NewBlacksmurf wrote: »ding..ding ...ding
I don't have a legend but
Green - healing
Red - dmg taken
yellow - crit dmg done
white is outgoing dmg
ZOS_BobbyWeir wrote: »We use color, punctuation, and position to communicate the type of event in combat text. Color tells part of the story but isn’t fully accessible for everyone, so we use contextual positioning and punctuation to reinforce what color is communicating.
Here’s a breakdown:
Color
White: Outgoing damage
Yellow: Outgoing critical damage
Orange: Outgoing damage over time
Red: Incoming damage
Green: Healing
Tan: Crowd Control
Punctuation
* : Blocked damage
! : Critical damage and healing
( ) : Absorbed
Position
Left of player: Incoming damage
Right of player: Incoming healing
Bottom right of player: Incoming crowd control
Inside player: Incoming damage over time
Above target: Outgoing damage
Inside target: Outgoing damage over time
Right of target: Outgoing crowd control
Above friendly target: Outgoing healing
Here’s a visual breakdown of the color and punctuation:
ZOS_BobbyWeir wrote: »We use color, punctuation, and position to communicate the type of event in combat text. Color tells part of the story but isn’t fully accessible for everyone, so we use contextual positioning and punctuation to reinforce what color is communicating.
Here’s a breakdown:
Color
White: Outgoing damage
Yellow: Outgoing critical damage
Orange: Outgoing damage over time
Red: Incoming damage
Green: Healing
Tan: Crowd Control
Punctuation
* : Blocked damage
! : Critical damage and healing
( ) : Absorbed
Position
Left of player: Incoming damage
Right of player: Incoming healing
Bottom right of player: Incoming crowd control
Inside player: Incoming damage over time
Above target: Outgoing damage
Inside target: Outgoing damage over time
Right of target: Outgoing crowd control
Above friendly target: Outgoing healing
Here’s a visual breakdown of the color and punctuation:
ZOS_BobbyWeir wrote: »We use color, punctuation, and position to communicate the type of event in combat text. Color tells part of the story but isn’t fully accessible for everyone, so we use contextual positioning and punctuation to reinforce what color is communicating.
Here’s a breakdown:
Color
White: Outgoing damage
Yellow: Outgoing critical damage
Orange: Outgoing damage over time
Red: Incoming damage
Green: Healing
Tan: Crowd Control
Punctuation
* : Blocked damage
! : Critical damage and healing
( ) : Absorbed
Position
Left of player: Incoming damage
Right of player: Incoming healing
Bottom right of player: Incoming crowd control
Inside player: Incoming damage over time
Above target: Outgoing damage
Inside target: Outgoing damage over time
Right of target: Outgoing crowd control
Above friendly target: Outgoing healing
Here’s a visual breakdown of the color and punctuation:
Pick something that doesn't resemble a 1 to show critical status.
12481
1248!
With the camera moving, the target(s) moving, us moving, and action happening, all of which demands eye tracking, there must be a better option.
If it's ascii you need, maybe # or = or <
phaneub17_ESO wrote: »Since they can add an exclamation point next to Crits, I would like to suggest an option to show what the incoming damage source elemental property is on the left side of the number. Like a Snowflake represents the damage is Cold, Campfire is Fire damage, Thunderbolt the damage is Shock, Bubbles shows its Poison, Sword is Physical damage, and a Crystal is non-elemental magic damage.
Lightninvash wrote: »phaneub17_ESO wrote: »Since they can add an exclamation point next to Crits, I would like to suggest an option to show what the incoming damage source elemental property is on the left side of the number. Like a Snowflake represents the damage is Cold, Campfire is Fire damage, Thunderbolt the damage is Shock, Bubbles shows its Poison, Sword is Physical damage, and a Crystal is non-elemental magic damage.
very awesome idea would be good to know this as well!
ZOS_BobbyWeir wrote: »We use color, punctuation, and position to communicate the type of event in combat text. Color tells part of the story but isn’t fully accessible for everyone, so we use contextual positioning and punctuation to reinforce what color is communicating.
Here’s a breakdown:
Color
White: Outgoing damage
Yellow: Outgoing critical damage
Orange: Outgoing damage over time
Red: Incoming damage
Green: Healing
Tan: Crowd Control
Punctuation
* : Blocked damage
! : Critical damage and healing
( ) : Absorbed
Position
Left of player: Incoming damage
Right of player: Incoming healing
Bottom right of player: Incoming crowd control
Inside player: Incoming damage over time
Above target: Outgoing damage
Inside target: Outgoing damage over time
Right of target: Outgoing crowd control
Above friendly target: Outgoing healing
Here’s a visual breakdown of the color and punctuation:
This is Flashing text in game not scrolling. Please make it actuall scroll like the populer PC add ons. Better than nothing but sad games been on console almost a year b4 we a small bone.ZOS_BobbyWeir wrote: »We use color, punctuation, and position to communicate the type of event in combat text. Color tells part of the story but isn’t fully accessible for everyone, so we use contextual positioning and punctuation to reinforce what color is communicating.
Here’s a breakdown:
Color
White: Outgoing damage
Yellow: Outgoing critical damage
Orange: Outgoing damage over time
Red: Incoming damage
Green: Healing
Tan: Crowd Control
Punctuation
* : Blocked damage
! : Critical damage and healing
( ) : Absorbed
Position
Left of player: Incoming damage
Right of player: Incoming healing
Bottom right of player: Incoming crowd control
Inside player: Incoming damage over time
Above target: Outgoing damage
Inside target: Outgoing damage over time
Right of target: Outgoing crowd control
Above friendly target: Outgoing healing
Here’s a visual breakdown of the color and punctuation:
ZOS_BobbyWeir wrote: »We use color, punctuation, and position to communicate the type of event in combat text. Color tells part of the story but isn’t fully accessible for everyone, so we use contextual positioning and punctuation to reinforce what color is communicating.
Here’s a breakdown:
Color
White: Outgoing damage
Yellow: Outgoing critical damage
Orange: Outgoing damage over time
Red: Incoming damage
Green: Healing
Tan: Crowd Control
Punctuation
* : Blocked damage
! : Critical damage and healing
( ) : Absorbed
Position
Left of player: Incoming damage
Right of player: Incoming healing
Bottom right of player: Incoming crowd control
Inside player: Incoming damage over time
Above target: Outgoing damage
Inside target: Outgoing damage over time
Right of target: Outgoing crowd control
Above friendly target: Outgoing healing
Here’s a visual breakdown of the color and punctuation:
This is great stuff! This really needs to go in the in-game Tutorial Help under Combat.ZOS_BobbyWeir wrote: »
ZOS_BobbyWeir wrote: »We use color, punctuation, and position to communicate the type of event in combat text. Color tells part of the story but isn’t fully accessible for everyone, so we use contextual positioning and punctuation to reinforce what color is communicating.
Here’s a breakdown:
Color
White: Outgoing damage
Yellow: Outgoing critical damage
Orange: Outgoing damage over time
Red: Incoming damage
Green: Healing
Tan: Crowd Control
Punctuation
* : Blocked damage
! : Critical damage and healing
( ) : Absorbed
Position
Left of player: Incoming damage
Right of player: Incoming healing
Bottom right of player: Incoming crowd control
Inside player: Incoming damage over time
Above target: Outgoing damage
Inside target: Outgoing damage over time
Right of target: Outgoing crowd control
Above friendly target: Outgoing healing
Here’s a visual breakdown of the color and punctuation:
ZOS_BobbyWeir wrote: »We use color, punctuation, and position to communicate the type of event in combat text. Color tells part of the story but isn’t fully accessible for everyone, so we use contextual positioning and punctuation to reinforce what color is communicating.
Here’s a breakdown:
Color
White: Outgoing damage
Yellow: Outgoing critical damage
Orange: Outgoing damage over time
Red: Incoming damage
Green: Healing
Tan: Crowd Control
Punctuation
* : Blocked damage
! : Critical damage and healing
( ) : Absorbed
Position
Left of player: Incoming damage
Right of player: Incoming healing
Bottom right of player: Incoming crowd control
Inside player: Incoming damage over time
Above target: Outgoing damage
Inside target: Outgoing damage over time
Right of target: Outgoing crowd control
Above friendly target: Outgoing healing
Here’s a visual breakdown of the color and punctuation: