Oh ok, I see what you mean. That's a lot better than what I was thinking it was.Miles Tormani said:Well, the health meter is actually more accurate than that (divided into nine or eighteen blocks, depending on how you want to look at it), but it happens to regenerate to a third. Or two thirds if you were at half health.
Yes, yes I do. Most of the time it's after a head on fight with someone who I've killed while narrowly avoiding death, and they usually ask me out of curiosity how close they had been to winning the fight- i.e. how close I was to dying.When teammates are checking in on your health, though, do you really need to say anything other than "near death"? Saying that you have exactly 23 hit points doesn't really help. It's still going to be about the same number of bullets that kill you.
The other major argument is that the move away from complex HUDs simplifies things greatly. This is, of course, true. However, you're turning the whole screen into a hud and just making the indicator more intrusive when it shows up, so I still think it's a wash. Just pointing out there's a better argument, even if it's one I don't particularly agree with.Sacman said:It seems that we agree, I try to argue the same point but the only thing anyone ever says is, "Health bars aren't realistic.."
I find it strange that in some games I catch myself switching weapons just to bring up the ammo display. There's just something inherently... backwards about that system.Zachary Amaranth said:I like simple HUDs, but some info should be well displayed. Health is vital (no pun intended) and shouldn't hinder your gameplay experience.
See, once again, unless I'm at more or less 1 hit point, something that can be easily guessed by my health bar being empty, claiming that I'm "near death" is good enough. To go by the Halo example, it doesn't matter if I have one health block or one and a half. One good DMR shot is still going to kill me. How "hard" it killed me is rather unnecessary at that point.Squilookle said:Oh ok, I see what you mean. That's a lot better than what I was thinking it was.Miles Tormani said:Well, the health meter is actually more accurate than that (divided into nine or eighteen blocks, depending on how you want to look at it), but it happens to regenerate to a third. Or two thirds if you were at half health.
Yes, yes I do. Most of the time it's after a head on fight with someone who I've killed while narrowly avoiding death, and they usually ask me out of curiosity how close they had been to winning the fight- i.e. how close I was to dying.When teammates are checking in on your health, though, do you really need to say anything other than "near death"? Saying that you have exactly 23 hit points doesn't really help. It's still going to be about the same number of bullets that kill you.
Another case is when your teammates see you run down a path, only to dissapear in the smoke of falling artillery, bursting grenades, mounted MG fire and bullets and bombs from planes zooming overhead. When the smoke clears and you're still off in the distance alive, knowing just how low your heath is is something they usually ask first. In the game I play online the most, all I have is a health bar divided into sub-bars, and I can only estimate based on that. Health percentage tells you exactly what it is, at a glance, and can also tell you exactly how much damage each hit does to you.
Once again, I don't see how it matters. If I manage to make it through a fight, and end it with full health, it means I did well. If my health bar is short, it means I barely scraped through. Whether it's specifically at 4 or 5 percent means very little either way.Squilookle said:I think we're looking at it from different sides of the glass- you're looking at it from the point of view of how much damage the player is still able to take before dying, whereas I'm looking at it from the point of view of how much damage a recent fight/event has brought the player down to without killing them.
Sort of like you're focused on how that player will fare in the upcoming future firefight, while I'm thinking of how well they fared in that noteworthy recent moment in the past.
To which I'd say "How is getting covered with raspberry jam/spontaneously developing cataracts realistic?" or more often just point that "realism" isn't necessary when it impedes gameplay. That's my biggest gripe with Call of Duty. If you get severely damaged and need to make a quick getaway you can't because your as good as blind.Sacman said:"Health bars aren't realistic.."
...Alright, suppose we'll just leave it at that then.Squilookle said:OK, so bottom line: the exact health value doesn't matter to you, and for me and my group it does. Seems simple enough.
BRiNK has health bars. I'm gonna wait for thatScarecrow 8 said:I miss health meters, those guys had style.
Well done,Soviet Heavy said:LONE STARR! (camera smashes into helmet)x EvilErmine x said:'Sir we've been jammed'
'what?'
'We've been jammed sir....i think it's raspberry'
'Raspberry? Hmm.....only one man would dare to give ME the raspberry!'
Cookie for the refrence.
Agreed. I really do like health regen over having to item hoard in sandbox games. They just do need a better display system for it sometimes. And also things like ammo. Especially when actually in combat, there's little excuse to not show it. In fact, when armed there's little excuse not to show it. Like I said, I like less clutter, but some things should be displayed. A health meter and ammo count do not automatically make for a cluttered HUD and if you know what you're doing, it shouldn't ever make for one.Squilookle said:I find it strange that in some games I catch myself switching weapons just to bring up the ammo display. There's just something inherently... backwards about that system.Zachary Amaranth said:I like simple HUDs, but some info should be well displayed. Health is vital (no pun intended) and shouldn't hinder your gameplay experience.
Mind you I thing Regen heath is the ideal way to handle a sandbox game. You never know where an outbreak of mayhem will take you, and having to rely on non-respawning health pickups is a bit less than ideal. So yeah, regen FTW in sandbox games.
I played on Hard, and Life-2 doesn't help when you can be killed by a sniper in one shot. IIRC, the easier difficulties are much like you described, which is why I didn't enjoy them much.Miles Tormani said:Bad Company 1 required more tactics in single player due to the health system? Interesting claim, considering I spent most of the second half running past enemies and repeatedly using the Life-2 instead of actually shooting people.Chamale said:I'd like a system without health regen. Injuries either kill you dead, leave you to bleed out in a few minutes, or impair you somewhat.
Rainbow Six was like that on the N64. It was possible for the character to be killed in a single shot from an enemy. The same was true in the first Battlefield: Bad Company's singleplayer mode. It was fun, because you had to use more planning and tactics than in most FPS games.