i never played rift but just because one game does it wrong it does not mean that it could not be made right.
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i never played rift but just because one game does it wrong it does not mean that it could not be made right.
There certainly a boatload of games that at least use it as a warning. And what about all the FPS games? They look like they're trying to outdo each other by tying it in with the health system! there is something lacking with this system, if I had the hp bar hidden or in the midst of combat, I wouldn't tell one fighter unharmed from one 5hp from death. Or even my own condition.
Ok, I'll try to figure what happens
100% heal... you are attacked.... 10% and you hear an heartbeat and the screen start to become grey... heal and you return at.. let's say 80% max HP, 3. seconds and the bar return under 10% and you hear another time heartbeat and the screen is grey... heal! and it returns normal.
Now think this cycle for 5 minutes. When you fight a difficult encounter, where the healer needs to spam, it's really annoying. If this effect is active... hmmm..1-2 times every 5 minutes it should be ok, but how can you manage this idea in a game where you can die every time a big monster hit you?
In a FPS you are not healspammed.
It would have to be balanced and designed smartly of course.
A heartbeat sound for instance would need to fade in softly and only after a period of time so that it does not sound annoying if the tank drops to red level all the time.
But let's say the heal does not come, then the effect would show. The trick would be to make it seamless and not abrupt like a fire alarm.
Same goes for the critical music.
Effects must blend in seamless. That is something that is done with a lot of tweaking and effort.
The quality and success would depend on the level of sophistication you put into something.