#Player Model Blood Effect On Damage And|Or When Downed

1 messages · Page 1 of 1 (latest)

finite viper
#

Currently, visual feedback regarding damage on others is...well, non-existent really. Besides the hitmarkers and potential loss of armor I suppose.

So I would suggest a relatively simple feature: The good ol bloody effect over people, scaling with damage received (probably better known from games like Mordhau or Chivalry). Someone close slightly hurt would have a few blood splatters over their face and uniform, someone close to death would have quite some blood all over them, ideally someone who is actually downed would have noticeably more blood over them.

This would fix two things.
For one, you'd simply get some decent visual feedback as to how much you actually damaged your enemy.
For another, we actually could reliably tell downed people from people lying prone apart (huge issues at times, especially when the campers cluster up, but it's generally confusing and makes you shoot when in doubt...or worse, not shoot when you should).

I'd say the damage effect itself is optional, especially since it would soften the visual gap and make the feature less impactful on downed targets. But some actual visual difference for downed people would be a huge QoL improvement.

If this is not done for performance reasons, that's fair. Whatever is needed to make this run on a Nokia 3310.

deep kiln
#

Wouldn't it just go to waste if you turn off blood splatter

#

But I mean, then again

finite viper
#

Wouldn't go to waste, though.
Because you would want this on.

deep kiln
#

What if they just made it like if you're downed you're on your back with a hand up asking for help and if you're dead youre yeah, dead lying on the ground

finite viper
#

Player Model Blood Effect On Damage And|Or When Downed

#

Just to clarify.

finite viper
#

Though that also could be done, sure.

deep kiln
#

I wouldnt say it's a bigger problem

finite viper
#

Whatever works to solve the issue of not really being able to tell, at a glance, who is actually dead.

#

Often the ragdoll does end up in a way that just looks like someone lying prone.

deep kiln
#

And it's easier to see if they're down and actually need to be revived not just, oh there's a dead body there

finite viper
vast quartz
#

Tldr: more gore for downed people to have more differentiation between dead and alive people

finite viper
#

So that function would serve yet another purpose.

deep kiln
#

Exactly

finite viper
#

Any gore really.

vast quartz
#

Very cool

finite viper
#

Right now we can get blasted to pieces or shredded by bullets and not see a single drop of blood.

deep kiln
#

But the gore still doesn't fix our blind people problem

finite viper
#

Like 🗿

finite viper
#

That's a greater ordeal.

deep kiln
#

But you can help them

vast quartz
#

When you shoot a guy you see a little blood

finite viper
#

I didn't even mean those actually.

deep kiln
#

The game should make players pick up their teammates not just run over their body

vast quartz
#

Though that's not enough

finite viper
#

Just blood on their model. No other effects.

#

Like stages of damage.

vast quartz
#

Ah got it

#

Yes

finite viper
#

I can't see how that would be an issue in any way. Would just be a blood overlay that changes at X HP.

#

Actual particles I could see potentially becoming some sort of concern.

#

Besides filling the screen with blood. HyperXD

#

I mean, in an ideal world, we would have this and blood splatters on walls, as well as blood puddles and limbs coming off.
But we can't have all the nice things. kittenCry

deep kiln
#

Can't wait to run into a room full of blood everywhere HyperXD HyperXD

finite viper
deep kiln
#

Damn

vast quartz
#

Maybe the less hp the more the character looks like, like 50 % you are more pale with more wounds suggesting you lost some blood, but if you get healed you turn back to normal. This would be a cheap one.

Or a system that tracks where the enemy got shot and will draw a wound there, this would be more performance demanding.

Or when people die they have a blood pool under them depending how much is the giving up bar is on, I have no idea how much performance would this method need

finite viper
#

Maybe the less hp the more the character looks like, like 50 % you are more pale with more wounds suggesting you lost some blood, but if you get healed you turn back to normal. This would be a cheap one.
That's what I suggested, yes.

#

A blood overlay that changes with X HP.

#

Should be quite simple to do.

#

I mean, we can change skins, so I'd be surprised if Oki couldn't squeeze that in.

#

Actual tracking of wound locations would serve no purpose and possibly make the feature void if anything.

#

Just a consistent, global indicator.

vast quartz
#

🤨

#

Cool

finite viper
#

Your emote and your text give me a mixed response.

vast quartz
#

Sure

finite viper
deep kiln
#

We Hungarians always give mixed responses

finite viper
deep kiln
#

We be like, hey here's some pálinka, taste it, tastes it, Jesus it's awful, still downs the whole thing