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Booomba
  • USWest
  • 0. Floating Healthbars are Distracting   06/23/2009 12:32:36 AM PDT
The floating healthbars are distracting and annoying. Especially when they get in the way of what you're trying to see/click on, not to mention they take you out of the immersion. I know this has probably been discussed already...but maybe not, because as of the last blizzcon, there were still those floating health bars. I hope there is an option to toggle those off and alternatively place them on the top portion of the screen, d2 style. Simply having a toggle to turn those off (if that is even possible, would not be enough, because it would detract from gameplay, and moving it to the top of the screen would solve this.)

Please. :)

But little does everyone know that in real life, I am actually Tsr, Deleb, Steel, Booomba, AND BASHIOK. MUHAHAHAHAAAAA, I AM COW KING.. YOU LITTLE BABY COWS!!!
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Demon-chan
  • Europe
  • 2. Re: Floating Healthbars are Distracting   06/23/2009 01:20:07 AM PDT

Q u o t e:
The floating healthbars are distracting and annoying. I hope there is an option to toggle those off and alternatively place them on the top portion of the screen, d2 style.


I re-watched the Gameplay Trailer and didn't think the health bars are distracting or annoying, but I agree that there should be a toggle-option for it.
Toggle 1: d3-style (over the heads of the monsters)
Toggle 2: d2-style (top of screen)
Toggle 3: health bars off. I don't need health bars when my character is so strong to 1 hit mobs (eventually , that will happen)



Q u o t e:
Nawww man, Shiba Inu.


しば犬?
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Demon-chan
  • Europe
  • 4. Re: Floating Healthbars are Distracting   06/23/2009 01:55:05 AM PDT
I agree, that it was a problem in Diablo II with bosses. But I always liked the way I could kill mobs fast and easy. But I never had the strongest items (no runewords ever used in D2).

Personally I think it shouldn't be much different in D3. I don't want to attack 10 times to kill 1 lousy enemy, like in World of Warcraft. Diablo is all about slaying masses of monsters with few attacks - just like the gameplay trailer has shown. I know that it was for demonstration purpose and that the characters where way higher than they probably should have - but I think that's the way it should be.

I'd rather have challenging enemies (like the shield-skellis who needed to be stunned) than enemies that have insane amounts of life compared to the damage output of a medium-well geared character.
I want to feel strong - and 1 or 2 hitting enemies is a major part of it


ps: A "better than medium well"-geared character shouldn't 1- or 2-hit monsters in the highest level-area in hell mode, I agree. But we shouldn't have to play whack-a-monster (= hitting a monster over and over and over just to kill it)

http://www.youtube.com/watch?v=AJxCd2F-Zb8
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Ressurrector
  • USWest
  • 6. Re: Floating Healthbars are Distracting   06/23/2009 02:13:44 AM PDT
D2 actually had the outlines of enemies change colors as they went down hp IIRC
green?->yellow->red

Something like this might be an alternative, though I'm not sure how well it'd go with the 3d graphics.

Another option would be the skin/texture of the monster changes as it gets more hurt: cuts, blood, etc... This would mean having extra decals for each critter, which adds up to quite a bit more work for the animators though.

There is no Good without Evil,
nor Order without Chaos.
~~Keep the balance~~
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Demon-chan
  • Europe
  • 11. Re: Floating Healthbars are Distracting   06/23/2009 04:40:46 AM PDT
Something I forgot to mention:

when I meant 1 or 2-hitting monsters your level, it should be with your strongest attack-skills, not with your normal attack. With normal attacks you should need ~3-4. hits.

And I'm talking about regular, "swarm"-monsters like the fallens, skelletons or these scavanger-frogdogs.
Larger enemies (these bull-chargers from the WD part of the gameplay video or the unburied) should come in small groups 1-3 and thus need more than a few hits, lets say 3-4 with your strongest spells.

[ Post edited by Demon-chan ]

Blizzard Entertainment
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Bashiok
Blizzard Poster
  • 14. Re: Floating Healthbars are Distracting   06/23/2009 10:24:04 AM PDT
I think we essentially agree with you. The floaty 'above creature' health bars raised a few different concerns and they've since been changed. Health bars for uniques and bosses are displayed at the top, and health bars for everything else are displayed at the bottom (both stationary). It works well, it's all out of the way but still accessible if needed and more importantly you can keep an eye on boss/unique health as well as any lesser minions you happen to be fighting.
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090876
  • Europe
  • 16. Re: Floating Healthbars are Distracting   06/23/2009 10:35:19 AM PDT
Grats to the devs, seems like the best option. Though it would STILL be nice to have the option to have floating bars for those who like it that way. Maybe luxury but should not be that hard to code, well i dunno.
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Vaphell
  • Europe
  • 17. Re: Floating Healthbars are Distracting   06/23/2009 10:47:19 AM PDT
talking about destroying immersion - what is the current situation with critical hits?

If i am not mistaken, huge red number shows up when crit lands on some poor bastard. If that's the case i'd love to switch it off. I certainly don't want to see any of '666! Over 9000! UberDamage! 28x Combo!' like sh!t :-)
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