Ambrosius Report post Posted April 26, 2009 As is you get no message or other effect when a positive perk like evanescence, fatal man, body piercing or mirror skin works. Because of this it is hard to see if the perk works and how often, makes it hard to judge how beneficial it is. It would be nice if you get a little message every time the perk works, like the fading xp above your head. it could be a small fading text like: "BP" for a body piercing hit "Mir" for a mirror hit "FM" for a fatal man hit "Eva" for an evanescence dodge It would probably stimulate taking these positive perks aswell. Share this post Link to post Share on other sites
Vanyel Report post Posted April 26, 2009 I think it's a good idea. It should promote using positive perks. Share this post Link to post Share on other sites
robotbob Report post Posted April 26, 2009 Great idea. Also I would like to add, messages for criticals (critical to hit\damage) Share this post Link to post Share on other sites
Raytray Report post Posted April 26, 2009 Correct me if I'm wrong but for archery, crits make blue arrows. So this idea isn't too far off from something already implemented. I believe this is a good idea. Share this post Link to post Share on other sites
nightraver Report post Posted April 26, 2009 Nice idea, Maybe the same way as the 'you where healed by your armor' thing. altough that might give too much local spam. Share this post Link to post Share on other sites
Ambrosius Report post Posted April 26, 2009 Would be nicer if just you can see it, to avoid more spam in combat / training. A small fading message or text above your head would give you a good idea how effective something is without being too annoying. Share this post Link to post Share on other sites
eliguttman Report post Posted April 27, 2009 but it would be very annoying if you have exc perk and every thing you harvest you get a message over your head Share this post Link to post Share on other sites
Raytray Report post Posted April 27, 2009 Then set it for the less obvious aforementioned perks. Share this post Link to post Share on other sites
Ambrosius Report post Posted April 27, 2009 I was more thinking about the combat perks...especially those which have a xx% chance to work. Excavator perk works always, 2x harv when you take it^^ Share this post Link to post Share on other sites
Sonic Report post Posted April 27, 2009 Sounds good. Share this post Link to post Share on other sites
Adhikari Report post Posted April 27, 2009 I would be nice to see the crit hit/damage done, maybe the colour of ther HP lost could change to show this. Nice idea for positive perks being seen too Share this post Link to post Share on other sites
DHT Report post Posted April 27, 2009 I would be nice to see the crit hit/damage done, maybe the colour of ther HP lost could change to show this. Nice idea for positive perks being seen too OR simply the number be bigger? Share this post Link to post Share on other sites
Cycloonx Report post Posted April 27, 2009 I would be nice to see the crit hit/damage done, maybe the colour of ther HP lost could change to show this. Nice idea for positive perks being seen too OR simply the number be bigger? Damage numbers already get bigger with higher damage iirc. Share this post Link to post Share on other sites
Kaddy Report post Posted April 27, 2009 Not that i know of. Share this post Link to post Share on other sites
robotbob Report post Posted April 29, 2009 Not that i know of. Yes, scaled damage messages are in the client, since: Tue Apr 1 16:13:11 2008 Revision 1.234 - (view) (download) (annotate) - [select for diffs] Tue Apr 1 16:13:11 2008 UTC (12 months, 3 weeks ago) by superfloh Branch: MAIN Changes since 1.233: +2 -2 lines Diff to previous 1.233 - applied Alberich's patch for scaled damage messages - get rid of compiler warnings Revision 1.232 - (view) (download) (annotate) - [select for diffs] Sun Mar 30 01:25:13 2008 UTC (13 months ago) by superfloh Branch: MAIN Changes since 1.231: +10 -4 lines Diff to previous 1.231 scale floating damage message with the amount of damage taken, might need some fine tuning { float font_scale2 = font_scale*powf(1.0f+((float)abs(actor_id->damage)/2.0f)/1000.0f, 4.0); draw_ortho_ingame_string(hx-(((float)get_string_width(str) * (font_scale2*0.17*name_zoom)))*0.5f, a_bounce+hy+10.0f, 0, str, 1, font_scale2*.14, font_scale2*.21); } glDisable(GL_BLEND); Share this post Link to post Share on other sites