Results 1 to 6 of 6

  Click here to go to the first Dev post in this thread.   Thread: Damage and Crit numbers

  1. #1
    Member
    Join Date
    Oct 2021
    Posts
    243
    Thanks Thanks Given 
    11
    Thanks Thanks Received 
    15
    Thanked in
    5 Posts

    Default Damage and Crit numbers

    As it is right now the damage numbers are super clustered and makes it harder to see the higher crits, especially now since crit damage is slowly and more so ever becoming more meta and crit chances are though the roof/?.

    So as a suggestion maybe normal damage would be WHITE and would have the lowest priority meaning it would stay on screen for the shortest time. Critical hits, YELLOW, would be a higher priority overlapping normal damage (normal damage , the lowest priority never overlapping critical damage) numbers and stay on screen for a longer period and for "Super crits", BRIGHT RED, they'd appear Infront or at the top of every other damage number, a bit bigger and stay on screen for the longest period with no other damage number being able to overlay, of course higher "Super crits" would overlay smaller ones with clarity aswell.

    This could also be vise versa since right now normal damage numbers are red so Super crits can be WHITE and normal crits can stay YELLOW.


    Or if not these specifics I think just more clarity between numbers would be fine (making them stay longer on screen , less glow and numbers brighter) just something I thought of, really hope it makes it in the game.

  2. #2
    Forum Adept OdenTheJust's Avatar
    Join Date
    Jan 2015
    Location
    In your backyard, smelling your laundry
    Posts
    483
    Thanks Thanks Given 
    32
    Thanks Thanks Received 
    47
    Thanked in
    24 Posts

    Default

    To add to the damage visuals, i think maybe it would be cool to see what % of damage done was done by what player and maybe some other statistics too. If we cant quite process the numbers that are flying up on the screen and it would be too hard to implement a damage priority then could we have a stats screen at the end that showed like damage dealt by each player, highest damage number, highest dps. Other games have it and i think that it would be cool and insightful. Gives certain players a chance to flex on their damage output and show people just how much they are doing for the team. Other ideas for statistics at the end of a round are like damage taken and mobs slain, mana and health pots used. Anyways let me know what you guys think about this.

  3.   This is the last Dev post in this thread.   #3
    CTO asommers's Avatar
    Join Date
    Feb 2010
    Posts
    5,112
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    3,329
    Thanked in
    1,531 Posts

    Default

    There are a few things we can do here. I think the numbers are just in a queue above the target emitting from the same point. I don't think we're going to change the colors (damage is red, crit is orange), but maybe each hit should be offset in both x and y from previous hits avoiding overlap so the numbers can be read.

    -ALS

  4. #4
    Senior Member
    Join Date
    Oct 2022
    Posts
    1,292
    Thanks Thanks Given 
    198
    Thanks Thanks Received 
    67
    Thanked in
    60 Posts

    Default

    Quote Originally Posted by asommers View Post
    There are a few things we can do here. I think the numbers are just in a queue above the target emitting from the same point. I don't think we're going to change the colors (damage is red, crit is orange), but maybe each hit should be offset in both x and y from previous hits avoiding overlap so the numbers can be read.

    -ALS
    that's sounds great


    Enviado desde mi iPhone utilizando Tapatalk

  5. #5
    Member
    Join Date
    Oct 2021
    Posts
    243
    Thanks Thanks Given 
    11
    Thanks Thanks Received 
    15
    Thanked in
    5 Posts

    Default

    Quote Originally Posted by asommers View Post
    There are a few things we can do here. I think the numbers are just in a queue above the target emitting from the same point. I don't think we're going to change the colors (damage is red, crit is orange), but maybe each hit should be offset in both x and y from previous hits avoiding overlap so the numbers can be read.

    -ALS
    Clarity is the aim, so sounds good.

  6. #6
    Member
    Join Date
    Oct 2023
    Posts
    209
    Thanks Thanks Given 
    35
    Thanks Thanks Received 
    57
    Thanked in
    42 Posts

    Default

    Quote Originally Posted by asommers View Post
    There are a few things we can do here. I think the numbers are just in a queue above the target emitting from the same point. I don't think we're going to change the colors (damage is red, crit is orange), but maybe each hit should be offset in both x and y from previous hits avoiding overlap so the numbers can be read.

    -ALS
    This is not a bad idea.

    Another suggestion would be adding a new chat command that allows us to view the damage log that we do. In my opinion, that would be better and easier for players to view and keep track the damage they are outputing.

Similar Threads

  1. Replies: 0
    Last Post: 08-12-2023, 06:03 PM
  2. Boss Damage/Elite Damage/Crit Damage
    By Copycode in forum AL General Discussion
    Replies: 6
    Last Post: 04-06-2023, 12:10 PM
  3. Sell Kraken Armor 16% elite damage 8% boss damage 2% crit
    By Sunsoon in forum AL Traders Market
    Replies: 4
    Last Post: 02-06-2023, 06:08 AM
  4. Damage numbers
    By Charles_Shadwick in forum AL Suggestions
    Replies: 5
    Last Post: 07-03-2022, 11:56 AM
  5. Mythic bow proc damage - no numbers
    By Serancha in forum AL Technical Issues and Bugs
    Replies: 2
    Last Post: 07-14-2014, 11:07 AM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •