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Official: Floating Damage Text Feedback Thread

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  • b0rkch0pb0rkch0p Member Posts: 403 Arc User
    Not really sure if this is in the same boat as the floaters.. but.. Add an option to auto enable logs. IE when game loads both combat and chat logging is enabled. And on top of the logging.. Add the toon the log is for inside the log. Right now there is no ref to what toon the log line is for., I've found a dirty way around that, but would be so much nicer to have the toon that the line is in ref to on the line it's ref'd to.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,464 Arc User
    I think that for larger text, the font should be a little lighter-weight. It doesn't require the same weight font when the text is large.
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  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
    Sorry for the long, long delay since I responded here!

    As y'all have probably noticed, we shipped Menzoberranzan basically with the original batch of changes; despite the development experimentation, we didn't land on anything that wouldn't add more jank, and unfortunately some of the great suggestions in here were out of the original scope of the feature. (For instance: Adding new player-facing options takes more development time than we'd originally committed to this feature.)

    We've written up some of the suggestions / feedback for internal tracking, and as we have time between other development tasks, we're gradually trying to get the string shortening to work (e.g. "1.18K"). As an example, a fun internal bug we ran into the other day was that pooled damage numbers (e.g. multiple hits in an at-will combo) don't play nicely with the string shortening.

    As for localized short-numbers (e.g. "K" not making sense for Deutsch locale), that one's up to the localization team, I believe. We had a short conversation with them already, and hopefully we can make it work as ideal in all locales (if we end up shipping the "1.18K" damage floater route).

    That said, this is all hypothetical right now. I think the change we shipped in Menzoberranzan was successful in improving things overall, and while we can always find new ways to tweak it, I'm happy so far.

    Also re: lightweight fonts: I admittedly don't think we have the ability to dynamically adjust font weight in this context, with our current tech. Sorry!
  • fritz#8093 fritz Member Posts: 439 Arc User
    terramak said:

    As for localized short-numbers (e.g. "K" not making sense for Deutsch locale), that one's up to the localization team, I believe. We had a short conversation with them already, and hopefully we can make it work as ideal in all locales (if we end up shipping the "1.18K" damage floater route).

    K (1,000), M (1,000,000), and G (1,000,000,000) is kilo, mega, and giga (origin: greek) and universal in any language.
  • mintmarkmintmark Member, NW M9 Playtest Posts: 471 Arc User
    K is Kelvin, the unit of temperature. The kilo prefix is lower case k.
  • therealprotextherealprotex Member, NW M9 Playtest Posts: 526 Arc User
    terramak said:

    As an example, a fun internal bug we ran into the other day was that pooled damage numbers (e.g. multiple hits in an at-will combo) don't play nicely with the string shortening.

    That's actually weird. Does it mean that generating the numbers and presenting the numbers are not two seperated pieces (aka classes/methods) in your code?
    terramak said:

    As for localized short-numbers (e.g. "K" not making sense for Deutsch locale), that one's up to the localization team, I believe. We had a short conversation with them already, and hopefully we can make it work as ideal in all locales (if we end up shipping the "1.18K" damage floater route).

    Seriously, this is NOT a question of localization at all! Just stick to international standards, stick to the SI system. I know that the US has some problems with that sometimes (imperial system instead of metric system, 12 as a multiplier for higher units instead of 10 and so on), but PLEASE act out of character this time and use the SI system. "k" for 1^3, "M" for 1^6 and "G" for 1^12. Look here: https://en.wikipedia.org/wiki/Unit_prefix

    Please.
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    Are the damage amounts being rounded up or down when it removes some lower numbers?
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • rockster#6227 rockster Member Posts: 1,860 Arc User

    Any way we can set it up so I can only see the damage I do only? Maybe give us options of what we see on screen, and when.

    Did you check 'options'? Turn off the floaters you don't want to see.


    I can't with these people.
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • rockster#6227 rockster Member Posts: 1,860 Arc User

    Are the damage amounts being rounded up or down when it removes some lower numbers?

    Also, can someone point me to the post in this thread which gives the justification for changing from the exact number to one with a k or whatever. Ty. I read back but I couldn't' find it.
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • mintmarkmintmark Member, NW M9 Playtest Posts: 471 Arc User
    I guess a related question is, does this change affect what is entered in the combat log, or is the exact number always recorded there?
  • rockster#6227 rockster Member Posts: 1,860 Arc User

    Are the damage amounts being rounded up or down when it removes some lower numbers?

    Also, can someone point me to the post in this thread which gives the justification for changing from the exact number to one with a k or whatever. Ty. I read back but I couldn't' find it.
    Are any Devs going to respond to these questions? This one and the does it round up or down question listed in the quote. We have a right to know.
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • xalkastiz#5524 xalkastiz Member, Cryptic Developer Posts: 5 Cryptic Developer

    Whilst the team are looking at floaters - would it be possible to turn back on the proc text so we can actually see which powers have procced, eg Blood Lust or any of the Master Boons.

    Thank you
    BlackMagi

    Hey there! I'm actually looking over this exact issue right now, and I could definitely use some assistance in identifying items, feats, or powers with procs that would benefit from a floating text name display. I have to be careful with this because I don't want to cause undue spam, but if you have any specific procs that you feel are important enough to add floating text to, please list them out and I'll take a look! I will likely start another thread for this as well, since this reply is going to be pretty buried, and I'd like to get more visibility on it.
  • rockster#6227 rockster Member Posts: 1,860 Arc User

    Whilst the team are looking at floaters - would it be possible to turn back on the proc text so we can actually see which powers have procced, eg Blood Lust or any of the Master Boons.

    Thank you
    BlackMagi

    Hey there! I'm actually looking over this exact issue right now, and I could definitely use some assistance in identifying items, feats, or powers with procs that would benefit from a floating text name display. I have to be careful with this because I don't want to cause undue spam, but if you have any specific procs that you feel are important enough to add floating text to, please list them out and I'll take a look! I will likely start another thread for this as well, since this reply is going to be pretty buried, and I'd like to get more visibility on it.
    Can we please have added back all the master boon procs we had removed a while ago. They were showing since the start of the game for nearly a decade with no issue and then recently someone decided they should all be deleted "to reduce screen clutter". They are very useful to have there for players info, all of them. It was a terrible move to delete them all. If you are considering putting things back as floaters, please put back the ones we lost first before adding new ones. They were very useful and it would be nice to have them back. Tysm.

    And as asked above, why are the exact numbers of damage being condensed to rounded figures? People also want to know if these exact figures will still be available when running damage calculator programs etc. But what is the reasoning for removing the exact number and rounding it out, and is it rounded up or down? Ty.
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • mintmarkmintmark Member, NW M9 Playtest Posts: 471 Arc User
    And if we're having an abbreviated display of quantities that we can't configure or turn off, please consider the feedback (from a few posts above) to use the normal SI prefixes. Here's a link from that post... https://en.wikipedia.org/wiki/Unit_prefix
    The problem is that capital K is the unit of temperature. The prefix for 1000 is lowercase k.
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    I think the players deserve to know the justification for rounding the numbers up or down seeing it affects us so directly and so intimately. It's a big change after a 10 years of having it display a certain way and we're the ones who have to be visually disrupted by it and deal with it. It would help to know why it's happening and explaining would be the right thing to do by Cryptic. It won't really use any less space on the screen so is it some backend requirement?
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
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