PlaneShift

Gameplay => General Discussion => Topic started by: eggplantboy on November 22, 2005, 11:17:12 pm

Title: How are hit points determined?
Post by: eggplantboy on November 22, 2005, 11:17:12 pm
Hello,

I apologize, I\'ve seen that there is another thread addressing this question, but I can\'t for the life of me find it. In my stats window, I can only keep track of my hip points in terms of a percentage. Nowhere does it say how many HP I have. I\'ve read that one\'s HP are determined by sone formula involving Strength, Agility, and Endurance. What is the formula?
Title:
Post by: Drey on November 22, 2005, 11:38:52 pm
this was changed recently for some reasons i dont know. I dont think the formula is really common knowledge, but what you said works... hp levels are affected by strength agility and endurance, endurance i think has the biggest affect.
Title:
Post by: Seytra on November 22, 2005, 11:43:02 pm
The reason is that they (rightfully) strive to eliminate numbers as much as possible, and if not, then absolute numbers.
Title:
Post by: Dregan Tepis on November 23, 2005, 12:11:32 am
There is a formula. Anyone who played long enough before HP was changed to % could see it if they leveled up enough. I however do not wish to ruin the game, or what the devs are trying to do with the new rules, as it is fairly obvious they want more effort toward RP, and less to stats. But I started in these games back in the early days of D&D, and am a beliver in the numbers, if for nothing more than to know what one\'s character is cappable of. If you find me in game, we can discuss the old formula ( if they haven\'t changed it ) there.
Title:
Post by: Kiirani on November 23, 2005, 02:52:38 am
I believe body development also has an effect on hit points.
Title:
Post by: booiiing on November 23, 2005, 02:52:10 pm
Quote
Originally posted by Seytra
The reason is that they (rightfully) strive to eliminate numbers as much as possible, and if not, then absolute numbers.
but then the damage that one does and recieves should be printed relative, too.
Title:
Post by: Seytra on November 23, 2005, 04:19:57 pm
The damage issue has been discussed before, and the overall conclusion was that one can approximate the damage one takes, but only approximate, and even less know the damage one deals. But they should also be stated relative as well in the end, yes.
Title:
Post by: Drey on November 23, 2005, 04:31:48 pm
Quote
Originally posted by Kiirani
I believe body development also has an effect on hit points.



but you cant increase that skill.
Title:
Post by: Suno_Regin on November 23, 2005, 05:09:46 pm
I really don\'t like percentage HP, though. For example, if someone is attacking me, and my stats window percentage bar is stuck and doesn\'t show accurate, I could look in real stats window, and I could subtract the amount of damage they hit from me from my total HP, and know how close I am to death. Now, it\'s just a random death time, since I can\'t determine if I should run or stay.
Title:
Post by: Nikodemus on November 23, 2005, 08:31:33 pm
Suno, maybe try moving while fighting, it helped in previous releases. Just make 2 steps forward/back.
The bar is supposed to refresh correctly, we just have to wait patiently till someone fix it.
When it become fixed, it could also decrease/rise smoothly.
I really like the bar only, without numbers.

PS. maybe when we receive damage, it could also be in percents. It would give faster information about current state of \"health\" and eliminate people telling the mob X hits for 5-10 damage.
Title:
Post by: Suno_Regin on November 23, 2005, 08:40:38 pm
No, percents are evil...

Perhaps have a total number of health, mana, and stamina, with a percentage of how close you are to death

Example: 100 health, 97% left

something like that
Title:
Post by: stfrn on November 23, 2005, 08:49:10 pm
Quote
Originally posted by Suno_Regin
I really don\'t like percentage HP, though. For example, if someone is attacking me, and my stats window percentage bar is stuck and doesn\'t show accurate, I could look in real stats window, and I could subtract the amount of damage they hit from me from my total HP, and know how close I am to death. Now, it\'s just a random death time, since I can\'t determine if I should run or stay.

That\'s just a recent bug, and you wouldn\'t see your hp updating anyways, so you would have no idea if you were at full health or not.
Percetages for damage received/dealt will be coming later.
Title:
Post by: Xordan on November 24, 2005, 10:36:48 pm
And it got annoying with people pm\'ing me every few days with: \"OMFG I know j00 fomula LOL11! pwnt!\"

% solve that problem. :P Once the bugs are ironed out then the system will work better. It also makes having numbers displayed on weapons/spells pretty pointless. I like the idea of replacing them with a system which everybody can easily see how good a item/spell is, without use of math, such as pretty pictures :P
Title:
Post by: Hazumil on November 25, 2005, 02:33:18 am
I think you should have to actually look at the ground to see how much blood yer dripping to find out if you are near death =)
Title:
Post by: Vardamereth on November 27, 2005, 07:20:01 am
That, my friend, would require great graphics cards and 3D models. :)  Good idea though. Maybe it will be implemented....2015?