lundi 22 juin 2015

Damage feedback, with strength and weakness feedback

I originally posted this in the "Ideas" sub-forum, but it got next to no exposure, and I want this idea to get as much exposure as possible. Moderators, should this not be suitable, feel free to move this thread to that sub-forum. Know that I will be sad, though =(

Killing floor 1 and 2 has always bugged me whenever the topic of resistances and vulnerabilities came up, because the only way I can figure out what the zeds are resistant or vulnerable to is by either delving into the code, digging through the internet, or figuring out rumors, as I cannot learn that scrakes are resistant to explosives or that crawlers are resistant to slash by simply playing the game. I believe Killing Floor 2, while it is in it's Early Access phase, should provide a damage feedback system on your HUD, with the damage value being a numerical value representative of your actual damage, coupled with an icon next to it denoting the damage type (bullets for bullets, an explosion for explosives, a nail for piercing, etc.). This number would update every time damage is dealt, would stay on screen for a period of time, calculate the damage dealt after multipliers, and change colors depending on zed strengths and weaknesses.

For example, if a grenade were to do 50 damage to a fleshpound, and the fleshpound has a 2.0x multiplier against explosives, then the damage number would show the damage dealt as 100. If this same grenade were to hit a scrake, and the scrake has a 0.5x multiplier against explosives, then the damage dealt would show as 25. This system, on top of easily knowing how much damage you're doing in relation to other methods of attack, would make figuring out resistances and vulnerabilities a much easier task (and would maybe discourage people from spamming grenades at a scrake).

When attacking a zed with a damage type it is neither weak nor strong against, the color of the damage number should be an easy-to-read, yet plain color (let's go with white with a black outline so it's possible to see it in snow levels). When attacking a zed with a damage type it is strong against, the damage number should change to a negative color (red, for example), perhaps with an animation or simply a red X next to it denoting it as being the wrong damage type to use. When attacking a zed with a damage type it is weak against, the damage number should change to a positive color (e.g., green or blue), and perhaps have a "popping" animation, to distinctify it as being an effective damage type to use against that zed.

Please note that I use the words "negative" and "positive" in a somewhat relative meaning; "negative" in this case would refer to "bad," like flashing red whenever your health goes down. "Positive" in this case refers to something "good," like the blue flash you see whenever a medic heals you.

I realize that this method would get a bit messy whenever multiple zeds are damaged in a relatively short period of time (shotgun piercing, grenades, etc.), so my idea to somewhat rectify this issue would be to implement one priority system, and a priority modifier system. The initial priority system would prioritize showing damage based upon zed hierarchy, which, unmodified, would look like this:

Clot < Gorefast < Stalker < Crawler < Bloat < Husk < Siren < Scrake < Fleshpound

The priority modifier would bump a zed up one tier of the priority ladder if that particular zed is resistant or vulnerable to the damage type given, with vulnerability display taking priority should two zeds land on the same tier. Neutral damage will have no effect.

Please note that, in the examples below, unless otherwise specified, I assume all zeds in these imaginary scenarios to have no resistances or weaknesses against any damage type. Colored text indicate bump ups in the hierarchy.

Examples:
  • If a shotgun hits both a clot and a crawler, the final damage number you see will refer to the crawler.
    Clot < ... < Crawler

  • If a grenade is thrown at both a stalker and a husk, and the stalker is weak against explosives and the husk is neither weak nor strong against explosives, then the final damage number would still relate to the husk, as the stalker would still not be on a higher tier than the husk.
    Crawler < Stalker < Bloat < Husk

  • Say you throw a grenade at two different types of crawlers, one weak against explosives, and the other one strong against them. The one weak against explosives would be the damage number displayed.
    Stalker < Bloat < Crawler 1 + Crawler 2

  • If a zed group is grenaded and a fleshpound is among the group, the damage number shown will always relate to the fleshpound, as his innate weakness to explosives guarantees that he will be at the top of the hierarchy. Note that scrakes have a resistance to explosives.
    Gorefast < Stalker < ... < Scrake < Fleshpound

  • If scrakes are resistant (or vulnerable to) fire damage, and fleshpounds are neither strong nor weak against fire, and both zeds received fire damage at the same time, then damage related to the scrake would prioritize over the fleshpound.
    Siren < Fleshpound < Scrake

Obviously, this entire system, especially the hierarchy method, is a proof of concept, and would most likely need refinements to work properly. Some confusion would still be present to those who are unaware of how the hierarchy system works in regards to damage dealt to more than one zed at the same time.

For example, in the stalker and husk example, how would someone know that the damage displayed related to the stalker and not the husk without prior knowledge of the hierarchy system? Granted, it wouldn't matter if the stalker and the husk were neither strong nor weak versus explosives, because why would you care which zed the damage relates to if neither have important information to convey to you? By "important," I'm referring to the type matchups. Perhaps a system different than a number on your screen would be better.

I hope all of that makes sense. If not, I'll try to clarify what isn't clear.

Pls ideas and suggestions


Damage feedback, with strength and weakness feedback

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