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Zulthus
2012-06-05, 08:38 PM
A while back on Reddit Higby posted a message that everyone assumed meant there would be no strawberry jam damage indicator, but it seems to have made its way in.

I'm fine with flashes of red to show that you're getting shot. But it sticking around is what irritates me. It just gets in the way and looks kind of dumb.

What is your opinion on the strawberry jam?

GreatMazinkaise
2012-06-05, 08:39 PM
A while back on Reddit Higby posted a message that everyone assumed meant there would be no strawberry jam damage indicator, but it seems to have made its way in.

I'm fine with flashes of red to show that you're getting shot. But it sticking around is what irritates me. It just gets in the way and looks kind of dumb.

What is your opinion on the strawberry jam?

I thought that might indicate a red alert base (it seems to remain even on the respawn screen). Not a fan.

Graywolves
2012-06-05, 08:40 PM
I'm not interested in it either.

cBselfmonkey
2012-06-05, 08:40 PM
Red flashes to let me know I'm loosing health is fine.

Jam on my visor isn't. Its just unsanitary.

SpcFarlen
2012-06-05, 08:41 PM
Ya not a huge fan of that.

Knightwyvern
2012-06-05, 08:42 PM
I agree; quick flash yes, long term or sustained (pun intended, har har) please no.

NewSith
2012-06-05, 08:43 PM
Your options are flawed and very easily indicate your opinion.

But your "red crap" is not about realism, it's about simplicity to see when you've taken critical damage. I have no problem with that, I assure you...

EDIT: You do realise that the red jelly is not the damage direction indicator, but a crit health indicator?

captainkapautz
2012-06-05, 08:43 PM
A while back on Reddit Higby posted a message that everyone assumed meant there would be no strawberry jam damage indicator, but it seems to have made its way in.

I'm fine with flashes of red to show that you're getting shot. But it sticking around is what irritates me. It just gets in the way and looks kind of dumb.

What is your opinion on the strawberry jam?

You have a red outline on your screen when low on health + the PS1 directional marker.

I did not see any "BLOODY SCREEN SO REAL!" anywhere.

Could've missed it, but am pretty sure.

Aurmanite
2012-06-05, 08:44 PM
Red flashes when you take damage have been around since Doom.

Most FPS players are used to it now.

Zulthus
2012-06-05, 08:44 PM
Your options are flawed and very easily indicate your opinion.

But your "red crap" is not about realism, it's about simplicity to see when you've taken critical damage. I have no problem with that, I assure you...

Ya, I typed it up really quick and didn't really care about how it said it. It falls into I want it, I don't, or I want it altered. If I could edit it now I would.

The Kush
2012-06-05, 08:45 PM
flash or none at all. that got annoying real quick

Hmr85
2012-06-05, 08:47 PM
I selected no but after watching the vid I am up in the air about it. I am fine with the flash as long as it does linger on my screen for a insane amount of time. A quick half a second flash I can live with. A big huge red indicator I can't. I agree with some of the post above and below this one. Give us a toggable option.

Bags
2012-06-05, 08:49 PM
make it a toggle even

Stardouser
2012-06-05, 08:49 PM
Sounds like there should be an option to utilize a less obvious damage indicator than the default.

Also, in anticipation of such a development - no suppression plz.

Virulence
2012-06-05, 08:49 PM
I liked the "WARNING" that displayed on your health bar in the bottom right, and I feel like that's good enough to let a player know that they're in danger.

The red screen glow is just unnecessary, I think.

Tatwi
2012-06-05, 08:51 PM
So real...

<-- not a fan of screen flash or coloration. I don't have a health bar for nothing, eh.

captainkapautz
2012-06-05, 08:55 PM
Also, in anticipation of such a development - no suppression plz.

Gotta say, totally add suppression.

Cosmical
2012-06-05, 08:58 PM
modern game design 101. If your making the player take his eye off what hes shooting to make him aware he has low health, you arnt doing your job. This is another system you wont get rid of, if Peter Molyneux realised its versatile enough to be used in a frigging 3rd person RPG. Then its here to stay.

The most responsive and reliable health indicator ive used is in Gears of War. Youre always away of your health and its regeneration rate, without having your damage output interfeared with. I dare say making a near death person less effective is more realistic, but with respawns anyway i dont think making someone suffer with 1 health. When he can die and reapear with more health is reasonable.

lolroflroflcake
2012-06-05, 08:59 PM
I would definitely like some sort of on screen indicator of damage. But make it seem like its a function of the HUD on the persons visor/goggles instead of the jam, the jam is kinda cheesy. I mean there is already a full blown HUD on there so just add that function to it, no need to fall back on gaming cliches. :D

Aurmanite
2012-06-05, 09:00 PM
I just want to mention, again, that this feature has been in shooters since Doom.

Doom.

Unless you feel like 1993 is modern, it is nothing new to games.

Bags
2012-06-05, 09:00 PM
modern game design 101. If your making the player take his eye off what hes shooting to make him aware he has low health, you arnt doing your job. This is another system you wont get rid of, if Peter Molyneux realised its versatile enough to be used in a frigging 3rd person RPG. Then its here to stay.

The most responsive and reliable health indicator ive used is in Gears of War. Youre always away of your health and its regeneration rate, without having your damage output interfeared with. I dare say making a near death person less effective is more realistic, but with respawns anyway i dont think making someone suffer with 1 health. When he can die and reapear with more health is reasonable.

In the videos some people had their health display under their xhair which is much better.

Jelly is just stupid and higby admits it.

Stardouser
2012-06-05, 09:00 PM
Gotta say, totally add suppression.

Didn't we have a suppression thread with poll? I can't find it, someone double check and make one?

Figment
2012-06-05, 09:01 PM
Just a feeling of impact and directional damage indicator should do.

I'd make the health and shield bars just a bit more noticable though. Wonder if you can change the HUD so they're in the spot where you want them to be. I'd say it will be, but who knows.

GunslingerX
2012-06-05, 09:05 PM
... it's about simplicity to see when you've taken critical damage. I have no problem with that, I assure you...


This.

Also after taking a critical hit you should be at a disadvantage. For example, limited FOV by the "jelly".

GreatMazinkaise
2012-06-05, 09:10 PM
No to suppression and no to disabling.

It's hard enough to get the zerg to charge into a room as is.

Red Beard
2012-06-05, 09:17 PM
No jelly smear please; just flashing.

IMMentat
2012-06-05, 09:21 PM
I'll be happy with a half life 2 style central HUD. health on left of cross hairs, ammo on right. enemy in the middle.

CuddlyChud
2012-06-05, 09:24 PM
I didn't see any jelly, which makes the poll choices misleading. It's just a red tint around e edge of your screen to let you know you have low health. I'm all for that.

Cosmical
2012-06-05, 09:26 PM
I just want to mention, again, that this feature has been in shooters since Doom.

Doom.

Unless you feel like 1993 is modern, it is nothing new to games.

Well the point is the blood has come to replace it, Doom was entirely reliant on the GIANT numbers and the little face animation down the bottom to inform you of your health. All which still require you to look away from what you were shooting. Not that turning left and right while a large enemy runs at you down a tiny corridor wasnt challenging mind you....COUGH!!!

Zulthus
2012-06-05, 10:21 PM
This.

Also after taking a critical hit you should be at a disadvantage. For example, limited FOV by the "jelly".

Why should you be at a disadvantage? Even if they're already better than you, you should further limit their killing ability?

Xyntech
2012-06-05, 10:27 PM
I do hope it's at least a toggle. I don't care if half of the BF3 UI garbage is included even as a default option to make those players feel at home, just so long as I have the option to toggle it off or to a more useful or pleasant interface.

GoldDragon
2012-06-05, 10:28 PM
Other: I liked the damage indication in the original PlanetSide after you turned the red screen flash off. It just had red indicators from the direction you were taking fire.

GunslingerX
2012-06-05, 10:43 PM
Why should you be at a disadvantage? Even if they're already better than you, you should further limit their killing ability?

Not sure what you mean, your wording is confusing. What does someone being better than me have to do with what I said? My response was directed at people who say they want it out because it limits their FOV. If you've been severely wounded in a battle it would make sense that you are no longer as effective. That's just how I justify that red tint obstructing my view.

GreatMazinkaise
2012-06-05, 10:48 PM
Not sure what you mean, your wording is confusing. What does someone being better than me have to do with what I said? My response was directed at people who say they want it out because it limits their FOV. If you've been severely wounded in a battle it would make sense that you are no longer as effective. That's just how I justify that red tint obstructing my view.

From a gamist perspective that doesn't work though. It's adding an unpleasant crippling effect that limits your control. Players should always be in control.

See shellshock/screen shake in Tribes:Ascend, or pretty much anything that Rogues do in PvP games.

GunslingerX
2012-06-05, 10:59 PM
I understand where you're coming from, and judging by the poll results I'm the minority. I'll wait for beta to make up my mind but either way, if it's in or out I'm fine with it.

Raymac
2012-06-05, 11:06 PM
In a game like Planetside when there is sooo much going on around you, sometimes you don't even notice you are getting shot. That's pretty important information, so I liked the red flash around the edges of the screen.

Could it disapate a bit quicker? Sure, a bit. But make it obvious when I'm getting shot, because as silly as it sounds, I can miss it.

Death2All
2012-06-06, 12:39 AM
I didn't need a red flashing screen to warn me that my health was low in PS1.

I could:

1)Tell that I was injured just based off how much I was just shot. A little rational thinking never hurt anyone.

2)*Gasp* Look down at my HP/Armor level and find out exactly how injured I was.

3)Maybe stretching it a little because the Health/Armor/Stamina value bars were so tiny but: Use my peripheral vision to tell how much health/armor/stamina I had left.


I'm definitely biased. I hate that red shit on my screen. I can always easily distinguish how much damage I've taken based solely on how much I just got shot using my visual perception and functional brain I was blessed with. All those red, flashing, annoying screens do is obscure my vision.

As Bags pointed out how they moved the health/shield display underneath the crosshairs (or at least, allow you to) I see no reason for the inclusion of annoying flashing red screens other than to cater to the idiots who can't discern when they're taking damage. In which case, a little tough love and harsh learning never hurt anyone. All it will do is make them into a better and more aware player.

Blackwolf
2012-06-06, 12:48 AM
My game play improved noticeably when I turned off the red flashes bit from PS1. It served more as a distraction to me and kept me from responding immediately to the threat, and also disguised the direction indicator more often then not so I had less clue as to where the shot came from.

So I'd rather have the option to turn off whatever "you are hurt" effects they might have.

ThermalReaper
2012-06-06, 12:55 AM
I voted other by mistake. :P
I'd prefer the flash unless it's a terrible blur/haze effect like the one in r6 vegas(it was so bad I actually had to turn it off and not know when I was about to die).
As for the *Ahem* "BLOODY SCREEN! SO REAL!" I hate it. Blocks some of your vision and in some cases most of it.(Tribes ascend)
EDIT: Blackwolf above me has a point, I'd like a toggle on and off. Battlefield 3 did away with that and got a health bar.

captainkapautz
2012-06-06, 06:31 AM
Didn't we have a suppression thread with poll? I can't find it, someone double check and make one?

That doesn't change my opinion, at all.

Wonder if you can change the HUD so they're in the spot where you want them to be. I'd say it will be, but who knows.

Yes, you will be.

Was mentioned in the stream.

I didn't see any jelly, which makes the poll choices misleading. It's just a red tint around e edge of your screen to let you know you have low health. I'm all for that.

^This

bjorntju1
2012-06-06, 07:31 AM
I didn't see any jelly, which makes the poll choices misleading. It's just a red tint around e edge of your screen to let you know you have low health. I'm all for that.

Yeah I am fine with it. When you are fighting someone, you can't just look at your health bar to see if you are almost dead or not. Since it is in the bottom of the screen you need to put your focus away from the enemy. I found the red tint just fine. Maybe it could be toned down somewhat, but I don't have any problems with it.

elsnakeo
2012-06-06, 08:29 AM
It didn't seem very intrusive from the e3 cam footage I watched on Gametrailers.com, just a orange-red haze around the edges of the screen to warn "hey, your shields are down and health is being damaged". I'd have a problem with it if it were COD-style blood right in the middle of the screen, but I'm indifferent to this.

Vancha
2012-06-06, 09:02 AM
Here's what you do.

You add two sliders in the UI options menu - health warning pulse rate and health warning opacity, which allows you to control whether you want it at all and how intrusive it is if you do.

Bags
2012-06-06, 01:58 PM
In the E3:

http://i.imgur.com/uNwey.png

No need for screen jelly if your health bar is 1 inch below your xhair.

Unforgiven
2012-06-06, 02:01 PM
it seems more for the callofbattleops players, (they may be a bit slower than us REAL gamers) that way they know they are hurt. compy gamers are used to the health bar.

i wouldnt mind a flash or somthing so i know i got hit, maybie a sound, but the whole jelly thing is just dumb and unrealistic.

ThermalReaper
2012-06-06, 02:05 PM
Nice eyes there Bags, never noticed.
If its the tint around the screen, excellent.

ThermalReaper
2012-06-06, 02:06 PM
Nice eyes there Bags, never noticed.
If its the tint around the screen, excellent. :thumbsup:

Geist
2012-06-06, 02:09 PM
I've always felt directional flash(flashes only on the side your getting shot from) is the only type of damage indicator that should be used. You obviously can't feel inside a game, but you should still be able to tell which direction the gun fire is coming from.

Neksar
2012-06-06, 02:17 PM
Was never a huge fan of blood on the screen, but I understand its utility as as a suppression effect if it comes down to it. Regeneration is a bit slower in this, though, so the effect is toned down to match. Not bad.

I do wonder if they'll have some sort of suppression mechanic. In combat, people don't run out into gunfire like lemmings because they don't want to get shot and die. In video games, there's no fear of death, and hence suppression has to be simulated in order for suppressive fire to work at all. I'm not sure if PS2 needs that sort of thing, though, since light assaults will be hopping about in jetpacks anyway.

For now, I think I'll just make myself comfortable on this here fence. popcorn:

GreatMazinkaise
2012-06-06, 02:20 PM
Was never a huge fan of blood on the screen, but I understand its utility as as a suppression effect if it comes down to it. Regeneration is a bit slower in this, though, so the effect is toned down to match. Not bad.

I do wonder if they'll have some sort of suppression mechanic. In combat, people don't run out into gunfire like lemmings because they don't want to get shot and die. In video games, there's no fear of death, and hence suppression has to be simulated in order for suppressive fire to work at all. I'm not sure if PS2 needs that sort of thing, though, since light assaults will be hopping about in jetpacks anyway.

For now, I think I'll just make myself comfortable on this here fence. popcorn:

Good god no... that'd make the cat herding even worse, and it makes you lose control of your character. It's a game, treat it as such.

Vancha
2012-06-06, 02:21 PM
Can we please shut up about jelly? There's a glow around the edge of the screen, not blood spatter.

Edit: Regarding suppression - If you need to "simulate" fear in an annoying way to avoid people throwing their lives away, then the game's failed at immersion and death penalties.

Bags
2012-06-06, 02:23 PM
Yeah, I was confused about that too, I never saw any jelly, just red.

MrBloodworth
2012-06-06, 02:24 PM
Personally, I'm fine with just the directional hit indicators.

Neksar
2012-06-06, 02:25 PM
I'd like to emphasize the some kind of suppression mechanic. In any shooter that claims to be tactical, I always found it kind of silly that one of the most common military tactics is ignored under the assumption that players don't like being shot. Well, that may be the case, but they'll still merrily march into gunfire anyway, take a few bullets, and be no worse for wear if they pulled off their shots fast enough. I would consider a longer activation time for regeneration to be a suppression mechanic in this case, as it makes players less likely to repeatedly prance into the line of fire with the knowledge that they'll regenerate anyway shortly thereafter.

Vancha
2012-06-06, 02:26 PM
Personally, I'm fine with just the directional hit indicators.
It's not a hit indicator, it's a low health indicator. It doesn't happen every time you get hit.

Xyntech
2012-06-06, 02:48 PM
I don't know about the rest of you, but when I saw those people at E3 getting to play PS2, I was very jelly.

MrBloodworth
2012-06-06, 02:52 PM
It's not a hit indicator, it's a low health indicator. It doesn't happen every time you get hit.

I am aware. But I'm am fine with JUST the directional hit indicator.

megamold
2012-06-06, 05:36 PM
one of the most important things i took away from the livestream is that the UI is costumizable. they talked about it briefly and you could see players with different UI setups.

i dont see why they would put in several different styles of health/shield bars, and then not go and give us a couple choices for crit health indication.

also this:
I don't know about the rest of you, but when I saw those people at E3 getting to play PS2, I was very jelly.

Blackwolf
2012-06-06, 06:03 PM
I'd like to emphasize the some kind of suppression mechanic. In any shooter that claims to be tactical, I always found it kind of silly that one of the most common military tactics is ignored under the assumption that players don't like being shot. Well, that may be the case, but they'll still merrily march into gunfire anyway, take a few bullets, and be no worse for wear if they pulled off their shots fast enough. I would consider a longer activation time for regeneration to be a suppression mechanic in this case, as it makes players less likely to repeatedly prance into the line of fire with the knowledge that they'll regenerate anyway shortly thereafter.

Lore wise, your soldier is immortal, wtf does he have to worry about?

Game wise, it's just stupid. Some soldiers are more then capable of ignoring their own fear and charging head long into battle guns blazing, such is the stuff of heros and legends. You really want a mechanic that denies the players the choice between taking cover and fighting smart and head long charge? Worse forcing them to rely on a dice roll to determine if they wet themselves first?

Finally, I've never seen a successful use of charging wildly into battle in PS1. The person who benefits from these charges the most is the 3rd or 4th man in who gets the reloading enemies rather then full auto spray enemies.

Neksar
2012-06-06, 07:19 PM
The psychological trauma associated with dying and being reconstructed sounds good enough for me. Not to mention that a person technically ceases to be if they are refabricated, but enough metaphysics. Original PS didn't need to consider stuff to keep players from charging out of cover like idiots because health and shields didn't regenerate. In PS2, they do, and TTKs are shorter. I'm just trying to find a way to reward mindless zerging less.

Surprise
2012-06-07, 08:30 AM
I don't want any visual representation of damage I am taking at all besides the healthbar, screen shake and screen crack are the main reasons I don't play tribes more, if they have to include it please give me the option to turn it off.

Algo
2012-06-07, 08:57 AM
I'm far more worried about the insane screen shaking, i have to look away when it happens, it makes me physically sick.