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This is a discussion on "Display Numeric Damage?" in the Top Mud Sites Roleplaying and Storytelling forum : My staff and I started to discuss whether or not a numeric amount of damage should be displayed when you hit a mobile, or when a mobile hits you. Some stated that it was unrealistic and that it may provide an advantage, since you would get a basic idea of how many hitpoints certain mobiles have. Others stated that in traditional D&D you do roll dice and get to see how damage you have dealt, why not on a mud? Just afew of the statements to get things rolling in your head. Since we were trying to determine ... |
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#1 |
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New Member
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My staff and I started to discuss whether or not a numeric amount of damage should be displayed when you hit a mobile, or when a mobile hits you. Some stated that it was unrealistic and that it may provide an advantage, since you would get a basic idea of how many hitpoints certain mobiles have. Others stated that in traditional D&D you do roll dice and get to see how damage you have dealt, why not on a mud? Just afew of the statements to get things rolling in your head.
Since we were trying to determine if it would fit in a roleplaying enviroment, I figured this would be the forum to post this poll in. Lothios |
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#2 |
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New Member
Join Date: Apr 2002
Posts: 16
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I didn't see a response for "Yes, I like to see the Damage done on each hit."
On our mud, we have a "dispdam" command, where you can toggle your damage on or off. Not all attacks show damage - some of the higher level "rage" attacks do not show the overall damage, but your standard "attacks" each round does show it. The players can use this as a source of pride, to gossip and chat about. "Hey, I did 200 points of damage to that dragon!" And they can even gossip the actual line where it showed that damage. It also helps them to realize that some creatures have additional armor bonuses, when they aren't hitting as hard as they normally would. On a mud where *Utterly Destroy* may be anywhere from 100 to 125 points, it is often helpful to see the damage points you are doing, per each attack. Our mud isn't a role playing mud though, and if it were, I would probably suggest against it, although if it were true to AD&D, I would say yes to it. I like it when I'm playing. So there. Hoop |
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#3 |
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Member
Join Date: Apr 2002
Posts: 123
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I think they traditionally signal, not how much RP a mud has, but how much the RP has to do with PK. If you are running a clanwar RP mud, the numbers might be a good thing to have. If you are running a mud based on aspects of life other than warfare, I would suggest using sentences to describe a character's changing condition.
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#4 |
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New Member
Join Date: Sep 2002
Posts: 19
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I hate seeing numbers that i don't get. I mean, when i first started playing MUDs i played one where combat was presented in formulas that i just didn't understand. It scared me off and i went on my way.
Next i found a MUD in which damage was stated in descriptions of how hard you hit. Like "You make a bonecrushing hit!", or "You make a grazing strike". All in all, it was alot more interesting and alot easier to understand for those who are new to MUDding. Hunting, in general, was just more entertaining because you actually saw what you did to the creature. The descriptions of the hits when on, "You make a visious strike that bloodies the 'critter's' lip." And when you looked at the creature, you saw that it had gashes about the head. So i guess my point is, when it comes to combat, blood is more interesting than numbers. |
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#5 |
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personally, I find it more fun to be number-less but having vivid descriptions of what is hapenning to us and the enemy in combat, the thing that we have to use numbers and calculations in AD&D and other role-related games of pen and paper is because we dont have any other way of making calculations that involve various possibilities. In MUDs, we have the advantage that the calculations are done by a computer, so we can concentrate on making the environment more real. I think that the disadvadtange of the "text" interface (lack of someone telling you that personally) can be overcomed if you make battles more real and less "24-8=16hp"
cordially yours: Ruobhe |
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#6 |
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Member
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I enjoy seeing my OWN hitpoints in numbers, however damage done and other people's health in word descriptions.
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#7 | |
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New Member
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Well the original idea we had was simply putting the number amount next to the damage message ex: Your slash _cleaves_ the city guard <11> But that just seemed alittle cheesey and thrown in so I decided against it, plus we started to discuss whether or not it would be straying away from roleplaying. I could see how it would be fun to brag to people about how much you hit with, but I think we have come to the conclusion that it wouldn't fit in with the roleplaying aspect of our mud. Instead we may just improve the damage messages, making more, perhaps different hit locations. _Lothios |
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#8 |
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Senior Member
Join Date: Apr 2002
Location: Seattle, Washington
Posts: 342
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Showing the numeric vaule thingy of someone named bob is STUPID! I hate it! It makes everything look more cluttered then it already is. Plus, you shouldn't really know when the mob is going to die except the messages where you can tell what they look like. Those are realistic.
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#9 |
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New Member
Join Date: Jun 2002
Posts: 14
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You shouldn't be able to see numeric values automatically. That's taking away from the actual roleplay (even though it's battle, it's still considered roleplay).
I think if you wanted to incorporate something like that, you might could have a toggle mode for display in case someone wanted (out of curiousity I like being able to key a command if I'm really wanting to know my stats during a battle. I'm bad for using it way too much though. But, it would be nice to be able to choose to see a blow by blow stat like that. A toggle would keep everyone who doesn't care for that sort of thing from having to deal with the added junk displayed. |
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#10 |
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I also think that as with most nonessential features such as seeing ooc channels, names, or what note should be able to be toggled on and off. As I say “Don’t force it, give the option.”
-- Astin |
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#11 |
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Senior Member
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Though I'm accustomed to "MANGLES" instead of "You did 800 damage!" I liked the idea of BroodWarMud's (about the only think I liked...) number damage, and amount damage. So you could
"Poke the poor defenceless zerg egg just barely, which NEARLY KILLS IT!" Or on the other hand. "Empty a gauss-gun clip on a heavily-armored tank perfectly, which it barely notices." So you get rough percentages of both. It seems like it showed damage numbers 'sometimes' which was turned into a skill. That was a good idea too, make it a skill, though if you include critical hits and the like, numbers on those alone are cool too. |
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#12 | |
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Quote:
I am also very interested in this question since I am trying to decide whether to put the feature in or not. I have many ideas of how to do it, but don't know if it would be a good idea overall. I am also curious as to what players think vs. what admins think about this topic - if you wouldn't mind posting as to which you are. Basically - can a Mu* the claims either "RP enforced" or "RP encouraged" have numbers displayed in combat damage AND stay true to it's claim? Thanks in advance for the input! |
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#13 | ||
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Senior Member
Join Date: Aug 2002
Posts: 252
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On Armageddon, they have descriptionds for a range such as (1-5 is a barely grazes) so you'll never know the attacks HP. However You can "asses" whatever your fighting and see how fit it is. It doesn't automatically tell you your HP, however you can have an infobar on which is a bar the bottom that is constantly there telling you your HP and whatnot. Also if you type score you get to see your points. I like this system, as it helps encourage RPing. So in short yes you can have numbers and still be an RPI, but it helps set the mood for the players not having numbers. |
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#14 |
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New Member
Join Date: Apr 2002
Posts: 16
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I believe I mentioned this in my previous post, but I wanted to elaborate.
On our system, you can type DISPDAM to display your damage. You can also turn it off. You can have a "brief" fighting mode, where you only see : You did [254] damage and sustained [37]. This is far from role-playing though, and it was created to help reduce lag that was created when a group of 20 players (each hitting between 3-10 times each) was fighting a large creature. We also have a non-brief mode, which shows a "damage" level (ie: mangles) and also the number, like this : You ***UTTERLY DESTROY*** a gargoyle hatchling with your slash! [DAM : 120] Based on the damage message you can figure out what your damage is anyway. (Ie: our "one-star" utterly destroy is between 100 to 115 points. "two-star" is 116 to 125 - for instance). So if the mud is setup to show damage like that - and you know what the basic amount of damage is for each strike, you'd be able to figure it out anyway. We also show damage for spells : You engulf a a small gargoyle with your fireball ! [DAM: 125] I think this helps players to know what spells and what type of spells to use against certain creatures. Some creatures may be more resistant to fire based spells, for instance, and seeing the damage, they can adjust accordingly, during a fight. Then they can use that information to better attack that creature the next time they face it. I don't know if KNOWING the damage takes away from role-playing though. As someone stated, in D&D, you do roll the dice, and you know (pretty much) what damage you are doing - unless affected by some magical properties that the DM/GM hasn't told you about. You can have that kind of affect too, on a mud that shows damage. Even though you are doing LESS or MORE damage to a creature (based on the amount of damage shown by your strikes) you don't know exactly why. You have to experiement to find out what attacks hurt that creature more, and what attacks do less damage to it - but you don't often know why. Thinking about this, I realize that as a player, I would rather SEE the damage indicators. Not only is it a way for me to better attack creatures, and determine what kind of attacks to use, but it also gives boasting rights if you can reach a certain level of damage. Hoop |
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#15 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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If my mud tells you that you've been "disembowelled" by someone, it means that your stomach has been sliced open and your entrails are going to start pouring out within a few seconds. If you don't die instantly from shock, you'll bleed to death within a few minutes. |
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#16 |
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Senior Member
Join Date: Aug 2002
Location: Brighton, England
Posts: 387
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I have mixed views on this. On the one hand, it can be incredibly useful to know that your opponent is on 34% health- for example, you might be considering whether a fireball would finish it off, and if you know its health value then you can be certain of this.
On the other hand, it does make things seem more like a game and less like an alternate universe. I don't know if anyone's played the offline demo of Neocron yet- it's an MMORPG, apparently- but in that when you hit something, a little red number pops off its head showing how much damage you dealt. And somehow, that pulls you out of the world and makes you realise that you're not actually thwapping a zombie upside the head with a lead pipe in a dark sewer. You're sitting in front of a keyboard staring at a monitor and frantically pressing keys. On the mud I play, we don't have numbers. In fact, the hitpoints of mobs are largely unknown. We run via a system of attack messages- for example, 'your spell barely scratches a golem', or 'your bite ***SMITES*** a street peddler!'- and also messages used when examining the mob which can be put into your prompt- 'leaking guts' or 'DYING'. These give a sense of realism and at the same time allow you to know how close your opponent is to death. In light of this, I'd say numbers are bad, and messages are good. But only to an extent- when you get to things like 'You swing your broadsword to the left, slashing the bat across the ear, blood spurts through the side of its head and it looks like it is in immense pain' as an attack message, it's just silly. |
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#17 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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#18 |
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New Member
Join Date: Sep 2002
Posts: 18
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What about showing a percentage instead of a whole number when hitting something for spells and weapons? example: you strike the skeleton, for 10% damage. This would also make the "MANGLES" type messages a little more useful, i remember first playing on a mud where 'grazes' varied depending on the size of the opposing mob vs your damage, and I liked the system.
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