Enemy HP Bar.

Spuz

Without rain, nothing grows.
A HP bar for the enemy in which you are currently targeting.

Possible shown in the box which specifies enemy name [bottom left corner].

Would be handy for boss fights and general enemies. Any thoughts?
 

TheMilkMan

Member
I like this thought, though...I also like the mystery of not knowing how much health the boss/enemy has...it would help people who are just starting out...if they are playing with a partner, and they hit an enemy, the partner could tell that they've hit that enemy for exp and could then safely kill it knowing they're not robbing the friend of exp...hmm...
 

Spuz

Without rain, nothing grows.
That's a nice thought, looking after the newer playrrs. Didn't consider that.

It would be good also for seeing what damage is actually being done (example giz on dragon).

You'd be able to make note of DMC easier and avoiding it.

Planning your attacks differently due to the knowledge of HP.

And???
 

Ganymede

ハードコア
That's a nice thought, looking after the newer playrrs. Didn't consider that.

It would be good also for seeing what damage is actually being done (example giz on dragon).

You'd be able to make note of DMC easier and avoiding it.

Planning your attacks differently due to the knowledge of HP.

And???

Yeah I think that would be a really great addition, especially for those trying to figure out the best means of attack for certain bosses and enemies. I mean if it was made toggleable, ya know, for the purists and all.
 

Edieso

Member
yup this is a good idea this game has so much potential we can just make it our OWN typee of psobb.
 

Melirei

Retired Game Mechanic Novelist
It would be helpful to have a visual indicator of how well you're really doing, good for learning and practicing, and also better for coordination. Like if someone already demon'd or dealt great damage to an enemy, you can notice that and use a clean up weapon instead of your Charge Vulcans. But in the end I would prefer to know the combo-killing knowledge by heart. HP bars breaks the immersion somewhat, which I kind of dislike.

Yea I support it but hope it's toggleable.
 

Nikki

meh...
I gotta agree with Cookie on this one, I like the idea but seriously it'd cause a lot of arguments on gameplay method. Some players are just bad and just cant be assed to care if they're dmc'ing.
 

tofuman

Administrator
Staff member
It is something we could do. Although most enemies in psobb don't live long enough in my opinion for it to be too useful. Would be a nice feature though.

Bosses would likely cause confusion. As alot of them have multi parts with their own hp.
 

Ganymede

ハードコア
It is something we could do. Although most enemies in psobb don't live long enough in my opinion for it to be too useful. Would be a nice feature though.

Bosses would likely cause confusion. As alot of them have multi parts with their own hp.

well maybe partition the boss hp bars?

for example dark falz has 3 forms. When fighting the first form, damage to him will only bring the HP bar to 2/3 full and stop until second form takes damage, ect.
 

Matt

Administrator
Staff member
No, the issue is that enemies like Vol Opt have multiple parts which have their own HP pools but also take from the main HP of the enemey.
 

Nikki

meh...
Good lord just imagine having to kill every delrol segment. It'd be like monster hunter without the shitty control/movement mechanics lmao.
 
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Spuz

Without rain, nothing grows.
No, the issue is that enemies like Vol Opt have multiple parts which have their own HP pools but also take from the main HP of the enemey.

Couldn't you just have the main bar as the HP gauge?
 

Cyb3r_ZER0

Member
Couldn't you just have the main bar as the HP gauge?

They probably could if its bosses like the dragons or Gal Gryphon that have multiple parts but one giant HP bar but it is probably more complicated for the ones that get destroyed parts like De Rol Le or Vol Opts. I think making it toggleable would be a good idea since I think part of the fun is knowing and guesstimating what you should do next since this essentially makes the game too casual.
 

Sodaboy

Administrator
Staff member
We tested a DMC solution before which didn't work too well on bosses. It worked OK on most enemies, too, but glitched on Dubchics. I have an idea for DMC solution part 2 which I'll be trying to implement maybe this weekend or sometime next week. I think this new idea will work better.

Don't know if we'll do this HP bar thing. I'm not interested in implementing it at all, and have a long list of other things I am working on. But maybe tofuman will do it. :p
 

HereticKitsune

Dorksune
We tested a DMC solution before which didn't work too well on bosses. It worked OK on most enemies, too, but glitched on Dubchics. I have an idea for DMC solution part 2 which I'll be trying to implement maybe this weekend or sometime next week. I think this new idea will work better.

Don't know if we'll do this HP bar thing. I'm not interested in implementing it at all, and have a long list of other things I am working on. But maybe tofuman will do it. :p

If you fix DMC, you'll be a freaking hero.
 
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