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ESEA Invite: Froyotech vs. Classic Mixup
posted in Events
61
#61
2 Frags +

the player health bars are really nice when people are actually fighting, but when they're left on all the time they seem to clutter things without really adding anything. this was really evident on gully last where you can see tons of health bars through walls while no one has any chance of damaging that person. not useful information at all and is confusing to look at. spec_player_health_on_hit 1 would be nice i think (it doesn't seem like you used it tonight). overall they are very very nice to have when actually showing fights though.

the overall team health bars don't really add anything imo. they change constantly and are distracting, and if there ever was a time when they would be nice to have (maybe post-mid with a bunch of lit players on one team) that information would already be shown via the red health numbers on the side. the individual health bars are way way better at actually showing what's going on, especially when showing povs, which basically everyone does. the team bars might work for a mid shown in 3rd person, but basically everything is shown from someone's pov where they are actively shooting at someone, and their targets health is much more interesting to see than overall team health.

the player health bars are really nice when people are actually fighting, but when they're left on all the time they seem to clutter things without really adding anything. this was really evident on gully last where you can see tons of health bars through walls while no one has any chance of damaging that person. not useful information at all and is confusing to look at. spec_player_health_on_hit 1 would be nice i think (it doesn't seem like you used it tonight). overall they are very very nice to have when actually showing fights though.

the overall team health bars don't really add anything imo. they change constantly and are distracting, and if there ever was a time when they would be nice to have (maybe post-mid with a bunch of lit players on one team) that information would already be shown via the red health numbers on the side. the individual health bars are way way better at actually showing what's going on, especially when showing povs, which basically everyone does. the team bars might work for a mid shown in 3rd person, but basically everything is shown from someone's pov where they are actively shooting at someone, and their targets health is much more interesting to see than overall team health.
62
#62
4 Frags +
erkstonthe player health bars are really nice when people are actually fighting, but when they're left on all the time they seem to clutter things without really adding anything. this was really evident on gully last where you can see tons of health bars through walls while no one has any chance of damaging that person. not useful information at all and is confusing to look at. spec_player_health_on_hit 1 would be nice i think (it doesn't seem like you used it tonight). overall they are very very nice to have when actually showing fights though.

the overall team health bars don't really add anything imo. they change constantly and are distracting, and if there ever was a time when they would be nice to have (maybe post-mid with a bunch of lit players on one team) that information would already be shown via the red health numbers on the side. the individual health bars are way way better at actually showing what's going on, especially when showing povs, which basically everyone does. the team bars might work for a mid shown in 3rd person, but basically everything is shown from someone's pov where they are actively shooting at someone, and their targets health is much more interesting to see than overall team health.

I can agree to disagree, the first point of yours I spot on agree with, but I like the team health bars feature.

[quote=erkston]the player health bars are really nice when people are actually fighting, but when they're left on all the time they seem to clutter things without really adding anything. this was really evident on gully last where you can see tons of health bars through walls while no one has any chance of damaging that person. not useful information at all and is confusing to look at. spec_player_health_on_hit 1 would be nice i think (it doesn't seem like you used it tonight). overall they are very very nice to have when actually showing fights though.

the overall team health bars don't really add anything imo. they change constantly and are distracting, and if there ever was a time when they would be nice to have (maybe post-mid with a bunch of lit players on one team) that information would already be shown via the red health numbers on the side. the individual health bars are way way better at actually showing what's going on, especially when showing povs, which basically everyone does. the team bars might work for a mid shown in 3rd person, but basically everything is shown from someone's pov where they are actively shooting at someone, and their targets health is much more interesting to see than overall team health.[/quote]

I can agree to disagree, the first point of yours I spot on agree with, but I like the team health bars feature.
63
#63
3 Frags +

I really like the total team health bars, it is another thing to look at that adds a dynamic to every fight. I think especially in cast streams where you only ever see through one players eyes, the status of the bar during a big skirmish allows you to forecast which way the battle is going. It's a new feature, so I think we still need to understand how it works and what consequences it suggests.

Also, just listened to the VOD, tried a new Mic position tonight to fix keyboard clicks and my keyboard clicks were worse than ever. :[

I'll try and fix that for next time.

I really like the total team health bars, it is another thing to look at that adds a dynamic to every fight. I think especially in cast streams where you only ever see through one players eyes, the status of the bar during a big skirmish allows you to forecast which way the battle is going. It's a new feature, so I think we still need to understand how it works and what consequences it suggests.


Also, just listened to the VOD, tried a new Mic position tonight to fix keyboard clicks and my keyboard clicks were worse than ever. :[

I'll try and fix that for next time.
64
#64
0 Frags +

I liked the Franz Ferdinand at the beginning. Thank you for that.

I liked the Franz Ferdinand at the beginning. Thank you for that.
65
#65
6 Frags +

Would it be possible to change the length of the team health bars so they're just as long as everything else on the left side of the HUD?

http://i.imgur.com/v93iw8Q.png

Would it be possible to change the length of the team health bars so they're just as long as everything else on the left side of the HUD?

[img]http://i.imgur.com/v93iw8Q.png[/img]
66
#66
1 Frags +

I believe so, I handed Dash the values I use just to get it up and running. I'm sure it can be made uniform with the other HUD entities for aesthetics.

I believe so, I handed Dash the values I use just to get it up and running. I'm sure it can be made uniform with the other HUD entities for aesthetics.
67
#67
0 Frags +

Maybe set the length for like just a healthy team right and the end of the name plates and if a team is overly buffed it could spill over? I don't know if that would be difficult to implement but it might work well to show the information.

Maybe set the length for like just a healthy team right and the end of the name plates and if a team is overly buffed it could spill over? I don't know if that would be difficult to implement but it might work well to show the information.
68
#68
0 Frags +

I think the total health is pretty cool even during stalemates, it can show which team has better spam and whether they are utilizing their health advantages that they might not be noticing.

Have a thing about the over head health bar thing tho. I wish when a player is at full health the bar can be full instead of 1/3 empty. And when people are buffed then the bar would become longer than usual and change colour or something like that.

I think the total health is pretty cool even during stalemates, it can show which team has better spam and whether they are utilizing their health advantages that they might not be noticing.

Have a thing about the over head health bar thing tho. I wish when a player is at full health the bar can be full instead of 1/3 empty. And when people are buffed then the bar would become longer than usual and change colour or something like that.
69
#69
0 Frags +
DeerWould it be possible to change the length of the team health bars so they're just as long as everything else on the left side of the HUD?

Well, the maximum length of the bar changes based upon class selection...So I guess you could make it so cookie cutter layout everybody fully buffed is the same length, but if you run heavy or something else it'll be thrown off. And realistically there is always going to be some wacky combination of buffs/damage that it'll never really be able to be referenced to anything other than the other teams health bar.

[quote=Deer]Would it be possible to change the length of the team health bars so they're just as long as everything else on the left side of the HUD?

[/quote]
Well, the maximum length of the bar changes based upon class selection...So I guess you could make it so cookie cutter layout everybody fully buffed is the same length, but if you run heavy or something else it'll be thrown off. And realistically there is always going to be some wacky combination of buffs/damage that it'll never really be able to be referenced to anything other than the other teams health bar.
70
#70
15 Frags +

Seanbud: "5-2 Did anyone predict that score Bloodsire?"

Bloodsire: "I dunno."

Seanbud: "I did, I did."

God Bless Seanbud.

Seanbud: "5-2 Did anyone predict that score Bloodsire?"

Bloodsire: "I dunno."

Seanbud: "I did, I did."


God Bless Seanbud.
71
#71
2 Frags +

I'd like to see a numerical value on the bars, just as a reference to see how much health advantage they have. Or at the very least the health difference between the two teams like the uber advantage bar.

I'd like to see a numerical value on the bars, just as a reference to see how much health advantage they have. Or at the very least the health difference between the two teams like the uber advantage bar.
72
#72
4 Frags +

thanks for the feedback guys, i'm gonna be working on the hud/plugins/everything over the next few days to make everything a bit nicer and more practical.

thanks for the feedback guys, i'm gonna be working on the hud/plugins/everything over the next few days to make everything a bit nicer and more practical.
73
#73
0 Frags +

since most people seem to like the team health bars, one thing that would make it more informative (for me) would be to have the number of players currently alive on each team next to them. i see how they could be helpful as-is showing how a full team fight is going, but for me it doesn't give enough detail, as teams can have near-equal overall health while still being in completely different situations. say after a midfight one team is only two up with a med and pocket running away (150+250=400 total health) while the other team is 4 up with two scouts, a soldier and a demo. say everyone on that team is slightly above half health, and you have 70+70+110+100=350. the teams have somewhat equal health, but the fight is over. since frags are so important, showing the current players alive next to the health bars could give you a kind of quick average player health per team, and i think that would be a lot more useful than it is right now. maybe i'm way off base with this since most people seem to like them how they are now.

also sorry for the paragraphs, i seem to really care about my tf2 streams

edit: actually instead of having just a number that shows players alive per team, maybe divide the whole bar up by player. like have a white line that divides the bar when a new players health is being added on, i don't know if this will make sense, don't drink and post kids:

|----------|--|----|
|----|----|-|

this would give a lot more information imo and be less cluttered than adding even more numbers

since most people seem to like the team health bars, one thing that would make it more informative (for me) would be to have the number of players currently alive on each team next to them. i see how they could be helpful as-is showing how a full team fight is going, but for me it doesn't give enough detail, as teams can have near-equal overall health while still being in completely different situations. say after a midfight one team is only two up with a med and pocket running away (150+250=400 total health) while the other team is 4 up with two scouts, a soldier and a demo. say everyone on that team is slightly above half health, and you have 70+70+110+100=350. the teams have somewhat equal health, but the fight is over. since frags are so important, showing the current players alive next to the health bars could give you a kind of quick average player health per team, and i think that would be a lot more useful than it is right now. maybe i'm way off base with this since most people seem to like them how they are now.

also sorry for the paragraphs, i seem to really care about my tf2 streams

edit: actually instead of having just a number that shows players alive per team, maybe divide the whole bar up by player. like have a white line that divides the bar when a new players health is being added on, i don't know if this will make sense, don't drink and post kids:

|----------|--|----|
|----|----|-|

this would give a lot more information imo and be less cluttered than adding even more numbers
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