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Rising Damage Text
On Zeru's topic of Life display, I thought about a Rising Damage Text, Like Zodiac. It would slowly fade away the more it goes up and could be disabled if a player wanted in the Shop. :cool:
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BULL!!
This is basically the same thing as health display, except you need more brainpower (not even much, which I doubt most of the Zone players have [yes, it's true, most are dumb pewps]) to know how much life is left. No. |
No.
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Why the harshness, all this is, is a "fancied up version" of what we have now. I say yes, This is actually a pretty good idea.
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1 ch0053 /\/0 b3c4u53 y0ur w0rd5 hur1 /\/\y br41/\/z.
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I actually think this is a good idea, of course it Would be useless to 3/4 of the population
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I voted , Nay.
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Hm, sorry but I would have to say no to this, :(.
Could be added AS a optional option? |
Same thing as a health bar so no.
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That would be pretty distracting. i voted no. this is already on Zodiac and Era.
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I vote no because it is unfair to be able to tell another players health unless you want to go through the tedious task of finding it through their profile. It is an unfair advantage because if I were fighting someone who had that and they realized they were almost dead and I hadn't been hit they might run back and heal and then if they got me to 50 health and they had 20 they might run at me again just because they knew they had 50 health. (Kind of a bad example)
I like when you are playing and you can't tell how much health someone has. |
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Also: "Zone Staff tag is not a Staff tag, FAQ is a staff tag" Zone Staff is not a staff tag, he's right. Staff tags are tags listed in the "Staff" part of the playerlist, and Zone Staff isnt listed there. I voted yes just for the sake of it. Nah, just kidding. But I think Zone finally needs a goddamn way to display the health of your opponent to you. |
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I always like it more when I can't see someone's health and they can't see mine. It adds more of a twist to playing. |
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Well, I dont like the current way Zone works. Sometimes you cant even see if you hit somebody.. |
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This would use quite some clientside-CPU if damage is taken from many players at once.
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There needs to be no form of health display. There's enough laming as it is without a way to pick out easy targets. |
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ok lets look at this logically.
Health bar tells you how much life they down too. rising damage text is basically the same in reverse. We know people either have 80 or 100 points of health so it wouldn't be hard to do the math...example. Player X is damaged by Player Y for 21 damage *bar appears* then for another 21 damage *bar registers 42 damage taken* Player Y knows that Player X has less than 60 life points left and pours on the shooting/laming/whatever. It works like a lifebar only in reverse. |
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