slow and clunky to play, and the controls are generally not responsive enough for an average Humans reaction time (at least for mine).
*gasps*
Your average human differs a lot from the (humans?) I have seen playing Proelium.
The players I saw did not manage to come up with a reaction time fast enough to handle a thief/supplier as good as the game speed/control input would allow.
Most likely you're just way superior compared to me.
You got to have a godlike 50:0 score when playing.
I admire you.
The Magic Man wrote:
Also, I never said a RPG had to be turn based.
"In typical turn based/semi-turn based RPGs, there simply is no level of skill needed."
Maybe I was talking about the typical "real time" RPG?
But enough for me.
Since everything you say is common sense (for you) and since you have a reaction time of less than 100 ms, I am out of this thread.
As you are not open to a discussion, I won't lead one, but simply point out where you blunt out ignored what I said (for the original poster).
Here is what I said:
Please note that I described the use of a skill to figure the real state of damage. The slight visual indication is only meant as way for another player to access basic information in a quick and easy way.
(While you can't see a broken bone, you can see if someone is bleeding out of various wounds)
The Magic Man wrote:
So, science is redundant in real life?
The Magic Man wrote:
Experience.
You might find that not knowing something before attempting a task can actually lead to a kind of adrenaline rush.
And sometimes people enjoy learning during progress.
The Magic Man wrote:
*gasps*
Your average human differs a lot from the (humans?) I have seen playing Proelium.
The players I saw did not manage to come up with a reaction time fast enough to handle a thief/supplier as good as the game speed/control input would allow.
Most likely you're just way superior compared to me.
You got to have a godlike 50:0 score when playing.
I admire you.
The Magic Man wrote:
"In typical turn based/semi-turn based RPGs, there simply is no level of skill needed."
Maybe I was talking about the typical "real time" RPG?
But enough for me.
Since everything you say is common sense (for you) and since you have a reaction time of less than 100 ms, I am out of this thread.