In my opinion, the default ones look better, you can see health with the default ones, so you know when to stop beating up a person to avoid killing it, or how to react to a person if you see that he has low health. There are some other things that make the default ones better, but to sum it all up, I think you should change it back to default.
Nametags, names above your head
Started by robis,
I personally don't mind because it does prevent wallhackers which do cause a lot of harm in their own way. People on low HP can always put their injuries in an /ame or so forth. Furthermore, during a fight there should be a phase where the player is downed but a cmd such as /helpup can be used. Different to a downed phase after being shot.
I agree with lordt, if killed via melee it'd be nice to have /helpup. But I think nametags need to stay how they are, not samp default.
Keep the new nametags, screw the nametaggers.
Yup, I agree with Bryar and lordt. It is better for realism, it tackles down the nametag hackers and you don't see the name of those who drive around you, more realism when doing drive-by's, attacks and so on.
No keep them how they are.
Bryar and lordt are right, if the nametags are staying this way there should be a command like that. Also if you're out in a drive-by you won't immediately recognize the person, with the old-school nametags you can see the name very clearly and you'll know who's your target, this way it will make you go slower and make sure that's the person you're going for. Other then that I think it's better this way as it also prevents people who use nametag hacks.
I think this version is better than the original one.
Basically, just change them back to the old-school nametags, imagine sitting in a car 4 deep with AKs and trying to figure out if the person you have in front of you is the correct target or not.
Well, personally I don't care if there is healthbar or not. But, about the question how to know if player has low health, I had such idea: if a player who is being hit by other player, the other player should get immediate notify that the player they're hitting is getting too low on health. This should be default, if there is fist-fight and/or melee fight. Gun fights won't probably matter much anyways.
It's better if we use the nametags only but to be honest, it doesn't really matter that much.
or just have it so if a guy reaches like 5 health he falls to the ground and his health freezes, in which he has to rp'ly get back up and do a command.
Using this type of nametags also benefits situations with kevlars, PD used to metagame a lot when they saw that white bar above your HP, lead to many shootouts.
I like the one's I saw in the beta.
49 minutes ago, Reed said:Using this type of nametags also benefits situations with kevlars, PD used to metagame a lot when they saw that white bar above your HP, lead to many shootouts.
How does knowing whether someone has kevlar or not have an influence on how a police officer roleplays with you?
I do like our current system when it comes to hiding the health bar. Keep it as it is!
1 hour ago, josef said:How does knowing whether someone has kevlar or not have an influence on how a police officer roleplays with you?
I do like our current system when it comes to hiding the health bar. Keep it as it is!
I've had situations in illegal RP where I'd get pulled over, and kevlar that isn't visible would be MGed by PD, they'd PG from that point. With these nametags HP and kevlar isn't visible and no such MG can happen.
There are both pros and cons to this.
Having a visual cue for health and armour allows you to also see if someone is roleplaying injuries correctly. You always have people that sit on 10hp and roleplay as if they are fine and uninjured, it was a huge problem from a previous server so it should at LEAST be a feature for administrators where they can view a players health and armour visually through spectate or such. Without this, you won't know if someone is injured, near death or even roleplaying accordingly.
The pros are, of course, it looks much cleaner than default SAMP. I'm not entirely sure how it'll work with nametag cheats as sobeit is a tad more complex but I assume it's a help? Other than that - it takes away an element that can be considered a little RPG and I like that. It also clears away any threat of metagaming through the described means that people have been saying.
4 hours ago, josef said:How does knowing whether someone has kevlar or not have an influence on how a police officer roleplays with you?
I do like our current system when it comes to hiding the health bar. Keep it as it is!
this, sometime pd uses kevlar underneath their uniform which you cannot see, detectives would also be harder to spot.
5 minutes ago, indomitables said:this, sometime pd uses kevlar underneath their uniform which you cannot see, detectives would also be harder to spot.
Another benefit to the current system - inability to identify a police officer, should they be wearing kevlar but not in uniform.
On 11/28/2017 at 7:03 PM, Bryar said:I agree with lordt, if killed via melee it'd be nice to have /helpup. But I think nametags need to stay how they are, not samp default.
^^
