Naw fuck that, thats distracting. Flashing shit in already visually busy games is a bad idea, especially when the meters at the bottom of the screen already tend to flash.
Segmenting the health bar by 10s is the most efficient and clean interface for knowing damage values or how much health someone has left. Its the perfect iterarion of the system and more games should adopt it. Its not a huge deal in the long run tho, you play enough then youll know what you need to know by looking at the identifiers.
a lot of fighting games have characters with different effective hps, it’s possible for a character with a higher ehp to lose (in a round timeout) because he/she doesn’t have higher proportional hp (compared to the opponent character); it would be confusing (to spectators) how someone with a higher hp number lost in a round timeout (in order to circumvent this, maybe the developer would have to force the same hp across all characters… but then, there wouldn’t be much room for customizations that increased/decreased max hp)
Eh, sort of. Everyone has 420 in Guilty Gear by they have a different number incoming damage is multiplied by so the “same hp” is a polite fiction. It’s like saying that all SF characters have one life bar of health. Technically true but pretty useless
I know about guts and defense modifiers, but my point is that there isn’t as much of an issue with seeing who has more health in GG because each health bar represents the same numerical amount of health.
I wasn’t here to argue over whether or not GG characters have the same health or not. They kind of do, but they kind of don’t. I was replying to a comment about a dude saying that different health values can make it hard to judge who is winning based on health missing, but added that making health values the same for everyone would take away variety. I gave examples where health is the same but there still is variety (in GG’s case, guts/defense modifiers). If both characters in Xrd are missing exactly half of their lifebars then they tied in terms of health.
Yes, lets get pedantic about which game pioneered while missing the entire point and not discussing why not have universal health values with no defense/guts scaling in the first place.
TBH i don’t find any problem with different characters having different health values, is just one more thing on the asymethrical characteristics of each character.
Implying that one is better than other is just silly.
just like I said, you could force the same hp across all characters, but then you wouldn’t have much room for customizations that increased or decreased max hp while having a numeric player hp display (which, as proposed by the TC, would be a hp total, rather than %), and it held true so far. There’s no hp increase/decrease customizations in GG, KoF had one in 2001.
Oughtta just have a segmented bar divided by 100s that changes with the character’s HP if they have different health values. 10 segments = 1000 health. 9 segments = 900 health. The segments would be longer or shorter based on their total health so you can still tell who has more proportionate health if you’re going for a time out.