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General => Ideas & Suggestions => Topic started by: Aqua on July 30, 2009, 01:28:44 PM

Title: Threshhold indicator
Post by: Aqua on July 30, 2009, 01:28:44 PM
This is a quite simple concept, once an instance of a monster has taken a certain amount of damage or more by a player (depending on the monster), an icon is drawn 3 pixels above the top of the sprite. Here is the icon I had imagined that it would look like: (http://i223.photobucket.com/albums/dd245/Aqua-Games/threshold-1.png). I am a bit unsure of how this would be used on certain monsters, such as the Sand Golem, as people might hit the threshhold and leave. Also, on the Sand Golem, a tiny little icon over the humongus boss would look odd, and maybe it should be scaled in the same way as the Golem (9 pixels above, 3x wider/taller). Here is an example, SG left without an icon for realism, and the two reasons stated above. Some monsters do not have one, as that is also more likely to have not gotten the threshhold on everything.
(http://i223.photobucket.com/albums/dd245/Aqua-Games/threshold.png)
Anyways, thoughts/ideas?
~Aqua
Title: Re: Threshhold indicator
Post by: ArtGames on July 30, 2009, 01:31:18 PM
I would like a healthbare on top/bottom better when you hit the enemy. The icon reminds me of when a monster used a skill in maple story. :P
Title: Re: Threshhold indicator
Post by: Mr Pwnage on July 30, 2009, 01:33:40 PM
Great idea. I love it. Not only is that useful...but it eliminates a lot of frustration regarding the whole "Losing Drops Offscreen" problem. Soo...thumbs up, and plaws karma.
Title: Re: Threshhold indicator
Post by: Aqua on July 30, 2009, 01:43:53 PM
Quote from: ArtGames on July 30, 2009, 01:31:18 PM
I would like a healthbare on top/bottom better when you hit the enemy. The icon reminds me of when a monster used a skill in maple story. :P
I know that Meiun won't have a HP bar, so I'm unsure about what he'd think of this. On your comment about MapleStory, never played it.
~Aqua
Title: Re: Threshhold indicator
Post by: Mystery on July 30, 2009, 01:46:17 PM
I really like this idea. Health bars seem a bit over the top, people usually just care about whether a monster is close to death or not. Maybe there could be different versions of the indicator(say, a gray skull when a monster has lost half its health and a red one when it has only 1/3 left)as well.
Title: Re: Threshhold indicator
Post by: ArtGames on July 30, 2009, 01:47:14 PM
It would be funny if when monster hits low health they start running from you.(like the bunny) kind of how you can tell if a person has low hp.

That was a joke btw.
Title: Re: Threshhold indicator
Post by: Aqua on July 30, 2009, 01:55:38 PM
Quote from: Mystery on July 30, 2009, 01:46:17 PM
I really like this idea. Health bars seem a bit over the top, people usually just care about whether a monster is close to death or not. Maybe there could be different versions of the indicator(say, a gray skull when a monster has lost half its health and a red one when it has only 1/3 left)as well.
Well, as I said, I think Meiun won't like it even now. So, that's why I kept it simple. I also thought that the skull might fade in, but for that reason and on monsters with large threshholds, it'd be difficult to tell if it's partially transparent, or you've got the threshhold.
~Aqua
Title: Re: Threshhold indicator
Post by: ArtGames on July 30, 2009, 02:00:57 PM
Quote from: Aqua on July 30, 2009, 01:55:38 PM
Quote from: Mystery on July 30, 2009, 01:46:17 PM
I really like this idea. Health bars seem a bit over the top, people usually just care about whether a monster is close to death or not. Maybe there could be different versions of the indicator(say, a gray skull when a monster has lost half its health and a red one when it has only 1/3 left)as well.
Well, as I said, I think Meiun won't like it even now. So, that's why I kept it simple. I also thought that the skull might fade in, but for that reason and on monsters with large threshholds, it'd be difficult to tell if it's partially transparent, or you've got the threshhold.
~Aqua

You know what, your right. i don't see meiun doing HP bars. I think your idea could be simple e-nuf that meiun might accepted it. This is only for npc's right?
Title: Re: Threshhold indicator
Post by: EpicPhailure on July 30, 2009, 02:02:19 PM
Most likely. There aren't much places where you can hit the standard player sprite in a different place than if you were attacking on the same platform as the victim.
Title: Re: Threshhold indicator
Post by: Aqua on July 30, 2009, 02:02:28 PM
Yeah, I thought about it being cool if a skull popped up at the destroy event of a player instance, and floated up fading away, but that would cause fps lag with ping lag, and just make things worse and worse.
~Aqua
Title: Re: Threshhold indicator
Post by: ArtGames on July 30, 2009, 02:07:00 PM
Quote from: Aqua on July 30, 2009, 02:02:28 PM
Yeah, I thought about it being cool if a skull popped up at the destroy event of a player instance, and floated up fading away, but that would cause fps lag with ping lag, and just make things worse and worse.
~Aqua

Nah i don't think so. It would run alot better than gold and meiun gives that out like candy.

Quote from: Epicphail on July 30, 2009, 02:02:19 PM
Most likely. There aren't much places where you can hit the standard player sprite in a different place than if you were attacking on the same platform as the victim.

did you post in wrong topic?
Title: Re: Threshhold indicator
Post by: Lingus on July 30, 2009, 06:06:03 PM
Oh yea, I like this idea. Though I think something better than the skull/crossbones should be used. Not necessarily a sprite of something. Something along the lines of recoloring the monster or adding a red border around the monster or something like that. I think something that doesn't stand out as much as a floating skull/crossbones would be better.
Title: Re: Threshhold indicator
Post by: EpicPhailure on July 30, 2009, 07:37:38 PM
Quote
did you post in wrong topic?

I think I did >_<
Title: Re: Threshhold indicator
Post by: krele on July 30, 2009, 08:24:36 PM
I like the idea... Nothing more I can say... Except for, why do you have -karma? O_o

+karma
Title: Re: Threshhold indicator
Post by: Lingus on July 30, 2009, 08:27:26 PM
Quote from: krele on July 30, 2009, 08:24:36 PM
I like the idea... Nothing more I can say... Except for, why do you have -karma? O_o

+karma
Agreed. I think someone is going around smiting people.

I liked your idea and should've given u + Karma in the first place, but since Krele reminded me: +Karma
Title: Re: Threshhold indicator
Post by: EpicPhailure on July 31, 2009, 08:33:27 PM
Yeah, Pwnage said on the StickHO that some random person was going around de-karming people.
Title: Re: Threshhold indicator
Post by: ArtGames on July 31, 2009, 08:50:27 PM
what is StickHO?

Also im sorry this is a little of topic but is that a real screen shot other than the bones?
Title: Re: Threshhold indicator
Post by: Dragx_Rage on August 02, 2009, 05:17:57 PM
Quote from: ArtGames on July 31, 2009, 08:50:27 PM
what is StickHO?

Also im sorry this is a little of topic but is that a real screen shot other than the bones?

It is the Stick Hangout.

I really like this idea, I would love to see this in game.
Title: Re: Threshhold indicator
Post by: Aqua on August 03, 2009, 12:11:11 PM
Quote from: ArtGames on July 31, 2009, 08:50:27 PM
what is StickHO?

Also im sorry this is a little of topic but is that a real screen shot other than the bones?
It is. This was a while back. The people who saw the first Sand Golem should have talked more about it, as I never heard what happened, and this Golem shared its fate. I was fixing to leave, didn't have time to fight it anyways, and figured it was time for me to find out what happens. Unfortunately, I couldn't even lose the DS, so it kind of shared the Golem's fate, but sooner.
~Aqua
Title: Re: Threshhold indicator
Post by: Mystery on August 03, 2009, 01:28:26 PM
Quote from: Epicphail on July 31, 2009, 08:33:27 PM
Yeah, Mystery said on the StickHO that some random person was going around de-karming people.
Fixed. Unless Pwnage did say that too, which I don't remember him doing.

Quote from: AquaThe people who saw the first Sand Golem should have talked more about it, as I never heard what happened, and this Golem shared its fate. I was fixing to leave, didn't have time to fight it anyways, and figured it was time for me to find out what happens. Unfortunately, I couldn't even lose the DS, so it kind of shared the Golem's fate, but sooner.
That's another reason to have a threshold indicator. If you drown a monster because you don't have time to fight it, and it's really low on health, you could have missed out on some EXP/items.
Title: Re: Threshhold indicator
Post by: EpicPhailure on August 03, 2009, 03:25:13 PM
Oh, I mix you two up now for some reason.

Title: Re: Threshhold indicator
Post by: Lingus on August 03, 2009, 04:23:32 PM
Quote from: Dragx_Rage on August 02, 2009, 05:17:57 PM
Quote from: ArtGames on July 31, 2009, 08:50:27 PM
what is StickHO?

It is the Stick Hangout Out.
Actually, it's not. It's just the Hangout now...
Title: Re: Threshhold indicator
Post by: Dragx_Rage on August 03, 2009, 05:28:41 PM
Quote from: Lingus on August 03, 2009, 04:23:32 PM
Quote from: Dragx_Rage on August 02, 2009, 05:17:57 PM
Quote from: ArtGames on July 31, 2009, 08:50:27 PM
what is StickHO?

It is the Stick Hangout Out.
Actually, it's not. It's just the Hangout now...

Lol I wrote Stick Hangout Out, I meant Stick Hangout.
Title: Re: Threshhold indicator
Post by: krele on August 04, 2009, 02:51:56 PM
Quote from: Dragx_Rage on August 03, 2009, 05:28:41 PM
Quote from: Lingus on August 03, 2009, 04:23:32 PM
Quote from: Dragx_Rage on August 02, 2009, 05:17:57 PM
Quote from: ArtGames on July 31, 2009, 08:50:27 PM
what is StickHO?

It is the Stick Hangout Out.
Actually, it's not. It's just the Hangout now...

Lol I wrote Stick Hangout Out, I meant Stick Hangout.
Still not correct... It's:


The Hangout
Title: Re: Threshhold indicator
Post by: Hambone on August 05, 2009, 01:41:11 AM
That's a good idea, but then once you reach the threshold, you're less likely to keep attacking, making kills on large monsters take longer.
Title: Re: Threshhold indicator
Post by: Aqua on August 05, 2009, 11:42:24 PM
Quote from: Aqua on July 30, 2009, 01:28:44 PM
I am a bit unsure of how this would be used on certain monsters, such as the Sand Golem, as people might hit the threshhold and leave.
Yeah, I had thought of that, Hambome, but you have to take the good with the bad. But, even with it, I believe only a few people would do that. At the Temple, most people fight it the entire time, though they'd bet their life that the hit the threshold. It is relatively easy to reach, yet people still fight it the entire time. The motivation is rather to speed its death than to reach threshold, I believe. (And of course, not lose your hits)
Also, this would quench the paranoia of people who think they may have lost hits due to dragging, they'd know for sure that they're screwed/not screwed ;). Also, if someone new comes late, it could be requested that people with threshold would wait, and those would know who they were (and hopefully be respectful and wait).
~Aqua
Title: Re: Threshhold indicator
Post by: Mr Pwnage on August 06, 2009, 12:13:08 AM
@Ham Well actually, I don't think that would be an issue. Because if I understand Aqua's idea correctly, it doesn't make you keep hits offscreen more than 2 screens, it just lets you know when your hit. It would mainly be for, in case you made a mistake, or the game lagged, you know that if you were in the threashold and aren't anymore you should go get some hits. People would still have to stay close to the monster to get the drops...and they would probably have to jump around a bit, especially for an SG, there is no safe place to hide! (cept for the temple but meh).