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Suggestion Damage feedback

Taliazure

Radio Bob Approved
Joined
Oct 17, 2021
Messages
456
Feedback for damage

Currently, one of the major issues with injury feedback in Willard is the lack of clear and consistent indicators when taking damage. The only signal we get is when our characters yell, which I've come to find several times that it can be easily drowned out by environmental noise, ongoing events(music), or chaotic combat scenarios. I've experienced moments where i didn’t realize we were being shot until it was too late. I’ve also noticed others failing to react quickly when under fire, simply because the audio cue was lost in the noise or they just missed it at together, looking aorund to see if it was a prop or a npc.

While some might suggest ultra-realistic feedback systems, like those seen in Escape from Tarkov (e.g., heavy screen shake, intense ringing noises), those are just frustrating than helpful.

My solution is a simple visual cue to indicate damage. This cue doesn’t need to show the direction of the attack or provide details, it just needs to make it clear that I'm getting damaged. Whether it’s a brief red flash on the screen’s edge, a subtle visual overlay, or any other noticeable effect, the goal is to give feedback when being hurt, regardless of background noise or distractions.
 
Eh, if any dev wants to work on this they can but I don't think it's the highest priority right now. Should be simple enough though.
 
Lirc HL2/GMOD has damage indicators so this shouldn't be hard to implement
 
I would rather specific damage types have different indicators.

While this system proposed would help, it would only help mildly. My own suggestion would be to add a specific sound or visual cue that shows the urgency of a firefight.
Etc... bullet whizz, tracers, panicked breathing, alongside the above.


I would appreciate a more in-depth damage recognition system though, but nothing too extreme like tarkov.
 
I would rather specific damage types have different indicators.

While this system proposed would help, it would only help mildly. My own suggestion would be to add a specific sound or visual cue that shows the urgency of a firefight.
Etc... bullet whizz, tracers, panicked breathing, alongside the above.


I would appreciate a more in-depth damage recognition system though, but nothing too extreme like tarkov.
As I said and mentioned, tarkov like stuff is just gonna make it worse when you got
Music going from a event
Bullets being fired which are already very loud
NPC sounds and other players being damaged
It gets awfully loud, you won't hear those cues at all among all that, there's only so much our ears can filter. Visual cues is what will aid us in understanding that we are getting shot. Doesn't need to say where just let us know we got shot or damaged by something.
 
I would rather specific damage types have different indicators.

While this system proposed would help, it would only help mildly. My own suggestion would be to add a specific sound or visual cue that shows the urgency of a firefight.
Etc... bullet whizz, tracers, panicked breathing, alongside the above.


I would appreciate a more in-depth damage recognition system though, but nothing too extreme like tarkov.
PLS ADD IT LIKE TARKOV GET SHOT IN THE LEG BOOM 25% SPEED REDUCTION
GET SHOOT IN THE ARM BOOM 25% ACC REDUCTIONGET
SHOT IN THE HEAD INSTAND DEAD
 
Every time you get hurt, the 'My leg!' from SpongeBob blares at 300% sound bass boosted.
 
I would rather have damage feedback for when you SHOOT something / someone too, alongside the player's own.

I remember there being "You hit X for Y damage" text, but either my game broke, or it's no longer a thing. I would really like something like this to return, since VERY OFTEN I had situation where I HIT someone but I didn't see / feel like I did... Or, other times where I feel like I hit someone when I didn't.

Hitsounds, more audible pain grunts, back of the text, anything
 
I think that idea is kind of a half n' half. On one hand it helps for the S2K side of things (given that it gives up uncertainty -[double point; since when someone is shot, at least that I know of, they can still run around when you land a hit you can't use the clues of a limp, fall, etc... to determine if you got your shoots connecting thus range finding]- which basically means a indirect aim assist). But then on the RP and fairness side of things it would allow people to first off magically know if they hit or not, and then secondly it lets you zero in on a target much easier.

(Also for the damage message, I think it may be NPCs only now.)
 
I would rather have damage feedback for when you SHOOT something / someone too, alongside the player's own.

I remember there being "You hit X for Y damage" text, but either my game broke, or it's no longer a thing. I would really like something like this to return, since VERY OFTEN I had situation where I HIT someone but I didn't see / feel like I did... Or, other times where I feel like I hit someone when I didn't.

Hitsounds, more audible pain grunts, back of the text, anything
I think this would be awesome, it kind of adds to the combat.

To add onto this why not have a text string that says you're being shot something like:
You have been shot by [insert size of bullet]

This added with a reasonable amount of screen shake would give you the desired effect that doesn't make you unable to attack back but does make you feel like you are under fire. But I think it's gotta be the size of a /y to really put across the importance of being shot.

Obviously, the text could be whatever the devs and staff team think are right. I mean the text could be different depending on the level of health you have like if you are below half or something it could be like "You've been heavily wounded by gunfire, you know you must seek cover to survive." etc.
 
I think this would be awesome, it kind of adds to the combat.

To add onto this why not have a text string that says you're being shot something like:
You have been shot by [insert size of bullet]

This added with a reasonable amount of screen shake would give you the desired effect that doesn't make you unable to attack back but does make you feel like you are under fire. But I think it's gotta be the size of a /y to really put across the importance of being shot.

Obviously, the text could be whatever the devs and staff team think are right. I mean the text could be different depending on the level of health you have like if you are below half or something it could be like "You've been heavily wounded by gunfire, you know you must seek cover to survive." etc.
One major problem. Lag. This was a thing and you know what it did? It spammed the hell out of your chat box with messages at every single bullet you hit. YOur Fps and prob those around you would plummet to shit. PLus we went for a more realistic and hardcore as per a voting some months ago, so no more text or hitmarkers. Now you gotta guess if you're landing or not.
 
The way how I'd approach this is by adding some flinch in the direction of the damage and red flashes to indicate you've taken damage. Anything else is too distracting and intrusive, personally speaking. I may look into this, but I cannot make any guarantees as this may be a bit more complex than my skill set.
 
The way how I'd approach this is by adding some flinch in the direction of the damage and red flashes to indicate you've taken damage. Anything else is too distracting and intrusive, personally speaking. I may look into this, but I cannot make any guarantees as this may be a bit more complex than my skill set.
Then if every bullet hits you, you're what turn into a vibrating couch? Good luck shooting while you're flinching like a BOB HEAD.
No but seriously out of tone. Best thing is just some very subtle non distracting thing that wont be a huge "YOURE GETTING SHOOT WAKE UPPP" type of warning. Im sure there's plenty of example games to get it from, specially competitive games.
 
I do believe @M!NT has been working on / implemented something for this, just not yet released.
 
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