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boontobias

Avenger
Apr 14, 2018
9,521
They are unimmersive and intrusive on the UI. They're usually obvious distractions from adding meaningful visual feedback when damaging enemies. It's a cheap way to trigger dopamine reactions from seeing your numbers go up as you invest more and more time into a game.





Is there some accessibility demand for damage numbers from some group of persons? Or is every game just copying every other popular game?
 

Tamerlane

Member
Oct 27, 2017
461
It's a useful way to see whether your build or weapons do bonus/less damage vs certain enemies
 

HockeyBird

Member
Oct 27, 2017
12,584
Watching your damage numbers going higher and higher triggers that dopamine effect which is why a lot of developers use them.
 

AxeVince

Member
Oct 26, 2017
580
Damage numbers are here thanks to focus groups and playtests.
Don't think it's an accessibility thing more than a demanded thing from most people tested.
 

Butch

Member
Oct 27, 2017
3,437
A lot of games that have them let you disable them, in my experience, but I don't know about those in the OP tbh. It should be totally optional.
 

Toni

Banned
Nov 13, 2017
1,983
Orlando, Florida
I love them in Dragon Age Inquisition and Destiny.

You want to have informative feedback on the damage outputs of your attacks as they can help you understand what you may or may not be doing right.

Personally, I want more of it. it helps me become more invested in an immersion-level with my weapons.
 

Quinton

Specialist at TheGamer / Reviewer at RPG Site
Member
Oct 25, 2017
17,244
Midgar, With Love
I kind of see where you're coming from here but there are a lot of games that wouldn't feel quite right to me without them. Many RPGs, for instance.

3287 damage to OP
 

Procheno

Alt Account
Banned
Nov 14, 2018
2,879
Everybody wants to be an RPG these days so the easiest way to do such a thing is to make a stat mechanic that makes numbers go bigger. And when numbers go bigger, I is happy cuz I is stronk
 
Oct 26, 2017
8,055
Appalachia
I get it in some games. It helps people see which attacks/combos deal high damage witbout having to do math with health bars or what have you. Some games don't have a training mode where you can work that stuff out.

Although I do get kind of annoyed by it if there isn't a meaningful way to see your damage relative to the enemy's health. Like, if you are attacking an enemy and it's showing your damage numbers but the enemy doesn't have a visible health bar/health amount of some kind
 
Oct 25, 2017
10,743
Toronto, ON
How do you feel about Xenoblade, OP

2825171-3026569321-ibwo2.gif
 
Jan 4, 2018
4,016
More games seem to make it an option now, including Gears 5. In a lot of games it makes sense because it's a way to see progression. I get not liking it in a lot of instances, though. I turn them off if I can in games where I feel like they don't add much value or they simply create too much screen clutter.
 

Musubi

Unshakable Resolve - Prophet of Truth
Banned
Oct 25, 2017
23,611
Damage numbers are a good feedback tool. Especially in stat based games.
 

Jobbs

Banned
Oct 25, 2017
5,639
I think they're useful in a game with RPG elements where it's important to see if the type of weapon you're using is effective. They should be toggleable though.
 
Oct 29, 2017
458
I do like them, especially if the game is built around them (i.e. meaning there are systems in place where you can make choices that make significant differences in those numbers).

The problem is when they are just there for aesthetic purposes, which I think is what you are getting at. Otherwise, yes, it does help to know whether a different element or weapon type is doing more damage to my foe than not.

My issue with damage numbers more recently is the inflation of stats, a la Final Fantasy XIII, where things are often so high (in the thousands and then tens of thousands) that the difference becomes more difficult to conceptualize and compare. It's like the law of large numbers -- as things get bigger and bigger and bigger, they actually level off and become more or less the same (i.e. similarly "infinite"). in those cases, *then* I find damage numbers useless because I'm getting no useful information whatsoever.
 

DanteMenethil

Member
Oct 25, 2017
8,051
Give me all the numbers. Nothing excites me more than the utter damage number soup when doing some crazy aoe damage in WoW
 

KarmaCow

Member
Oct 25, 2017
9,147
It's a symptom of every game trying being a soft RPG so that players can be given bonuses that give tiny increases every 10 minutes instead of something significant more sparsely. There's no way to actually notice the difference between a gun that gives you 2% extra damage without damage numbers showing that 245 is indeed more than 240 because that 5 extra damage functionally does nothing when it comes to the number of hits you need to land or change how the enemy reacts at all.
 

Kanann

Banned
Oct 25, 2017
2,170
What's wrong with ERA recently? last time was silent protagonist now damage number.

You guys try to take away the things I love about video games so hard, what did I do to your families and pets? huh huh?
 

ryushe

Member
Oct 27, 2017
4,813
As an RPG lover, once I see floating number in games, I'm almost always immediately sold.
 

Cats

Member
Oct 27, 2017
2,929
Damage numbers are cool but I hate when they just get rediculous like 128958394. I can't even read that and when there's 50 of those a second spititng out from my minigun like, what's the point. I just turned them off in Division 2, pointless and too hard to read.
 

Necromorph

Member
Oct 30, 2017
2,534
On stat based games works great, but it doesn't work in other games. The damage numbers on Project Resistance gave me cancer.
 

nsilvias

Member
Oct 25, 2017
23,676
i hate enemies with hp bars in the thousands while the game only allows me 999
just balance your game goddamnit
 

Deleted member 1635

User requested account closure
Banned
Oct 25, 2017
6,800
I love damage numbers. I mean, I don't need them if it's a game without stats and gear or the enemy reactions and other audio visual feedback is really good, but I tend to prefer having more information to make decision about what gear to use.
 

Blu

Member
Oct 25, 2017
803
I don't understand why you would want to label them as cheap dopamine triggers when games are about making you enjoy yourself.

Sounds like you want to focus on the animations of your enemies writhing in pain while you continue to hit them which makes you sound like a psychopath.

"That's not what I mean." What does "adding meaningful visual feedback " mean when damaging enemies?

I'm joking by the way.
 

Kapryov

Member
Oct 27, 2017
10,118
Australia
I love them.
I always enable them when given the option (but agree they should be an option for those that don't like them).

And "immersive" means different things to different people, hopefully the topic doesn't devolve into picking apart OP's choice of words.
 

leng jai

Member
Nov 2, 2017
15,114
Literally the first thing I do in any game is disable as much of the UI as possible without making it unplayable. Health bars and damage indicators are the first things to go.
 

Nostremitus

Member
Nov 15, 2017
7,772
Alabama
It lets you see how much damage your current weapons/attack is outputting. I don't get how you wouldn't see why it's good to have...
 

DeadPhoenix

Member
Oct 25, 2017
413
Indeed. I've never felt "immersed" in any game, I'm always aware I'm playing a game at all times even if there's no HUD or whatever.
I've been immersed in plenty of games. but no amount of 'first person view' 'no hud' or 'no damage numbers' was ever the reason. but yeah, it also doesn't do nearly as much to improve the experience that people make it out to.