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It has always struck me that every character's health state (what appears on a
health command or below their description showing their conditions and injuries and afflictions) being shown to everyone (or mostly shown to everyone) in most contexts, was an extremely video game-y concession to how much of the rest of the game handled realism and obscured information. Now even objects like vehicle parts don't freely display health information, but characters still do.
@Holdback and
Appear Weaker were only bandages on some of these meta problems, and not remotely all of them, and in the long term stronger approaches are needed for mechanical consistency in my opinion.
At times I've thought of different suggestions for complex ways to change this or have conditional states to display various information, but after some thought I believe now that there is really no time in any context when players must have access this information about others for gameplay to function, it is basically handwaved health bars that there are now other ways to infer this information when it is needed.
So I think this state information (what is seen on ht/health, or below descriptions) should only be displayed to a character's own player and hidden to everyone else. There is no realistic reason someone layered in battle armour and covered by a poncho could be instantly inferred to be in critical condition and ripe for the taking, for example, or seen to be wanting for a fix, or seen to be injured when no part of their body can be seen at all, and other areas where health state is part of roleplaying, injuries themselves on @nakeds can be used in place.
By 0x1mm at Feb 8, 2025, 12:41 PM
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LEGEND
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It used to be like this but players got so upset about attacking people way tougher than them - it was added as a feature request.
By ReeferMadness at Feb 8, 2025, 12:43 PM
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LEGEND
2,059 posts
I like it, it makes perfect sense, why seeing a bruise on my neck (if even that) tells you that I am actually barely alive and ripe for slappening?
By Aida at Feb 8, 2025, 12:44 PM
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STREET SAM
406 posts
Only uncovered wounds are visible, to my knowledge. A full readout is only available to the player themself.
By Quotient at Feb 8, 2025, 12:45 PM
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STREET SAM
454 posts
Players got so upset about attacking people way tougher than them.Clearly this had absolutely no unintended long-term consequences!
I understand that want and mentality within the context of an RP-lite game whose players are coming majorly from D&D-style hack-and-slash MUDs where making difficulty checks is part of gameplay and progression, but my view would be the fundamental paradigms of RPI games have moved so far past those days that those vestigial elements can be tossed.
Seeing player current/total HP in basically any context has no basis for realism that matches how much the rest of the game works. Players can infer how much damage their enemies have taken, and how close they might be to winning, but there is no real cause to just give this information to players except that it's easier and more convenient, in my view.
By 0x1mm at Feb 8, 2025, 12:51 PM
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On the basis of what Reefer said (which I didn't know!) let me put this another way:
If the game never had health state information displayed, and someone today complained that they wanted to be able to only pick fights with characters they knew they had an advantage against, so we should be able to see everyone's HP at all times, does it seem to anyone that that would have been an idea that would have been warmly embraced in today's Sindome?
By 0x1mm at Feb 8, 2025, 12:58 PM
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LEGEND
2,859 posts
My main concern here would probably be no-selling. People already tend to no-sell the crap out of wounds and generally low health states. Having health states visible at least gives other players the opportunity to call them out on their shit.
"Hey chum, you don't look so good. You sure you should be up dancing, and trying to pick out a joy?"
By Quotient at Feb 8, 2025, 12:59 PM
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STREET SAM
454 posts
Personally, I think this would be a great feature to be gatekept behind a SK Visual Overlay Module II.
By ReeferMadness at Feb 8, 2025, 12:59 PM
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LEGEND
2,059 posts
I agree Reefer and from the starting baseline of no one knows what anyone's HP is, I believe we could then, over time and as development allowed, add some of it back in as medical checks and cyber-enhanced analysis and all sorts of other things, but to make it something that might actually get implemented now I think just hiding it completely is a good place to start as a turn-key solution.
By 0x1mm at Feb 8, 2025, 1:16 PM
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LEGEND
2,859 posts
I like this idea. It strikes me as odd that health is shown because people wanted to punch down. I've witnessed scenarios where players ignore their role and pass up harassing or getting into the brawl with another with what appears to only be due to their potential opponent's health level being high. I think hiding this information would make that kind of roleplay, as well as it's consequences, much more organic.
By Mindhunter at Feb 8, 2025, 2:14 PM
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CHUMMER
171 posts
This could be an issue for medical RP, since a lot of people will be covered and you're gonna have to assume(how bad they are) and which wounds you will be treating already.
But I think if we got some portable tool to check how 'healthy' someone is by doing some quick test on the fly, this could be a good idea(There is already some way to check in a clinic setting, but sometimes folks want to get treated fast).
Wounds should remain the same, they don't show when covered to others and can give you a glimpse how in bad state someone is without doing any particular test.
And medical staffers not knowing if someone health is improving or not, might become an issue during medical treatment, but sure those things could be mended.
By adrognik at Feb 8, 2025, 2:35 PM
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NEWBIE
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But in the case of medical roleplay, what is done in the situation of patient coming in for emergency treatment? Get the outer layers off and do an examination. It wouldn't make sense to just intuit by floating HP bar that someone had a gun-shot wound.
And where someone doesn't want to be examined (or take their armour and poncho off) the outcome is really the same either way, they can ask for treatment (or have it given to them while unconscious) but the player administering the treatment really has no need to know the exact HP of their patient.
By 0x1mm at Feb 8, 2025, 4:28 PM
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LEGEND
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My concerns are that no-selling would become even worse, and that this just makes disguises and ponchos more powerful. A visual overlay module feature is an interesting compromise, but I think it's perfectly realistic to see whether someone is wounded or not, even if they're wearing armor. I can't say the same for seeing health conditions higher than base stats, but you can now 'appear weaker' to counteract this nowadays.
It could potentially be more abstracted than it is now, but if someone is half dead, I think it would be apparent even under a poncho. Labored breathing, wobbly gait, and fresh wounds should be apparent to anyone with a pair of eyes, especially since there is no other way to note whether damage to clothing is fresh or old than to assume based on the health condition of the wearer.
Also I may be wrong but I'm pretty sure you do actually get to see the condition of vehicles down to individual parts.
By batko at Feb 8, 2025, 4:30 PM
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LEGEND
796 posts
My experience has been in line with what @Quotient said
Only visible wounds show up when you check another player's health.
Taking the stats and RPG elements out of the conversation for a moment. It's normal to be able to get a sense of another person's overall physical state. Especially if you've trained to fight at all. Or trained in medicine. Or just been alive long enough to have known a large number of people, all in various states of health.
By Hek at Feb 8, 2025, 4:31 PM
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By 0x1mm at Feb 8, 2025, 4:36 PM
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Let’s not break what’s not broken. I agree with those who say that this would lead to more no-selling. If you don’t want your specific wounds to be seen then cover them up, but it might be harder for a doc to access them to heal them.
By svetlana at Feb 8, 2025, 4:39 PM
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GATO
555 posts
I'm not talking about wounds being visible, I'm talking about player health being displayed at all times, to everyone, regardless of what they're wearing or doing.
Absolutely no part of medical gameplay requires seeing, or knowing HP of another player, medical attention can already be given to characters in ten layers of coverings, regardless of whether injuries are visible or not, their ht display has nothing to do with it.
By 0x1mm at Feb 8, 2025, 4:43 PM
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LEGEND
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If people can’t see your health condition then it would make it easier to no-sell injuries. We already have “appear weaker”. I’m not sure what you think is the problem here.
By svetlana at Feb 8, 2025, 4:46 PM
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GATO
555 posts
I would call that an extremely minor roleplaying issue next to the gameplay consequences of literal health bars floating over everyone's heads that broadcast their state to everyone in every context no matter how unrealistic or how incoherent.
Players do not wish to avoid no-selling, or need tools to give them incredible intuition into the physical condition of everyone to play doctors, they want to avoid fights they might be at a disadvantage in and small-world targets and threats through gameplay information that defies realism. This is why it was implemented and exactly why it should now be removed because the game caters too much to avoiding dangers and providing the tools to do so.
By 0x1mm at Feb 8, 2025, 5:00 PM
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LEGEND
2,859 posts
And, frankly, I cannot imagine how anyone could see the state of conflict and player avoidance and say
nothing was broken. Ten more years of town hall discussions on
'What can we do to encourage to conflict between the Mix and Topside' is not going to do it, if this was code implemented to aid in player avoidance of dangers, it shouldn't exist for that reason alone, realism or not aside.
If players want to intuit this kind of information then over time as development allows they can skill or chrome up and do it that way, but making this the default feedback is far more detrimental to the game now than it is beneficial. If displaying other stat states like strength or agility on character descriptions was proposed, players would rightly balk. This is no different, it's just seems different because it became normalized.
By 0x1mm at Feb 8, 2025, 5:10 PM
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LEGEND
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I don't think it makes sense to show someone's health state for minor injuries. But if someone is nearly dead, it should show considering they'd be unable to hide how they feel. They'd be hunched over or otherwise breathing poorly, et cetera.
Though I also think it is dumb that you don't need to uncover wounds to have them treated. That also feels very gamey to me, though that's a different issue entirely and probably should have its own thread.
I also am a bit worried people would just NOT roleplay injuries, because some people don't like to appear weak and play like it's a PVP game and not an RP game, which ends up in some people self-inserting too much because they hate appearing weak IRL. (While I personally think appearing weak in RP makes it better. You can still RP someone who is proud, but avoiding to RP injuries because YOU are proud is just BS.)
I came to Sindome from HL2RP which was mainly roleplay, I usually didn't even partake in combat to begin with, just to clarify my perspective.
By Veleth at Feb 8, 2025, 5:40 PM
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ACE KOOL
624 posts
I like to think the players that no-sell their injuries are the ones that I'm not really interested in playing with anyways and limit my interactions with. I haven't really seen it enough to cite that as the main reason this shouldn't be a thing. Even if a player is no-selling, what do you even do about it? I just shrug and move on.
By Mindhunter at Feb 8, 2025, 5:56 PM
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CHUMMER
171 posts
"I don't think it makes sense to show someone's health state for minor injuries. But if someone is nearly dead, it should show considering they'd be unable to hide how they feel. They'd be hunched over or otherwise breathing poorly, et cetera."This much makes sense to me because, by analogy, when an unskilled character looks at a vehicle part they can only see if it's 'probably ok' or 'destroyed', so that same paradigm would be consistent with health states ie. you can't see whether someone is in excellent or above excellent condition to know their max HP, or intuit whether they may have injuries or conditions or not without them actually being visible, but it may be logically to see if a character is at the very edge of death.
My preference is still not showing health status at all, but I see the logic and consistency there and ultimately the important thing is that the game is consistent, in my opinion.
By 0x1mm at Feb 8, 2025, 6:03 PM
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Maybe medical or forensics skilled people could be able to tell if someone's injured? That would also give them another use. Not sure how much it'd make sense though.
By Veleth at Feb 8, 2025, 6:41 PM
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ACE KOOL
624 posts
Originally I was thinking in terms of lots of skill conditionals to display certain things, though I had forgotten about visual enhancements like Reefer brought up which are basically perfect for this idea, it just seemed like it would be all so complicated to start with it might never make it to implementation. But in a perfect world with unlimited dev time you could imagine something like:
Visual enhancement: Show current HP, stamina status, injuries, afflictions, the works.
Low medical check: Show injuries if undisguised.
Medium medical check: Show injuries and current HP if undisguised.
High medical check: Show injuries and current HP and max HP regardless of disguise state.
Bio tech check: Show PDS level and attack state.
Low chemical check: Show afflictions and addiction or withdrawal states if undisguised.
Mid chemical check: Show afflictions and addiction or withdrawal states regardless of disguise state.
Forensics check: Show injuries, afflictions and and addiction or withdrawal states.
High forensics check: Show injuries, afflictions and and addiction or withdrawal states, and stamina state.
By 0x1mm at Feb 8, 2025, 7:40 PM
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LEGEND
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Honestly I think that's a neat concept. I think the only exception should be if you're near death, then anyone should be able to tell. It's both good and bad, you're more likely to be saved - or killed. Still, I feel like it'd make sense to be able to tell that much at least.
By Veleth at Feb 8, 2025, 7:41 PM
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ACE KOOL
624 posts
The other, mechanically much more complex, but possibly cooler way to do it is have two-state checks where medical, chemical, biotech checks decide which information you can see, and then a forensics check decides if you can get that information from a disguised target or not.
By 0x1mm at Feb 8, 2025, 7:42 PM
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LEGEND
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Could have a device that let's you scan someone and see their health condition and stuff, or a little wearable HUD thing that lets you see the health of anyone you look at. We live in the future, we have the technology :P
By Emily at Feb 8, 2025, 7:43 PM
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CHUMMER
183 posts
I've found an academic case study to illustrate the potential for forensics in a solo's toolkit:
By 0x1mm at Feb 8, 2025, 7:46 PM
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LEGEND
2,859 posts
Why not just link it to Perception?
I like the current system. If a character has something other than "Excellent" condition, it makes sense to think twice about picking a fight with them.
A person who trains regularly and maintains a good diet cannot exactly hide the fact that they are in better shape than most of the people around them.
IRL , being in shape serves as a deterrent. I don't see why it should be any different in Sindome.
The current system seems like a good balance between what a character's @stats actually are, and what the player puts into the description of their character. This is an age old issue in PvP games. To a certain extent, you can't really trust other players to accurately describe their characters in a way that conveys their physicality.
I know we have seen this go both ways. The super diminutive cute character with max strength who is a combat power house. And the brand new character who describes themselves as a combat powerhouse who bench presses engine blocks.
I think that the majority of us do the best that we can do accurately describe our characters as we think they are. But even then, the nuance of language and personal perceptions and imaginations make it hard to rely on a description.
We are left with imperfect systems. Like descriptions of health (excellent, etc) and general wound status (tired, etc.)
It would be cool if the MOO had infinitely granular skill / stat checks and limitless processing capacity to gate a character's ability to perceive another character's physical state behind skills and stats.
As a player, I'd rather see that another character is wounded and on death's door. Than not see it, and have the player behind that character posing them as dancing on the ceiling and leaping fences as if they're as fit as a fiddle.
By Hek at Feb 8, 2025, 8:25 PM
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LEGEND
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I don't think we're going to change this or further gate it behind skill checks. Medical skill already gives additional info when you look at someone and see wounds. Full coverage items like shrouds hide wound messages. @holdback allows you to hide your spectacular condition if you really want to.
Gating it behind perception just gates the information behind stat points and reduces the new player experience, which, is where this information is usually most handy. We want Sindome to be life like in many cases, but it's still a game. And providing reliable system level information that isn't left up to the player is an important check/balance.
By Slither at Feb 9, 2025, 1:07 PM
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JUSTICE
5,160 posts
I'm not sure I really understand what impact seeing other character's health would have on new players, especially when the majority of all characters and creatures they will ever look at will just say 'excellent condition' without much for them to parse what that means.
By 0x1mm at Feb 9, 2025, 2:14 PM
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LEGEND
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