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Boss Health Bars

49 replies [Last post]
Thu, 04/28/2011 - 23:12
Deslare
Legacy Username

For Jelly King/Vanaduke

Jelly King, that bastard heals so much! Okay - So I'm fighting Jelly King, I'm trying to play it safe, some time into the fight he starts spinning and I think "Well at least we're getting somewhere" - then from that point it's all guesswork. I miss a curse vial (Due to those HORRIDLY obnoxious Mini Jellies - You guys said you made them spawn less! I don't see a difference), or there's too many around so I have to navigate around the map to him, then as soon as I get there he starts spinning, a series of events happens that prevents me from constantly hitting him. For all I know now, he's back to full health! Or he's 1 hit from death!

All I'm asking is that we have health bars for bosses so that if we die and he's close to death, we can give one last rush for glory instead of continuing to rez in hopes that he isn't near full health.

I don't really have issues with the King, I've crafted 3 Avengers now. But sometimes a run goes bad and I'm just not sure if I should quit while I'm ahead.

Also - He's ridiculous with those mini jellies. They're so powerful and so plentiful.

Fri, 04/29/2011 - 00:33
#1
Raul
/sign all bosses need

/sign all bosses need healthbars

Fri, 04/29/2011 - 00:36
#2
Fenix-Stryk's picture
Fenix-Stryk
I would really appreciate

I would really appreciate this, at least on the bosses. Back in the old days we would have the boss flash different colors based on how hurt they were, but that's not friendly to photosensitive users, nor does it match the art style. Bars would be enough.

+1

Fri, 04/29/2011 - 00:40
#3
Jalok's picture
Jalok
Yeah, health bars on bosses

Yeah, health bars on bosses only would really work. So you can make a choice of...
Should I revive myself and continue to fight the boss?
OR
Should I just lay dead, because my team mates got this, since he only has 1 hp left.

This would really help and not let us waste 40CE

I HAD TO WASTE 80CE when the Jelly king was near death! DARN! >=(

Overall, I really think health bars should be shown on bosses only! This would really prevent confusion and risk.

Fri, 04/29/2011 - 03:08
#4
terabomber
Legacy Username
<_< Looks at

<_< Looks at players:
"Dammit, how much health does he have left?"
"Idunno, rez anyway!"
*-80CE*
*JK Dies*
"DAMMIT!"

>_> Looks at OOO:
$$$

Great idea, I want it, it's not happening.

Fri, 04/29/2011 - 03:56
#5
SirNiko
Legacy Username
I want health bars on

I want health bars on bosses.

There's no reason to spend 80 CE on JK. That's enough to run the entire tier over a second time, which is worth far more than those 3-4 Jelly Tokens.

Fri, 04/29/2011 - 09:52
#6
Deslare
Legacy Username
I find it humorous that I

I find it humorous that I have no idea how close he is to death, he starts doing his spin thing, ends it on an explosive box and dies. But this whole thing contributes to lost Energy from foolish revives due to not enough information.

Fri, 04/29/2011 - 11:07
#7
Nannerology
Legacy Username
Yes please.

Yes please.

Fri, 04/29/2011 - 14:58
#8
adrian783
Legacy Username
please don't implement health

please don't implement health bars on bosses. if you res for more than once in JK, you're running with the wrong group/doing it wrong.

Fri, 04/29/2011 - 18:49
#9
Ezzi's picture
Ezzi
By definition giving bosses

By definition giving bosses health bars would add to the immersion. The problem is that you just don't like change or you feel obliged to be a teachers pet because you think three rings has all the best ideas. Why do you think they even have a suggestion forum and why do people always have to be negative about it? It is a game changing suggestion but it's not game breaking. They probably won't even implement it unless there's 3+ pages of people saying "Yes i want this". Having people say "No this is bad and you should feel bad" isn't going to make them not consider it.

For the record i agree with this idea.

Fri, 04/29/2011 - 19:10
#10
brian6330
Legacy Username
/signed I'd REALLY like this

I would love to have health bars on bosses, but it should be togable(is this how it's written?) so people who want it can have it, and those who don't wont have any difference while playing.

Fri, 04/29/2011 - 19:12
#11
Deslare
Legacy Username
It doesn't break immersion,

It doesn't break immersion, and it isn't tied to numbers for stats. Enemy health IS tied to a number though, that's why the game tells us how much damage we do. They could just show us dealing bars of damage, and boss health could be a mass of bars across the screen, but that would be hard to read.

I'm not even saying show the boss's max health as a number, just a bar across the top of the screen to show progress through their health as a percentage.

Fri, 04/29/2011 - 20:38
#12
cheeserito
Legacy Username
Oh, so you're suggesting they

Oh, so you're suggesting they implement something that other games have been doing for years? HOW DARE YOU. God forbid any game that wants to break the mold, while keeping elements of older games alive. Wait, this game was inspired by games like Zelda? Really? What was that?

Yeh.

Immersion, my cleft chin.

More over- health HAS to be tied to a number, that's just how programming works. And what Deslare is suggesting wouldn't break your so called immersion anyway, and it wouldn't make this a "number crunching" game either. What he's suggesting is essentially a Mortal Kombat-esque health bar that lets you know if it's worth it to try to res (either yourself, or other party members) or if you should just back off and cut your losses. Not everyone can take Jelly King on perfectly like you apparently can, so you should really consider that you're not the only person playing the game. And saying that people are "doing it wrong" if they die ONCE is like saying "Ha ha, you should just quit the game now because you CLEARLY don't know what you're doing at all."

Personally, I like having the little numbers flying across my screen. It lets me compare the damage on weapons. Would you prefer it if they used bars to show damage to enemies, like they show damage to us? That would be so confusing, as I've literally seen 4 bars flying from my body after getting hit, looking at my health and seeing that I've only taken half a bar of damage. It also allows for players to point out potential bugs.

If, say, the Flourish is supposed to be hitting crits on beasts because it's piercing damage, and someone uses it and is only hitting for 5 or 6 damage to wolvers, how would they know unless they had the numbers on? "Man, it sure it taking a while to kill these wolvers with something that's supposed to DESTROY them. Must be a really difficult level or something, lol~!" They might not realize that that's an issue, and it might go unreported.

Also, signed. I really want a giant red bar across the top of my screen that depletes as the Jelly King dies. Although someone mentioned making it a toggle thing, which I'd be okay with. And there you go, you can still have your "immersion" while everyone else is happy that they can tell if they're even making progress on a boss.

Fri, 04/29/2011 - 21:11
#13
Mrgrey's picture
Mrgrey
Great Idea!

I personally have been asking for this since my first boss fight due to the fact that I wanted to log off but kept telling myself no I started this, imma finish it. If Antibes played final fantasy crystal chronicles the health bar for those bosses would be perfect!!!

Fri, 04/29/2011 - 23:10
#14
MeSako
Legacy Username
lol

lol

Fri, 04/29/2011 - 23:15
#15
nearo
Legacy Username
I approve this.

swear to god, although vanaduke has multiple phases, and doesn't heal, the exacts of his health is always guess work, the time my group did beat him, he looked no different then at the start of his final stage right before he fell over.
sometimes when the revives like 1k, it'd be more worth it if you knew he was like 2 hits from dying.
but anyway, bars would take a hugeeeee amount of work, since most knights hit all sorts of different damages, even jelly king would need a masssssive health bar, nonetheless vanaduke.
still it'd be so cool if there was one.

Fri, 04/29/2011 - 23:19
#16
nearo
Legacy Username
oh better yet,

how about they just get a number that depletes rather then a bar? considering knights hit numbers not bars of damage, not only would numbers take less space, they'd be far more accurate etc.

Sat, 04/30/2011 - 00:34
#17
cheeserito
Legacy Username
They wouldn't necessarily

They wouldn't necessarily need to make a massive health bar. They could make it a scaled version. So it could be relatively small, but represent a substantial amount. So there'd still be some guesswork involved, but it would no longer be the guesswork of "Is he close to dead, or is he still very much thriving?"

And making it numbers would apparently piss a small number of people off. And if everyone can't be happy, why implement something?

Sat, 04/30/2011 - 01:46
#18
Deslare
Legacy Username
Have none of you played a

Have none of you played a game with a percentage based health bar on the top or bottom of the screen? o_O

Sat, 04/30/2011 - 01:55
#19
Ezzi's picture
Ezzi
I'm sure it wouldn't be a

I'm sure it wouldn't be a challenge to attach a small red glossed rectangle bar above jelly king/vanaduke and future bosses models. It wouldn't even matter if you can't see it on huge bosses as long as it's there and at some point you can check their health.

Sat, 04/30/2011 - 03:08
#20
Pupu
Legacy Username
+1

+1

Even if not exact, knowing how far you are going into the battle due to your allies could help.
It's not rare that you think you dealt a lot of damage to a boss but your friend was licking the wall the whole battle.

Alternative: Since OOO doesn't like descriptive info, make the boss get red the more damage it has taken.

Sat, 04/30/2011 - 07:08
#21
Kawaii_Desu
Legacy Username
Make the HP bar similar to

Make the HP bar similar to the players HP bars.
Separate the HP bar into different segments to indicate how much damage he needs to enter another form and how many forms he actually has.

Sat, 04/30/2011 - 08:17
#22
Foxhound3857
Legacy Username
So wait, people think adding

So wait, people think adding health bars to the bosses and enemies is a great idea, but that it's a BAD idea making the players health bar a solid gauge, percentage, or an accurate number to show how to calculate defense and damage?

What the hell?

Sat, 04/30/2011 - 08:35
#23
Lufte's picture
Lufte
I don't like it, it's cold

I don't like it, it's cold and unreal. Maybe the boss could show some signs of debilitation to have an idea on how he's doing, but a number showing the exact amount of remaining life is just not fun.

Sat, 04/30/2011 - 11:49
#24
Deslare
Legacy Username
Kawaii - That's inconsistent

Kawaii - That's inconsistent with the amount of damage we do, though. And there would have to be a lot of bars.

Foxhound - Enemies deal damage to us in set amounts of bars. We deal damage in large numbers.

Lufte - Oh my god - I said there wouldn't be a number FFS how many times must I say "Percentage Based Bar"

Sat, 04/30/2011 - 12:12
#25
cheeserito
Legacy Username
It's like, so many people in

It's like, so many people in these forums need to learn how to read. D: They should really stop going into the forums if they're not going to read the entire argument.

And Jelly King already shows signs of debilitation - he starts spinning madly when he's "near death." The problem with that, though, is that he heals himself. So he could be within 2 hits of death, or he could be nearing full health.

I like the idea of having one big red bar across the top of the screen, with a little icon of the boss next to it. Progressively getting darker shades of red might work for Jelly King, but I think Vanaduke would be difficult to see, considering the surroundings and his current appearance. Also, there are color blind users who may have problems with a color-based means of telling them what's up. A health bar that depletes is understood regardless of what color can be seen.

Also- one big bar for bosses would look a lot cleaner than a series of smaller boxes like we're given, and would definitely be easier to read.

And no one has said anything about making the players' health into percentage bars here. Which I wouldn't mind either, personally.

Oh no, a game being "unreal." Gasp. Let's not forget that Basil is a real person, and snipes exist irl, making this game super super realistic. Oh, and people regularly walk around with a set amount of health bars that they can monitor. And if they die, a friend can just walk over them and press attack to revive them! This is totally how real life works. Friend frozen to a place? HIT THEM WITH YOUR SWORD! That's really safe, and definitely wouldn't kill them.

But whatever, no one's going to read this anyway.

Sat, 04/30/2011 - 12:39
#26
SirNiko
Legacy Username
Alternate solutions for those

Alternate solutions for those against bars:

Boss flashes red as it weakens. Faster flashing indicates proximity to death.

Music changes / picks up pace as the boss loses health. Skies of Arcadia did this with bosses to great effect.

Boss displays visible signs of weakness, such as change of color, or perhaps JK's crown gets broken. Healing undoes these changes, so the players can be aware of what is happening.

Sat, 04/30/2011 - 13:52
#27
RocketTK
Legacy Username
I'm all for the boss changing

I'm all for the boss changing colors as he weakens, but don't use red.

For example with the jelly king. Have him green when he is at full health, his current color when he is mid health, and yellow when he is almost dead.

Colorblind people can tell the difference between green and yellow. It's much harder for them to tell the difference between green and red.

This gives us an indication of health that so many people want, while also maintaining a bit more. erm. realism. that some of the other people want, and being at least slightly noticeable to any users who have trouble with colorblindness.

Sat, 04/30/2011 - 19:43
#28
Zingman's picture
Zingman
Has anyone tried counting the

Has anyone tried counting the number of spins the Jelly King does? Working on a theory that the number of spins the Jelly King does is related to his health. I.e. when his health drops to n%, he starts spinning. The very first time I reached the Jelly King -- he never spun, cause the people I was with barely got a scratch on him, no poison, no curse, just horrible horrible failure. Watching videos of vanaduke its also pretty obvious (to me at least) that there are different stages of him (which you can keep track of). So as long as you don't lose track of where you are in the fight, you really don't need health bars per se...

Sat, 04/30/2011 - 19:45
#29
lekiy
Legacy Username
My 2 cents

Well I like the idea of an indicator for bosses health, but in my opinion it would be much more fitting for this game if you had a circle that got smaller as they came near to death. Also for those picky people out there on how much of a number cruncher this may make the game or not an added fix for this is that the bar or circle would not indicate the health to an exact and could very by around 20% so the bar could have very little left, but the boss could have lots more or less health.

But why would OOO add something that would prevent people from waisting lots of CE on a whim since selling CE makes them money.

Sat, 04/30/2011 - 23:11
#30
BurceChuat
Legacy Username
@lekiy

To be nice?

:D

Sat, 04/30/2011 - 23:41
#31
Ezzi's picture
Ezzi
So people don't get pissed

So people don't get pissed off and stop playing the game?

Sun, 05/01/2011 - 02:05
#32
AgentPaper
Legacy Username
I don't know if we need

I don't know if we need health bars, but some kind of indicator like jelly leaking out or him looking less stable as he gets low on HP would go a long way. For example if he's < 50% HP then he shows some "battle damage" with a few chunks of jelly missing and jelly leaking out. When he's <10% or whatever then the battle damage gets even worse, he becomes more red, and he gets more wobbly and unstable, like he's about to explode.

This would make more work for the animators, since each boss would need their own equivalent of this, but it would make a good compromise between wanting to know how close you are to killing him and keeping the game from feeling too "gamey", which seems to be an important goal of this game. I'd say there should be 4 stages: above 90%, where the boss looks pristine and undamaged, 90%-50%, where he's taken superficial damage but nothing serious, 50%-10%, where he's wounded, and below 10%, where he looks on the verge of death.

Sun, 05/01/2011 - 10:07
#33
cheeserito
Legacy Username
Because the devs aren't

Because the devs aren't complete jerkwads centered around getting as much money as they possibly can from an FTP game? If they really really wanted everyone's money they would have made it a PTP game instead. Also- you wouldn't necessarily ever have to purchase CE yourself, so it really wouldn't matter at that point.

I'm still keen on the idea of a health bar (so sue me, I grew up in the 90s with things like Mortal Kombat, Tekken, and a few RPGs that all use health bars, even on the enemies). Although this does bring in mind Legend of Dragoon where instead of flatout giving you the health bar of your enemies, it would use a little arrow above their heads. It would start as a blue arrow, change to yellow if they were at 74-26% health, and then change to red when they were most likely only a couple hits from death. Doing something like that would probably take less effort on the animator's part, but it might have to be tweaked a bit for color blind users.

I like the idea presented by AgentPaper (a reference to ROD?) because I think that would be less "cold and unreal" than the game currently is. I assume the reason that they decided not to do that (aside from it taking more effort) is because that might be a little "too realistic" and could potentially alienate some players who are expecting the bosses to act in a similar fashion to the lesser enemies (it's essentially keeping the design coherent - and while yes, a health bar for the boss would be incoherent with the design, it would be easier to implement). :P

Wed, 05/04/2011 - 00:33
#34
terabomber
Legacy Username
Bars

Early on, Deslare mentioned that "A mass of bars would be hard to read". What if we didn't assume that the bars had to be the same value as a knight's bars? The boss could have a health meter that consists of idunno, 8 or so big blocks. That way, players have an idea of how hurt the boss is without knowing EXACTLY how much effort remains. Players get a boss bar, devs get to keep their numbers.

Though personally I prefer the idea of the boss's apearance visibly degrading according to health. That would be awesome. That would also be a hell of a lot of work, and probably not happening.

Deslare:
"Kawaii - That's inconsistent with the amount of damage we do, though. And there would have to be a lot of bars."
With 8 big blocks, it should take many hits to remove one. Doesn't have to be 1 hit - 1 block.

"Foxhound - Enemies deal damage to us in set amounts of bars. We deal damage in large numbers."
No, they deal damage in numbers. Health is measured in numbers, but approximated in bars for the display. Have you ever been at "Full" health but still been able to pick up one last heart? I have.

"Lufte - Oh my god - I said there wouldn't be a number FFS how many times must I say "Percentage Based Bar" "
In case you haven't noticed, 56% has a big whopping 56 in it. Idunno if it's a number or not, you tell me.

Wed, 05/04/2011 - 06:26
#35
Techhead
Legacy Username
My opinion...

My opinion is to give the JK model declining states of debilitation. Have chunks taken out of him, make the crown lopsided, etc.
Alternatively, the JK's inner core? Make it initially bigger, and have it shrink based on health.

Wed, 05/04/2011 - 12:05
#36
cheeserito
Legacy Username
Terabomber: Your idea is

Terabomber: Your idea is EXACTLY the same in principle, but different in appearance. One big bar would be the cleanest approach.

The appearance of the Jelly King degrading would be slightly morbid compared to the rest of the game, and I personally kind of don't want to see a dying Jelly King. I mean, you're destroying the ruler of a perfectly fine kingdom as it is. What has he done wrong anyway? We just kind of crash-landed in this world and decided to kill everything we see.

And you seem to be misinterpreting "percentage based bar" to mean "I want to see an actual number of percentage at the top of my screen, inside of a bar." Which is WRONG. If you are actually able to tell that something is at EXACTLY 56% on a health bar, then you have really impressive math skills. But also, if you think 56 is a big number, you're probably not that great with math.

Wed, 05/04/2011 - 12:12
#37
Deslare
Legacy Username
Tera: Splitting a Big Bar

Tera: Splitting a Big Bar into 8 big segments could work, either of those is fine - but one big bar would be cleaner and fits the whole "Calbacks to old school games" that Spiral Knights is based on. If you wanted to get more old school, we'd have to jump on the bosses 3 times to kill them.

OBVIOUSLY they do damage to us in numbers, that's what programming is. But they're converted to bars, which is what WE are shown. The game tells the user - "That thing just knocked 3 bars off of you" and 3 of your bars are gone from your health. It's consistency. However, we deal damage to enemies n raw numbers, not bars. Now having health bars for each enemy is prone to clutter, and unnecessary - but for a boss, there's a lot of health - and especially for a boss that self heals.

Did I say I wanted a number? Any number? Or is there a reading problem? Percentage. Based. Bar. A Bar. That depletes. by 1%. of its length. For every. 1% below. The boss's. Health. Dot.

In case you haven't noticed, 3 bars of your health taken from you is a whopping 3 bars. Idunno if it's a number or not, you tell me.

Wed, 05/04/2011 - 12:43
#38
FlashbackJon
Legacy Username
@Ezzi

Actually, if the designers are worth their salt, they will only implement a change they believe is good for the health of the game, regardless of how many (or how few) pages of parrot-posts a thread gets.

I can see a convenience added by health bars, but I don't think they're necessary. I like the mystery, and believe you me, I am nowhere NEAR elite, much less elitist.

(Also, as an aside, viewing metagame information like remaining health is the opposite of immersion.)

Wed, 05/04/2011 - 17:14
#39
terabomber
Legacy Username
@Techhead: "have [the jelly

@Techhead: "have [the jelly core] shrink based on health."
That sounds pretty easy. +1.

Regardless, I still think that players rezzing based on inaccurate guesses of remaining health is part of OOO's plan to get more money. It's just the way this stuff works.

I don't know why there's all this insistence on the wording "Percentage based" for a bar if you don't want to show the actual % on it. We've all seen blank healthbars before. We know what they are.

@Cheeserito: "Your idea is EXACTLY the same in principle, but different in appearance."
I don't know why you used caps to point out my idea is similar... I know it is, I'm not trying to steal credit or anything.
Also, it's not just a superficial change, reducing the precision of the healthbar would make it more palatable to those devs that want to keep hiding the math.

@FlashbackJon:
/agreed

Wed, 05/04/2011 - 18:50
#40
Deslare
Legacy Username
Because it's descriptive, as

Because it's descriptive, as a suggestion should be. A bar decreasing based on a percentage IS percentage based - it doesn't need to show the percentage, it's just the mechanical working of it.

Wed, 05/04/2011 - 20:42
#41
cheeserito
Legacy Username
I used caps to point out to

I used caps to point out to you that you are suggesting the exact same thing, so I don't know why you have such beef with this freaking suggestion. =/

If you're not going to be a useful member of society, then GTFO.

Thu, 05/05/2011 - 00:47
#42
Walternate
+1

+1 to this suggestion

Thu, 05/05/2011 - 02:47
#43
terabomber
Legacy Username
@Cheese: What made you think

@Cheese: What made you think I had beef with the suggestion?
Terabomber on boss HP bars: "Great idea, I want it, it's not happening." Money/Hiding numbers/Work etc. Take your pick.

AgentPaper:"(Visible injury suggestion)"
Cheeserito: "I like the idea presented by AgentPaper"
Techhead: "(Visible injury suggestion)"
Cheeserito: "I personally kind of don't want to see a dying Jelly King."

Get out.

@Deslare: if "Percentage based" needs to stick in front of "bar" so much, what other types of bases are there for bars?
(This last sentence not spoken in a hostile tone)

Thu, 05/05/2011 - 10:02
#44
cheeserito
Legacy Username
Me, on AgentPaper's idea: "I

Me, on AgentPaper's idea: "I assume the reason that they decided not to do that (aside from it taking more effort) is because that might be a little "too realistic" and could potentially alienate some players who are expecting the bosses to act in a similar fashion to the lesser enemies"

You: YES LET'S MAKE THIS GAME MORE BRUTAL

Me: On second thought, the idea is only good on paper. It would really creep me out if it was actually implemented.

NO U.

And what made me think you had beef with the suggestion? I don't know, maybe the fact that you keep arguing against it.

Thu, 05/05/2011 - 10:08
#45
Deslare
Legacy Username
Percentage based bar needed

Percentage based bar needed to stick there because if I didn't, every jackass with a literacy problem was complaining that I wanted the devs to show the bosses actual health at the top.

I swear - It's impossible to get people to not assume you want a number somewhere.

Thu, 06/30/2011 - 06:28
#46
Negazero's picture
Negazero
Nice idea but 2/5

It might be easier seeing how much health a boss has.Yes,but would like to toggle it off though.Such as in Metroid,(Besides Other M)bosses dont have health bars,which make it harder for the game.I do think that JK has been a big bastard...but still.

Thu, 06/30/2011 - 08:43
#47
Bigfootm's picture
Bigfootm
Won't work as well for

Won't work as well for vanaduke.

Thu, 06/30/2011 - 08:43
#48
Bigfootm's picture
Bigfootm
Won't work as well for

Won't work as well for vanaduke.

Thu, 06/30/2011 - 09:18
#49
DevilXTreme
Legacy Username
You know what i want?

A health bar on forum posts. So when a certain topic is posted more than 1000000 times, it dies. But it still hasnt. This topic, as far as im concerned, has been opened millions of times.

In my view. Bosses dont need health bars.
I mean, once you have good gear, you wont need health bars.

With jk, atleast you have a hint. When he turns pink and runs around... half of his health is gone... and he heals like... idk, 30 health per 3 seconds.. and you do like 140 dmg per hit with a leviathan. It is pretty easy with an acended calibur as it is. He cant heal while spinning, and the moment he turns violet you hit him. Seriously jk isint all that hard... VD is another case.

Even with VD, if im sure, there are diffrent stages. In some he like backs away and releases clock like stuff that float around... is what i've heard.

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