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JockII

Extended combat flavour text for damage delt

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Simplfied version with examples.

 

Players should have better feedback of the amount of damage they do. In the combat window players are given feedback in terms of text. Below is the code that gives you a string based on the damage you do.

 

Example 

 

You do less than 0.5 damage you will get the message 

 

You hit x very lightly and tickle it

 

Now if you do more damage it goes up to and with a weapon (shortsword) say 1 damage.

 

You hit x lightly and slap it

 

This eventually goes up to:

 

You hit x Deadly hard and damages.

 

Now lets say that the damage threshhold to get this message is 15 damage. Anything you do above 15 damage will always have this same message.

 

Lets say you do a 50 damage hit their is no change to this message, no additional feedback.

 

It returns the same string - deadly hard and damages it.

 

What i suggest is we add in new tiers for these bigger hits that allready do happen to give playera the feel good factor.

 

E.g. 

 

You do 30 damage

 

Insanly hard and obliterate it

 

You do 50 damage

 

Ubsurdly hard and annihilate  it

 

60+ damage

 

You hit x godly hard and destroy it.

 

To reafirm. This is simple an improvment to the strings the game calla when damage is delt in combat within combat window. No damage buffs occure no extra damage is added.

 

Just a more extensive and reliable feedback for combat logs. This is as simple as i can make it i hope this clarifies any miss conceptions.

 

The code:

 

 

 


public static String getRealDamageString(double damage)
  {
    if (damage < 500.0D)
      return "tickle";
    if (damage < 1000.0D)
      return "slap";
    if (damage < 2500.0D)
      return "irritate";
    if (damage < 5000.0D)
      return "hurt";
    if (damage < 10000.0D) {
      return "harm";
    }
    return "damage";

 
 

 

 

Edited by JockII
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-1 if you can do it.. same for the mob..

 

I'd not like to get obliterated by a doge<_</troll/dragon...

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3 minutes ago, Finnn said:

-1 if you can do it.. same for the mob..

 

I'd not like to get obliterated by a doge<_</troll/dragon...

I should confirm this is just text feedback with the same damage. In the code once you hit a point of damage no matter how much you do you will always get the same feedback.

 

This suggestion is to expand the description for higher damage hits.

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A way to switch between 'flavor text' and actual damage numbers would be nice, so you can see exactly what you're hitting.

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2 hours ago, JockII said:

I should confirm this is just text feedback with the same damage. In the code once you hit a point of damage no matter how much you do you will always get the same feedback.

 

This suggestion is to expand the description for higher damage hits.

Meaning.. you never do better hits(special moves/rng to hit better/etc)? It's all based on improved 'focus' as the fighting goes on?

Seems too dumb...wurm's usually based on simple but better mixed components.

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Clearly either i've not explained this simply enough. Will simplfy the Original post.

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Erased and simplfied op with examples and code to back it up. If you can make this simpler to explain than this please do. Will happy copy and paste to op.

Edited by JockII

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+1 for real numbers, -1 for more messages I won't remember.

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5 hours ago, Yiraia said:

+1 for real numbers, -1 for more messages I won't remember.

Like on test server where you are tracking 0.0001 levels of damage?

 

So combat becomes even more reading and now math?

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+1, always thought it silly how i could hit for 5 or 6 damage or 30-50 and it all says the same thing. it really cheapens how progress feels in the game when at a certain level the flavor text doesnt get any different.

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26 minutes ago, JockII said:

Like on test server where you are tracking 0.0001 levels of damage?

 

So combat becomes even more reading and now math?

I wouldnt care to see the damage, im sure all those numbers are ugly. But percentage wouldnt be bad. "You have eliminated 21.2% of X's health" "You have slapped 3.5% of X's health". I wanna know if i should stay in a fight, Not laugh at the fact im tickling trolls with my kicks.

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10 hours ago, Yiraia said:

I wouldnt care to see the damage, im sure all those numbers are ugly. But percentage wouldnt be bad. "You have eliminated 21.2% of X's health" "You have slapped 3.5% of X's health". I wanna know if i should stay in a fight, Not laugh at the fact im tickling trolls with my kicks.

Ok that makes sence a simplified version. Personally i like the jesus how much did i hit for there moments but can see for some numbers can be alot more informative.

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On 2017-6-11 at 10:33 PM, Zaramoth said:

+1, always thought it silly how i could hit for 5 or 6 damage or 30-50 and it all says the same thing. it really cheapens how progress feels in the game when at a certain level the flavor text doesnt get any different.

It is just poor feedback, players are left in a semi limbo state. Thinking damn i hit hard, wait did I?

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It also shouldn't be that much work at all adding in a few lines of code. Quality of life changes always come over very well.

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Absurdly and +1 for this. 

Even if it's not the exact words you chose I like the idea of it being more specific.  

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1 hour ago, Matholameu said:

Absurdly and +1 for this. 

Even if it's not the exact words you chose I like the idea of it being more specific.  

Just some suggestion to get th idea across and absurdly hard is good.

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