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File:c5d24a9ad7fb6bd42365eed81b….png (298.55 KB,588x831)

 No.113209

Some games, particularly 1st/3rd person action games feature an HP system which I call the "Bloodstain" system.
These games don't feature health bars, and only indicate when the HP is low through the bloodstains, red filter, and blur filter on screen. Almost all of them also have HP regeneration which gradually takes the bloodstains away.

I think the "Bloodstain" HP system is stupid. Most of these games have directions that focus on realism, but the "Bloodstain" HP system is anything but. When you're hurt in the body, you don't see bloodstains in your eyes. This is even more ridiculous for 3rd person games, as if there are so much blood they splatter and blur all over the camera. The HP regeneration system essentially always regenerates your HP to 100%, because apparently when the bloodstains go away you're magically healed. A standard health bar allows for more flexible HP regeneration systems, like only allowing regeneration up to a certain amount.

Does this system have any redeeming quality compared to other HP systems?

 No.113210

The games that tend to utilize these healthbars, you die so quickly from sustained attacks that you'll hardly see it most lives

 No.113211

I think Far Cry 3 did it best where it had both and your character would take physical damage on his model. That was like the only good far cry and I'm discouraged from playing it as it had?really heavy DRM

 No.113212

>>113211
and I remember people HATED both endings, he wasnt gonna reintegrate into western society but killing him for staying? What are you trying to say?

 No.113213

Game devs have to add some way for the player to know they are hurt while making that as immersive as possible to be realistic. Sometimes you have to be unrealistic to be realistic.

>>113211
I think Farcry 2 was better, Farcry 2 had the same health bar system as well.
Not sure if you played it or not but Escape from Tarkov has an even better system as it's similar but each body part has their own health pool and the health bars are in a separate menu so it's not part of the UI, also your how your player feels and plays is actually affected by body part damage. If your legs are damaged you can't run, if your arms are damaged you get increased weapon sway, if your stomach is damaged you lose hydration rapidly, etc.

 No.113214

Ohh yeah, and also in escape from Tarkov depending on the damage you will start limping and your character will start wheezing, which is actually better than blood stains.

 No.113215

File:f1wwP.png (311.22 KB,500x1072)

Yep, it's always been pretty dumb and I hate how it looks visually as well as thematically. Regenerating health is pretty dumb, too, but shields are alright. Limited health recovery like med kits make the most sense to me

 No.113216

File:doom26.png (62.93 KB,640x400)

キタ━━━(゚∀゚)━━━!!

 No.113219

I'd say it is less to do with strict realism, and more with making the game harder (by obscuring your screen) when you've just taken damage. That way getting hit necessitates retreating/taking shelter until you can recover, as opposed to most games, where taking damage only penalizes you if you actually die.
Additionally, it allows you to be aware of your HP at all times, even if you're focusing intently on one part of the screen, whereas with a standard health bar you have to glance away from the gameplay to check your health.

 No.113221

I don't think realism should be a priority in shooters, unless you can respawn instantly, realism must be handled carefully in video games because unless it's a simulator it can easily sap the fun out of things

 No.113222

>>113221
Realism can also have gameplay benefits too. But that's all subjective and based on what the devs are trying to make.

 No.113225

Firstly, the visual aspect is strictly about feedback. Knowing you're about to die is helpful. Healthbars, meters counters in the corner of the screen have proven insufficient. Have you ever played a shooter where the firing sound changes as you run your magazine down? It's _alot_ better than just having an ammo counter.

Secondly, any health system can only be evaluated with the rest of the game in mind. I don't want regenerating health in Monster Hunter. Or maybe I do so I use health augment and Vaal hazak Armor. Hehe.

 No.113230

File:aGzOMw5_700b[1].jpg (168.32 KB,700x1066)

>>113222
am not the anon you replied to but it would be an interesting concept if realism in games (notably FPS) reached a new level like if the player died in a shootout or whatever, he won't be allowed to continue to play due to him being dead. depending on the gun being used against the player, the distance the enemy is at the time of killing the player and how strong the player's protected suit (kevlar, armour etc etc) the game will do a sort of coin toss, for example, if the player got killed with a pistol that generates insignificant damage and the enemy is clearly far away, there would be a low chance to not allow the player to continue

basically the game would see all the factors and try to make a decision whether to let the player continue on or to not allow him to play any more

i know it would probably be a kuso idea and or some other guy before me had the same idea in mind but it is what it is.

 No.113231

>>113230
This is what ARMA and EVE online can feel like, honestly

 No.113232

Blood is fuel

 No.113233

File:370a0c9c87cf2d19eccf25c2ef….png (3.17 MB,4000x2250)

more games should just have your character's clothes get torn more and more as they take damage

 No.113234

>>113233
This feels like a very 2000s mechanic outside of H

 No.113235

When I saw the title I thought this was going to be about that not-Castlevania game.

 No.113236

The fundamental benefit of regenerating health systems is that the developer will always know how much health the player has and can thus plan every encounter around a known quantity. In this sense, it's a more streamlined version of having a million healing station set along a corridor. It's most popular in modern shooters because encounters, especially in multiplayer, are short and often happen organically, regenerating health ensures a player never enters a face-off where they will die in one hit. This also means that the player never has to disengage and run around looking for medkits if they make a mistake, they just need to prove capable of escaping the immediate danger before they're allowed to jump back into the action.

There's no health bar because health is so low that there's no benefit to tracking it. Health is only given so that players have an indication that they are under attack and have a chance to respond. This is essential to making the game enjoyable because it gives the player a sense of agency and turns deaths from "I just died for no reason, fucking bullshit game" to "if I'd just reacted a bit faster I'd have got the bastard."

The realism of the modern war shooter is purely aesthetic, they're not making game systems worse to match reality. The bloodstains are just a visual alternative to electric squiggles so they can use Halo's shield system in non-sci-fi games.

 No.113354

The issue is not really the bloodstain itself, the original Doom had it and it was fine, the issue is how much it lingers and how it fits into gameplay.
It's that you have to run behind a wall and stand still for ten seconds because a sniper took a peek and hit you once, or three dudes popped out at the same time and shot you without you being able to take them all out. Getting blinded while being on the defensive is bad, but being forced on the defensive in the first place because of dumb stuff like that, which is going to happen again and again regardless of your skill, that's the real problem right there. It's also the least informative system out there: without a health bar you have no idea what your max HP is, how much damage you're receiving, or the speed at which you heal back up. That's all basic stuff.

Lacking information and being forced to run away is fine for something like a horror game, it's to be expected, but in an action game a mechanic that deprives you of the info you need be able to act and forces you to back off with no other choice is just boring. Look at all the praise Ultrakill and Bloodborne get for letting you heal through more action by going on the offensive, there's skill in dealing damage while avoiding getting hit again. Even having to run around in search of a health item is preferrable to me because at least I can choose whether go to advance or retreat. Sometimes you can run past the enemy and snatch an item that's out in the open, then resume the fight from there.

Pure bloodstain is the most boring, samey healing system out there, and it should stay dead alongside every cover shooter that used it. I'm glad most current FPSs (both single- and multi-player) have left it behind.

>>113219
The penalty of getting hit is the threat of death itself, and how you must play around it. Good players who don't feel the need to recover from chip damage shouldn't have to deal with a constant filter like the bloodstain (or annoying SFX, as it sometimes happens).

>>113225
They're not insufficient at all, they're there because they work. Playing with your UI off is considered to be a challenge, and being aware of your current resources is always important. A more immersive UI is good, but not when it deprives you of info.

>>113236
The pervading issue is that you're the healing station, escaping is often trivial, and you still need to sit down and wait for your HP to go back up. The sense of agency is taken away by the fact that you will repeatedly be forced to back off by annoying enemy placement and/or ambushes typically using unavoidable hitscan attacks, to which you can only react after healing back up when you know where they're sitting at, and your health is just high enough for this situation to repeat time and time again if it's not poorly balanced. There's more depth in juggling consumables than in running behind a corner.

 No.113410

>>113236
>>113354
I'm pretty fond of how Halo did it. It's functionally the same system, but it's a recharging shield instead. It's unobstcutive, gives audio ques, and you can have an eye on your level at all times. I think Halo: Reach did it best since it combined both the "bloodstain" system and traditional HP. You can survive quite well with just your shield, but taking HP damage will whittle you down overtime. Unfortunately Halo: ODST has the worst of this since you have the annoying red and grainy filter, loud heartbeat monitor, character groaning, and you have to find medkits to make this go away.
I'm a bit of a grognard when it comes to FPS games and I'm still stuck in the Quake mindset of needing map knowledge to be any good. A good player can try to predict where the enemy is going: "is he going for a health pickup or power weapon?" You could chase him, but if you know where he's going you can take a different route and cut him off and ambush him.




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