Damage Numbers

it's just extra shit on the screen, making visibility worse.

Take crossbows and have one of the machine gun skills, how the hell dose the game display that so it is readable and not covering half the screen?
Ancestral Bond. It's a thing that does stuff. -Vipermagi

He who controls the pants controls the galaxy. - Rick & Morty S3E1
It is your subjective opinion. Nobody makes you to use this option. You don't like it? Turn it off!
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Hi, Gear Games! Thank you very much for continuing to develop your game!
I have a very big request for you. Could you make a switchable option for showing damage numbers? Preferably customizable, of course. What font, what size, color, and so on. So that everyone can set it up as they like. Yes, I know that you have been asked about this for over 20 years and you categorically refuse. At least, that's what I was told that you categorically refuse. But I just can't understand why? Why not make this option disabled by default, and whoever needs it can enable it and set it up as they need it. After all, many people like this. It gives a special feeling. Different feelings. Yes, besides feelings, it can also be useful. For example, this way you can see that a certain enemy has resistance to a certain type of damage. This gives tactical advantages. In all, absolutely all games of this genre, there is such a function and everywhere it is optional and customizable. For many players, gradually increasing damage numbers contribute to the production of Dopamine. I can write about this for a long time, but I don't want to bore you.
If you categorically state that there will never be damage numbers in your game, then please could you explain why?
Sincerely, Maxim.


They dont do this because if you had actual data you could fix problems. Most of the mob abilitys/damage isnt even fleshed out, theres no mob bestiary. theres nothing giving data on armor of x y z mob, block rate, etc etc, if there is its datamined from chinese/korean item sellers

Security through obsecurity. Game engine starts to calculate poorly and break down? Never know
Dernière édition par Virginiaponics#3966, le 5 avr. 2025 à 06:21:12
Funny thing about "ruining immersion", i could say the very same thing about trade which is the default mode.
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eeeeechuta#7800 a écrit :
Funny thing about "ruining immersion", i could say the very same thing about trade which is the default mode.


Haha. Trade is EZ mode. ;)

--

(Trade for people who just want to gear up burn the game and move on.
SSF for those who enjoy the loot hunt and craft.
Hardcore for those who like to nail their foreskin to the wall.)
"PoE1 Clone Has No Future!" ;) | EA 0.2 | Trade is EZ mode. ;) | Path of Trading ;) | "TLDR: -1 Devs ohhh" (Lol.) | "I've played a lot of videogames. It's my primary recreational activity. Best games ever: Elden Ring and Diablo 4." ~Elon Musk, 2023 | "Dawg", "IQ 48" ¯\_(ツ)_/¯ | [Removed by Support]
Dernière édition par chobo999#2010, le 5 avr. 2025 à 06:48:03
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Akedomo#3573 a écrit :
I never minded them at all honestly. I like when it's a choice. That way everyone gets what they want.


Implementing a good damage numbers system is a lot of dev work, it's not just "we didn't do it because we hate your playstyle"

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Akedomo#3573 a écrit :

Hopefully they change their stance on this. The immersion argument makes zero sense when they're wanting to ban people using their immersive 32:9 monitors.

Oh well.


I love blind dismissal. In an isometric view game (or any that displays all 3 dimensions), increasing the horizontal scope of a game takes massive resources. You're being forced to show more in every direction. This could be beyond what the engine can handle with the way the game is currently built.

Sure, they could let you use the full width, but maybe it wouldn't be as immersive if the outside 30% of your picture was all pixelated and blurry so as not to break their systems.

Food for thought - it's almost never personal - that doesn't change because you don't understand the reasons.
"
Virginiaponics#3966 a écrit :
"
Hi, Gear Games! Thank you very much for continuing to develop your game!
I have a very big request for you. Could you make a switchable option for showing damage numbers? Preferably customizable, of course. What font, what size, color, and so on. So that everyone can set it up as they like. Yes, I know that you have been asked about this for over 20 years and you categorically refuse. At least, that's what I was told that you categorically refuse. But I just can't understand why? Why not make this option disabled by default, and whoever needs it can enable it and set it up as they need it. After all, many people like this. It gives a special feeling. Different feelings. Yes, besides feelings, it can also be useful. For example, this way you can see that a certain enemy has resistance to a certain type of damage. This gives tactical advantages. In all, absolutely all games of this genre, there is such a function and everywhere it is optional and customizable. For many players, gradually increasing damage numbers contribute to the production of Dopamine. I can write about this for a long time, but I don't want to bore you.
If you categorically state that there will never be damage numbers in your game, then please could you explain why?
Sincerely, Maxim.


They dont do this because if you had actual data you could fix problems. Most of the mob abilitys/damage isnt even fleshed out, theres no mob bestiary. theres nothing giving data on armor of x y z mob, block rate, etc etc, if there is its datamined from chinese/korean item sellers

Security through obsecurity. Game engine starts to calculate poorly and break down? Never know

You want to say that damage numbers would show their drawbacks? That they eould bring to light a lot of mistakes they didn't fix?
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lagwin1980#2224 a écrit :
it's just extra shit on the screen, making visibility worse.

Take crossbows and have one of the machine gun skills, how the hell dose the game display that so it is readable and not covering half the screen?


This was solved ages ago with consolidated damage floaters. The floater just increments on hit and only disappears after the mob dies or enough time went without a hit. Otherwise it's one floater per mob every few seconds. For many mobs, this was solved by just filtering out damage done to mobs under a certain rarity threshold. At a certain density, white mobs won't show floaters, but elites/rares will. There are solutions to all of these things that reduce screen clutter. If anything, the effects need to be toned down a little to make the screen more readable.
Dernière édition par Trilkin#7788, le 5 avr. 2025 à 08:18:49
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Redthorne82#3177 a écrit :
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Akedomo#3573 a écrit :
I never minded them at all honestly. I like when it's a choice. That way everyone gets what they want.


Implementing a good damage numbers system is a lot of dev work, it's not just "we didn't do it because we hate your playstyle"

"
Akedomo#3573 a écrit :

Hopefully they change their stance on this. The immersion argument makes zero sense when they're wanting to ban people using their immersive 32:9 monitors.

Oh well.


I love blind dismissal. In an isometric view game (or any that displays all 3 dimensions), increasing the horizontal scope of a game takes massive resources. You're being forced to show more in every direction. This could be beyond what the engine can handle with the way the game is currently built.

Sure, they could let you use the full width, but maybe it wouldn't be as immersive if the outside 30% of your picture was all pixelated and blurry so as not to break their systems.

Food for thought - it's almost never personal - that doesn't change because you don't understand the reasons.

Sorry for rude words but it is all complete nonsense the reasons you have given. If it was so difficult to implement damage numbers they would not exist just in EVERY ARPG in all gaming industry. Beginning with such masterpeaces as Grim Dawn and finishing with such slotted and garbage as Torchlight 3, Sacred 3 etc. Do you want to say that the developes of these piece of shit are more talanted that the developers of Path of Exile? Ofcause not! But even in their rubbish there are damage numbers!
If we had the option we would have better information on which builds are good, and which ones suck.

Example: build that do 50k damage vs 500k.

Idk if this is good or bad. People will end up playing same build, if information is easily available. However it would make balancing easier, based on feedback from players verifyable info (numbers).

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