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Could we have an option to automatically customize the visuals based on what we are doing?

Freelancer_ESO
Freelancer_ESO
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From an effectiveness position having lots of clear visual data is quite useful.

However, from an immersion perspective some of the visuals can feel at times more of a liability than an asset.

For example, knowing the hp on a difficulty enemy/player can be quite useful but, it also can put a damper on immersion in Overland content as you can picture the enemies more as a mound of hp than as a person on a creature.

You hit a similar thing with ability visuals, Dragon Blood is very clear visually when it is active but, it also makes your character fade out except for your heart which glows really brightly which may or may not be immersive depending on how one is playing the class.

Many of the visuals from buffs are especially flashy in first person view which can put a damper on the ability to enjoy using first person.

Being able to not display certain visuals on your end could also lead to performance gains which could make the game run better in certain situations on lower end machines or allow players to turn the graphics up in other areas on lower end machines.
  • Amottica
    Amottica
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    For example, knowing the hp on a difficulty enemy/player can be quite useful but, it also can put a damper on immersion in Overland content as you can picture the enemies more as a mound of hp than as a person on a creature.

    While I get what you are saying, there are no visuals on the appearance of that NPC demonstrating that they are taking damage and equating how much damage they have taken. Hence the health bar. This is something that could be programmed but it would not be good for the game as it would tax the server and possibly the PC/console as well.

    Even for an option that allows us to choose which level of NPC health bars show up for, which is the best way to word what is being requested, there is the question of being worth the effort given all that truly needs to be addressed. Being this is the first time I have seen such a request the benefit of such a change is questionable. Not knocking the request itself but this is something developers consider when pondering a request such as this.

  • Freelancer_ESO
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    Amottica wrote: »
    For example, knowing the hp on a difficulty enemy/player can be quite useful but, it also can put a damper on immersion in Overland content as you can picture the enemies more as a mound of hp than as a person on a creature.

    While I get what you are saying, there are no visuals on the appearance of that NPC demonstrating that they are taking damage and equating how much damage they have taken. Hence the health bar. This is something that could be programmed but it would not be good for the game as it would tax the server and possibly the PC/console as well.

    Even for an option that allows us to choose which level of NPC health bars show up for, which is the best way to word what is being requested, there is the question of being worth the effort given all that truly needs to be addressed. Being this is the first time I have seen such a request the benefit of such a change is questionable. Not knocking the request itself but this is something developers consider when pondering a request such as this.

    Sorry, I mean the numeric display not the health bar. You can turn it on and off now but, it'd be less of a hassle if you had a preset rather than manually turning it on for every Battleground/Dungeon/DLC World Boss and then turning it off afterwards.

    I think one of the factors behind the Overland Content feeling too easy is that many of us that do harder content turn the hp display on and instead of visualizing what we are fighting it's about the hp value. A Daedric Titan is physically impressive but, if you see it's just got 100k something hp it stops feeling like much of a threat.
  • Amottica
    Amottica
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    Amottica wrote: »
    For example, knowing the hp on a difficulty enemy/player can be quite useful but, it also can put a damper on immersion in Overland content as you can picture the enemies more as a mound of hp than as a person on a creature.

    While I get what you are saying, there are no visuals on the appearance of that NPC demonstrating that they are taking damage and equating how much damage they have taken. Hence the health bar. This is something that could be programmed but it would not be good for the game as it would tax the server and possibly the PC/console as well.

    Even for an option that allows us to choose which level of NPC health bars show up for, which is the best way to word what is being requested, there is the question of being worth the effort given all that truly needs to be addressed. Being this is the first time I have seen such a request the benefit of such a change is questionable. Not knocking the request itself but this is something developers consider when pondering a request such as this.

    Sorry, I mean the numeric display not the health bar. You can turn it on and off now but, it'd be less of a hassle if you had a preset rather than manually turning it on for every Battleground/Dungeon/DLC World Boss and then turning it off afterwards.

    I think one of the factors behind the Overland Content feeling too easy is that many of us that do harder content turn the hp display on and instead of visualizing what we are fighting it's about the hp value. A Daedric Titan is physically impressive but, if you see it's just got 100k something hp it stops feeling like much of a threat.

    I think most players that find overland easily know the NPCs are not a thread without seeing any HP information. So turning off the HP info does not make the NPCs appear more threatening. Even then, the default HP bar differs based on the level of the NPC which is not set to a toggle.

  • Necrotech_Master
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    if you played long enough, most enemies you probably just know how much hp they have if you had numbers turned on
    • weak overland mobs like skeevers and mudcrabs have about 13k hp
    • normal overland mobs have about 32k hp
    • "elite" mobs have around 45-65k hp (this one varies a bit)
    • public dungeon bosses usually have about 300k hp (although newer public dungeon bosses have closer to 1 mil, especially for the group bosses)
    • WB usually have about 1.5-3 mil hp (again newer ones tend to have more hp)

    when you get to the group dungeon and trials, those can tend to vary even more, especially between newer and older content

    edit: the real threat of the enemy is not how much health they have, but how hard they hit, like an especially hard WB to solo is ri'atarishi in south elsweyr because of the immense dmg that those students can put out
    Edited by Necrotech_Master on September 27, 2022 7:50PM
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

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    feel free to stop by and use the facilities
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