These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
Previous page12
 

Why don't incoming damage messages show the type of damage?

Author
virm pasuul
Imperial Academy
Amarr Empire
#21 - 2016-11-07 17:04:22 UTC
I don't understand why sending people out of the game client to get the information they need to make an in game decision is a good idea.
It it really that important to being "gud" that people have to use google?

Logically that would mean by extension that the more difficult you make it to find the information the "gudder" you make the players. Sod google, encrypt the information and don't tell anyone the key. That way only the most elite of the elite players will have access.
Zirashi
Cyclical Destruction
#22 - 2016-11-08 11:45:16 UTC  |  Edited by: Zirashi
Solonius Rex wrote:

Except that this is something that is already a necessity if you want to get to a certain level in EVE. And this isn't even specific to EVE either.

How many World of Warcraft websites are out there, that list and discuss the most efficient methods of killing Raid Bosses? How many YouTube vids?

The information is outside the game, and yet no one complains to Blizzard that there should be an in-game text script on how to kill the raid boss. No one thinks its "pretty dumb" to have to go search the internet on these sorts of things.

You should stop with the WoW comparisons. The quote above makes it evident you have no idea what you're talking about when it comes to that game. Those complaints are EXACTLY what happened and Blizzard introduced and consistently upgraded the dungeon journal to explain every bit of a dungeon/raid boss via text. It now has every single dungeon and raid in the game, descriptions of how each fight develops, shows every ability a boss can use, and nearly every piece of possible loot you could earn upon success. You can even filtering it to only show information relevant to your role (ie tanks get told which attacks to mitigate and dps get told which npc to focus).

I honestly don't see the problem with adding a small damage type icon to the end of the notifications.
Neftaran
Dread Guard
#23 - 2016-11-08 15:13:16 UTC
Damage should be color coded.
Eugene Kerner
TunDraGon
Goonswarm Federation
#24 - 2016-11-08 17:32:15 UTC
virm pasuul wrote:
I've been looking around and I can't find a way of getting Eve to show me the incoming damage types.
Am I missing something simple?

I have seen lots of info online e.g. lasers = em/thermal, missile names will help you work out what type.
Also tons of places that list NPCs and their damage types.

I'm more curious why the client doesn't just tell you?
It tells me how much, but not which type of damage.

If it's deliberate - Learn the damage types, it's a player skill - I would recognise that as a valid answer.
If it's not deliberate, why?

With the alpha clones and new players it would seem part of the giving information from the client to the players paradigm.
I can imagine new players seeing all the different types of shield and armour hardeners and thinking to themselves "ok this is cool, let me get the right one for what I'm trying to do" and then then having to go off and google which one they need. Why wouldn't the game client just tell them?
Maybe even just seeing damage type in the incoming damage messages would hint to new players that there are options there for them to explore in damage mitigation.




Because Excel online.
Means: you can figure it out by yourself.

TunDraGon is recruiting! "Also, your boobs [:o] "   CCP Eterne, 2012 "When in doubt...make a diȼk joke." Robin Williams - RIP

virm pasuul
Imperial Academy
Amarr Empire
#25 - 2016-11-08 18:54:00 UTC
Zirashi wrote:
Solonius Rex wrote:

Except that this is something that is already a necessity if you want to get to a certain level in EVE. And this isn't even specific to EVE either.

How many World of Warcraft websites are out there, that list and discuss the most efficient methods of killing Raid Bosses? How many YouTube vids?

The information is outside the game, and yet no one complains to Blizzard that there should be an in-game text script on how to kill the raid boss. No one thinks its "pretty dumb" to have to go search the internet on these sorts of things.

You should stop with the WoW comparisons. The quote above makes it evident you have no idea what you're talking about when it comes to that game. Those complaints are EXACTLY what happened and Blizzard introduced and consistently upgraded the dungeon journal to explain every bit of a dungeon/raid boss via text. It now has every single dungeon and raid in the game, descriptions of how each fight develops, shows every ability a boss can use, and nearly every piece of possible loot you could earn upon success. You can even filtering it to only show information relevant to your role (ie tanks get told which attacks to mitigate and dps get told which npc to focus).

I honestly don't see the problem with adding a small damage type icon to the end of the notifications.


Boom headshot! .............. f f f f f fatality!
Quintessen
The Scope
Gallente Federation
#26 - 2016-11-08 21:03:50 UTC
virm pasuul wrote:
Boom headshot! .............. f f f f f fatality!


I agree with you here, but you do your argument no justice by being a jerk.
virm pasuul
Imperial Academy
Amarr Empire
#27 - 2016-11-08 21:08:14 UTC
He/she/xe took a totally fallacious argument and utterly dismantled it. If anything he took the example and he turned it right around so it was facing the other way.
It deserved a meme style recognition of the brutality of the demolition.
Solonius Rex
Federal Navy Academy
Gallente Federation
#28 - 2016-11-08 22:56:40 UTC
Zirashi wrote:
Solonius Rex wrote:

Except that this is something that is already a necessity if you want to get to a certain level in EVE. And this isn't even specific to EVE either.

How many World of Warcraft websites are out there, that list and discuss the most efficient methods of killing Raid Bosses? How many YouTube vids?

The information is outside the game, and yet no one complains to Blizzard that there should be an in-game text script on how to kill the raid boss. No one thinks its "pretty dumb" to have to go search the internet on these sorts of things.

You should stop with the WoW comparisons. The quote above makes it evident you have no idea what you're talking about when it comes to that game. Those complaints are EXACTLY what happened and Blizzard introduced and consistently upgraded the dungeon journal to explain every bit of a dungeon/raid boss via text. It now has every single dungeon and raid in the game, descriptions of how each fight develops, shows every ability a boss can use, and nearly every piece of possible loot you could earn upon success. You can even filtering it to only show information relevant to your role (ie tanks get told which attacks to mitigate and dps get told which npc to focus).

I honestly don't see the problem with adding a small damage type icon to the end of the notifications.


Havent played WoW in a very long time, but I'm not surprised they did that. My point is still valid though.

Quintessen
The Scope
Gallente Federation
#29 - 2016-11-08 23:56:35 UTC
Solonius Rex wrote:
Havent played WoW in a very long time, but I'm not surprised they did that. My point is still valid though.


Which point is that?

Frankly, I actually really like the WoW designer's philosophy as to what went into the game and what stayed out. His question was always, "Is it fun?" People tweeting him or talking to him would always get a lot more attention by saying something wasn't fun than that it was unbalanced or broken.

Different damage types in WoW weren't fun. It was pointless complexity. It just meant that you had to keep multiple types of gear around for when you eventually had a fight that required damage resist against that particular type of damage. So they removed them mechanically, but left the flavor text in.

CCP would have done itself a major favor if it started from the question, "is it fun?" for any feature they were implementing. That probably would have prevented loot spew as a mechanic. It also would have gotten them to replace mining mechanics a long time ago. Though I guess there are people who like mining as is in the same way that some people really love elevator music.

For all the grief that people give WoW on these forums, at least their priorities are in the right place. WoW is focused on fun and would never force a sh**ty interface down people's throats on the idea that hard to use controls make the game better. Thinking gameplay is always better than remembering gameplay.
Kaivarian Coste
It Came From Thera
#30 - 2016-11-09 17:23:01 UTC
The damage could be colour-coded to the majority type being inflicted. So if 65% of the damage is EM and the colour-code for EM is blue, the damage text will be blue. You won't know the exact % of damage type, but it's enough to tell you what kind of damage you're receiving.

+1
Quintessen
The Scope
Gallente Federation
#31 - 2016-11-09 17:44:49 UTC
Kaivarian Coste wrote:
The damage could be colour-coded to the majority type being inflicted. So if 65% of the damage is EM and the colour-code for EM is blue, the damage text will be blue. You won't know the exact % of damage type, but it's enough to tell you what kind of damage you're receiving.

+1


I'm okay with color with something else (color blind folks and all), but I think an icon or icons next to it would also be beneficial. I think Blasters range between 3:2 to 6:5 for kin:therm damage. It would be nice to see some proportion laid out. Though things may change dramatically when ammo tiericide happens.

P.S. also blue on black doesn't seem like it would be very readable.
Liyra Agittain
Aliastra
Gallente Federation
#32 - 2016-11-09 21:04:22 UTC
I think the idea is pretty neat. Perhaps the icons could be the exact ammo that hit you. Its kind of a compromise. For it to be valuable information you would have to know each ammo type and what its effects are. I see no reason why a ships sensors wouldn't be able to detect impact signatures and match them against a database known weapon impact signatures. You would still have to study a little bit if you don't already know all the charges on sight, but at least all of that info is in the game and you wouldn't need to google it. Perhaps hovering over the icon could display the name of the charge and clicking the icons could bring up the information on that particular charge so you can read about it right then and there if you so wish
Nomistrav
Center for Advanced Studies
Gallente Federation
#33 - 2016-11-10 13:36:07 UTC
Sobaan Tali wrote:
Iferie wrote:
I would disagree that simply adding a few words to the combat log is 'dumbing down' the mechanics. Everyone was a noob once and I'm certain that most players remember the moment someone linked or showed them the rat damage type done/ vulnerable too chart or list. The Eureka moment when finally the concept of damage types to tank against and which to do gelled.

Adding a few words to the end of each entry 'does mostly kinetic' or 'does a mix of EM and Thermal' would make it much more transparent for new players as to what kind of damage they should be tanking against. The skill involved in fit and counter fit PvP, piloting, or the mechanics of forging an industrial monopoly loses little by skipping the step in the head of a 3 hour old character that requires them to recognize the weapon being used against them and to then learn the damage type done by said weapon (or equally likely them being shown or googling the rat damage chart).


Not sure I agree. In fact, that's exactly what I would call "dumbing down." Pilots, regardless of age or experience, benefit from doing the research and figuring out the right combination of weapons and modules to facing each foe. Having the client figure this out for them, in my opinion, removes the sense of effort and encourages complacent reliance on the system to do the work for them. There's a line between it being too automatic and simple and being so where it makes sense and this, as little as it sounds, is a little too much I feel.

Just my take on it anyways. It wouldn't be the death of Eve if it were implemented nor would it ruin the experience that much, I just think it's a step in the wrong direction nonetheless and the fact that you have to put forth some effort to maximizing your ship's efficiency based on your adversary is worth keeping such information obscure like it is.


Considering all the things that an Eve player has to consider in the moment-to-moment, I don't think it is at all dumbing down to simply provide the information that the players will eventually find anyway. By not including it in a blatant, in-game representation, it's only serving to delay the inevitable and discourage learning.

The guy had a point. I remember when the first time I found out about damage types (and why they really mattered) when I looked at another player's bio and say the damage type chart. Why that wasn't provided to me as part of the NPE is baffling, to say the least, and imo encourages players to invest time and skills into weapon systems they may want to change later once that information is provided.

Which is ultimately the argument against the previous NPE to begin with: You make a character and you start down a path, and when you finally learn enough about the game to make informed decisions on what type of ships you want to fly, you've already invested too much time/effort into that character. So your options are to start all over again on the same character, or re-roll a new one. This goes for RP reasons (learning that the Federation ain't all a box of chocolates), ship classes (investing in Assault Frigates only to find out T3 Destroyers trump them), and weapon systems (being stuck with EM/Thermal with lasers).

So, nah, I don't think it's dumbing down at all, especially considering how integral it is to making a working fit.

"As long as space endures,

as long as sentient beings exist,

until then, may I too remain

and dispel the miseries of the world."

~ Vremaja Idama

Nomistrav
Center for Advanced Studies
Gallente Federation
#34 - 2016-11-10 13:38:12 UTC
Quintessen wrote:
Solonius Rex wrote:
Havent played WoW in a very long time, but I'm not surprised they did that. My point is still valid though.


Which point is that?

Frankly, I actually really like the WoW designer's philosophy as to what went into the game and what stayed out. His question was always, "Is it fun?" People tweeting him or talking to him would always get a lot more attention by saying something wasn't fun than that it was unbalanced or broken.

Different damage types in WoW weren't fun. It was pointless complexity. It just meant that you had to keep multiple types of gear around for when you eventually had a fight that required damage resist against that particular type of damage. So they removed them mechanically, but left the flavor text in.

CCP would have done itself a major favor if it started from the question, "is it fun?" for any feature they were implementing. That probably would have prevented loot spew as a mechanic. It also would have gotten them to replace mining mechanics a long time ago. Though I guess there are people who like mining as is in the same way that some people really love elevator music.

For all the grief that people give WoW on these forums, at least their priorities are in the right place. WoW is focused on fun and would never force a sh**ty interface down people's throats on the idea that hard to use controls make the game better. Thinking gameplay is always better than remembering gameplay.


Lol, I think the majority of the thrill with mining is ultimately being able to watch Netflix while making ISK.

"As long as space endures,

as long as sentient beings exist,

until then, may I too remain

and dispel the miseries of the world."

~ Vremaja Idama

13kr1d1
Hedion University
Amarr Empire
#35 - 2016-11-10 23:05:31 UTC
Memorization is NOT skill. Skill is completion of complex activities.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

Previous page12