Sodaman

Sodaman

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UI: Consider inflating player health values so regen effects are more obvious
I know there's much to be said about player health values going into the gajillions, with popups measured in number and text shorthand of k's and quant's, but the clean 100 HP is not working with the current rate of HP regen for sodas.

The stacks tend to be in fractionals of a number, and I can barely tell if the Red soda's regen is working at all. Please inflate the health numbers to something bigger, so health regen values are immediately noticeable as the bar rises. As it is, regen values are too small, too slow, and too invisible to feel effective, especially when enemy attacks from even rollers will wipe out all your gains faster than it seems to be able to give them.
Last edited by ruff1298; 19 Feb @ 1:39am
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Showing 1-2 of 2 comments
Ulti 19 Feb @ 12:06am 
Those rollers are the bane of my existence...
Retired3er  [developer] 18 hours ago 
Originally posted by ruff1298:
I know there's much to be said about player health values going into the gajillions, with popups measured in number and text shorthand of k's and quant's, but the clean 100 HP is not working with the current rate of HP regen for sodas.

The stacks tend to be in fractionals of a number, and I can barely tell if the Red soda's regen is working at all. Please inflate the health numbers to something bigger, so health regen values are immediately noticeable as the bar rises. As it is, regen values are too small, too slow, and too invisible to feel effective, especially when enemy attacks from even rollers will wipe out all your gains faster than it seems to be able to give them.

Hey,

You're absolutely right that regen and HP should be easier to track. We're working on some solutions, and soon, they'll be much clearer to follow.
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