Floating combat text
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" Not this, you're not excluding people from playing by NOT including it... if its such a big deal why bother to start with the game when you know its not there. Its far more likely to create a rift between players than anything, once people know what numbers they do it will just jump straight back to the 'wow crowd tactics' of you cant join us unless you do xxx,xxx damage or things of this nature. You dont need it, you want it... why do you want it so badly, so you can wave your E-peen on youtube or something? Your character stats should be more than enough. |
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I don't think the text is necessary, and it clashes with POE's visual theme. However I do think some more in-game feedback is needed, particularly a distinct way to tell when your attack misses a target. This could be accomplished with an audio cue though.
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How soon can we expect this FCT update to come in?
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I think this is needed, it can be off by default.
Example: If I go along, hitting everything for an average of 250 damage, then I start beating on a mob, and notice I'm only doing 75 damage, I immediately perk up and think "Woah, what's going on..." Now contrast that with no text... I constantly see mobs health going down as I hit them. I run across the mob that's resist, all I see is his health going down slower. I don't know if this is A) Because I'm doing less damage or B) The mob just has a ton of health. For the most part FCT is just for show, but it does have practical uses when you start noticing your damage isn't "normal". |
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I support FCT. I would love to be able to see how much damage im doing.
Some of you really do have an 'elitist' attitude concerning this topic that is just silly. |
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id agree, optional is the route to take. IMHO
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I'd love to see it be an option, absolutely.
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" How can you say that with a straight face, seriously? You're implying it won't drive people away if you don't add it but you also say that people just shouldn't start to play in the first place if they want it badly. That's the same damn thing! Regardless of if they just started, never started, or have been playing forever, you are "excluding" those people. Hate to burst your tiny bubble but there's tons of people that won't play, I'm still on the fence simply because I have enjoyed every other aspect about the game (combat needs help - that's a whole other thread though). Numbers are a staple and a fundamental part of RPGs. They are a big draw for many players. There's no good reason to exclude those players. " Like I said, no good reason to exclude people who want this tool added to the game. There's no way to gauge what other people are doing so this wouldn't happen, it's for only yourself. It's a tool to gauge your progression or experimentation. It's a tool to gauge the choices you make with passives, gear, support gems, etc. You don't see other players numbers (thought that was obvious, usually you don't in games that do use FCT). " That's the ONLY use you can think of for combat text? No wonder you feel the way you do, you have such a limited perception of what numbers can do for people. And you don't even want to get into "need vs want". There are these things called quality of life mechanics that you usually don't need but they make the game MUCH better. I don't particularly think combat text is JUST a quality of life issue though because it goes MUCH deeper than that for me. It allows me to verify my choices instead of "feeling" like I made a good choice. It also helps me with situational spell choices, mana efficiency issues, and a slew of other things. It's a tool that I use to make tons of decisions and it feels good to see those decisions verified or rewarded. Maybe you like to play the "feeling" game where things just "feel" like they are going better because of your decisions, that's fine. I can make 5 different builds right now and "win" or survive Hardcore with all of them, and I can see how for some people, simply playing a different style is enough. But I want to see more distinction between my choices other than "stuff dies, you live" and "bad choice, you die" (there's some kill speed differences as well but it's hard to gauge well with all the random mobs/maps/affixes). Numbers give me the tool to gauge those choices better. If you don't like to play that way, fine, but that's no reason to make me play a guessing / "feeling" game if I'm a numbers guy. I'll leave off with a very specific example that has been in my head lately. How useful is debuffing monster resistances for me at level 25 with Elemental Weakness? I can't really tell after a few hours of experimenting. If I had combat text, I could see the IMPACT my choice makes instead of guessing. Being the min/maxer I am, even if I saw that I did 15 more damage with the debuff, I would still use it because I like that kind of stuff. No E-Peen involved... " They aren't, I think I adequately explained why already. My stats don't help me decide which spells to use when and which passives actually help me the be |____________ G . L . O . W . Y . R . M ____________| < My PoE career highlight, Being beat by Throzz, hehe > ||||||\\\\\~ http://tinyurl.com/2ndPlaceToThrozz ~/////|||||| Last edited by Glowyrm#3324 on Aug 12, 2012, 5:46:19 PM
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I would LOVE to see this in the game.
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