Lifebars/Percent/HP counts

Also that video is not an example of magic pixels lol

What if instead of numbers the losing player’s bar was just a different color? Say yellow for even, red for losing, blue for winning.

Lots of health bars already change colors based on health remaining, which is infinitely more intuitive.

Honestly this thread is about trying to fix a problem that doesn’t exist. Or if it does, it’s nothing more than an extremely minor annoyance.

or better than color, have the healthbar flash if losing and there is 10 secs left

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)

Everyone has the same HP in Guilty Gear (and KoF I think?)

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 only know that a life of drug abuse fucked Chipp’s defense :shake:

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.

But the modifiers mean that each health bar does not represent the same amount because the same attack does different damage to different characters

Hehe kind of cool how this thread has taken on a life of its own.

For anyone who cares I went with a more traditional method for now – check out the vid here:

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.

Like just read the thread lol

I mean, that’s the exact same in every mainstream fighting game I can think of, from SF to MK.

You could always go the Skullgirls route where everyone has the exact same health and balance isn’t based around health values.

Yes, the Skullgirls route, even though KoFXIII did it 2 years prior and I’m sure tons of games have had universal health before then.

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.