ELEX
Where i can see my char stats ?
Hello where the hell i can see my char stats i dont know how much life points i have or i upgraded meele skill but the weapon damge still 30 and i dont know how much more damage i deal . Can someone help me with that ?
Last edited by Youngboy Sace; Oct 18, 2017 @ 4:45pm
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Showing 1-15 of 25 comments
Y Ddraig Ddu Oct 18, 2017 @ 4:48pm 
Damage #s are something that NEED to be added in a patch, it's my number 1 issue with the game.

Things like Stamina and the combo meter aren't stat numbers though, they're just visual representations of percentages.
Youngboy Sace Oct 18, 2017 @ 4:52pm 
Yeah but you can upgrade constituion and it give you more live how much ♥♥♥♥♥♥♥ live your get i dont know :3
Spanko Oct 18, 2017 @ 4:54pm 
You can't see your health/stamina/mana/attack/defense. It's silly.
Youngboy Sace Oct 18, 2017 @ 4:55pm 
Omg ♥♥♥♥♥♥♥ god this game is nice but what the ♥♥♥♥ they were thinking havent they hat play tester or something i mean thats the must ♥♥♥♥♥♥♥ basic thing in an rpg.
Penkus_Brutus Apr 15, 2018 @ 1:41pm 
Very helpful and easy to use tool to see all of your stats:
https://forum.worldofplayers.de/forum/threads/1512984-Release-Ingame-Cheat-GUI
Last edited by Penkus_Brutus; Apr 15, 2018 @ 1:41pm
Originally posted by John M. Scotty:
Omg ♥♥♥♥♥♥♥ god this game is nice but what the ♥♥♥♥ they were thinking havent they hat play tester or something i mean thats the must ♥♥♥♥♥♥♥ basic thing in an rpg.

Exacltly ! :steamfacepalm:

Originally posted by Penkus_Brutus:
Very helpful and easy to use tool to see all of your stats:
https://forum.worldofplayers.de/forum/threads/1512984-Release-Ingame-Cheat-GUI

Thanks ! :cozybethesda:
Last edited by Ɲσcтυяηє ǀηɗιєη; Oct 9, 2020 @ 7:10am
Completely disagree. They should have been brave enough to hide even more raw numbers. Nobody needs to know how many HP a small healing potion restores, for example.
I want to know my detailed stats. I'm playing a RPG, not an action game.




Originally posted by udUbdaWgz:
However, saying that you are playing an Rpg is irrelevant to that desire.

I don't care what your personal opinions/tastes are about the way games/RPGs should or shouldn't be .
I (persnally myself) want to know these numbers, I need to see them, I love to stare at them, and i'm not the only one. And someone also wanted them as badly as I do, as he made an add-on for players like us who love detailed stats.

So i've dowmloaded this add-on, installed it and now I can see all these gorgeous numbers and it's wonderful ! :steamhappy:

Anything else to say? :steammocking:


Last edited by Ɲσcтυяηє ǀηɗιєη; Oct 9, 2020 @ 9:34am
Maybe it's irrelevant (but you didn't say why).
Anyway, I don't care. Take it as an opinion and just move on.

Originally posted by Ɲσcтυяηє ǀηɗιєη:
So i've dowmloaded this add-on, installed it and now I can see all these gorgeous numbers and it's wonderful ! :steamhappy:
Let me add: Be careful!

https://steamcommunity.com/sharedfiles/filedetails/?id=1898019605


Generally, with regard to showing numbers or not, it's a matter of game design and whether the designers want to increase immersion or whether they want the game to turn into a number crunching game. ELEX's authors should have eliminated more numbers where those absolutely make no sense. Why? Because players are supposed to gain hands on experience and decide based on feeling/perception rather than raw numbers. You don't choose a weapon over another because it does +5 more damage based on what is shown. There may be more to it. Different handling, different action speed, different damage type (not limited to sharp vs blunt weapons and related armor damage reduction), different range, different dps. Use the weapon that does the job you. As in Gothic 1&2, wield a weapon, perform dry practice, test it against foes, draw conclusions, profit!

If you hit an enemy and a chunk of the enemy's health bar is gone, that is sufficient to get a feeling for how much damage a weapon does. No need to display a flood of flying damage numbers, which depend on RNG anyway. Abilities that increase damage do just that: they increase damage. So, you want increased damage, you learn an ability that affects damage. If there are multiple, alternative abilities to choose from (perhaps mutually exclusive ones), learning by doing would be the way to go - or, preferably, the game supports stomach decisions. Then player can simply decide based on feeling and personal playstyle. Games, where players pick one skill over another only because according to the underlying maths one skill performs 0.05 points better than the other one, are ill-designed.
Originally posted by D'amarr from Darshiva:

Let me add: Be careful!

https://steamcommunity.com/sharedfiles/filedetails/?id=1898019605

Ok. I'm not planning to change anything, except maybe this one in late game., as i've read that it has an influence on the choices you can make. I want to be able to see the different outcomes without doing another playtrough. Not enjoying the game enough to do another full one.

You wrote: "Using this mod UI to change the cold value (named "soul" here) breaks subsequent cold value arithmetics in the game. Including reset to zero"

What do you mean by "breaks subsequent cold value arithmetics "? And by " Including reset to zero"?

Originally posted by D'amarr from Darshiva:


Generally...

Well, that's just the way you see things, I personally have no issues with stats and numbers in terms of immersion (except in The Division 2 ).
Tell your wishes to Piranha Bytes, maybe they'll consider them for Elex 2.













Last edited by Ɲσcтυяηє ǀηɗιєη; Oct 9, 2020 @ 2:33pm
Originally posted by Ɲσcтυяηє ǀηɗιєη:
What do you mean by "breaks subsequent cold value arithmetics "? And by " Including reset to zero"?
Assume you use the mod UI to change the cold value to a middle 50. Then drinking Elex potions does not increment the cold value in any expected way anymore, and for example, drinking 10 strong Elex potions (which would normally increase cold by a total of +1) increases cold by an unexpectedly huge value and suddenly you have reached 90 already.

Originally posted by Ɲσcтυяηє ǀηɗιєη:
Tell your wishes to Piranha Bytes, maybe they'll consider them for Elex 2.
THQ has acquired PB, and I cannot foresee whether that will really not have an influence on their game design in ELEX 2 already.

I assume that in ELEX 2 they will not return to showing tons of raw numbers no player needs to know, because that would hurt the on-the-fly balancing of foes, companions, allies and difficulty modes - and it wouldn't help with making accessible the game to a wider audience. Rather, I think THQ will help them with polishing, pre-release testing, contributions like cutscenes and assets.
@D'amarr from Darshiva: I checked in-game about ElexCheatGUI messing with the the cold values gained by Elex potions: you are right. For instance I've set the soul number to 50, then drank ten potions, and it went to 100, instead of only 1 point !
Thanks for the info, that's good to know ! :cozybethesda:

Originally posted by D'amarr from Darshiva:
I assume that in ELEX 2 they will not return to showing tons of raw numbers no player needs to know, because that would hurt the on-the-fly balancing of foes, companions, allies and difficulty modes - and it wouldn't help with making accessible the game to a wider audience. Rather, I think THQ will help them with polishing, pre-release testing, contributions like cutscenes and assets.

We'll see. Yes it would be great if it's more polished, and also if PB will be able to release more than a unique patch to fix issues. For instance i'm having a huge bug with Caja spell animation that's very ennoying, and that stupid noise when crouching is plain irritating. Among other things.

"raw numbers no player needs to know": you're speaking for yourself, can't you assume that everyone is not like you? Or show us some undeniable data/study that validates your claim.

If i'm not mistaken, the origin of modern role-playing video games is Dungeons & Dragons (and the Dark Eye in Germany) and there was always a lot of numbers and stats in these games.
It seems that the kind of games that you want is more aventure/action than typical RPG.
There were also alway numbers in PB games.
Originally posted by Ɲσcтυяηє ǀηɗιєη:
If i'm not mistaken, the origin of modern role-playing video games is Dungeons & Dragons (and the Dark Eye in Germany) and there was always a lot of numbers and stats in these games.
While (A)D&D is rather old (and the later Dark Eye popular in Germany or German speaking countries in general), some of the earliest CRPGs were based on or inspired by other (old) tabletop RPGs like RuneQuest and Traveller - or they used completely different rules that didn't copy much other than the most basic things that couldn't be avoided (like races, classes, attributes, levels, experience points). So much about where I come from with regard to role-playing games.

Originally posted by Ɲσcтυяηє ǀηɗιєη:
"raw numbers no player needs to know": you're speaking for yourself, can't you assume that everyone is not like you? Or show us some undeniable data/study that validates your claim.
Stay calm and friendly.

If you want me to answer, talk for yourself, not in plural (quote: "show us"). I will respond, if the discussion will stay serious.

If you insist on seeing lots of raw numbers, fine, that doesn't change my view that in a game of superior design most numbers could be hidden because no player would need to base any decisions on them - unless they are about essentials like monetary rewards, item prices, XP, distances to destinations, range/duration details for abilities/AoEs (like ammo count and duration of protection spells, so one doesn't need to use an external stop watch, since that would be inconvenient).

It is no news that raw numbers in CRPGs/ARPGs are considered as problematic. Not of all them. Obviously, early CRPGs have adapted old school pen'n'paper RPG rules in hope that players somewhat familiar with those systems will feel at home when they play a CRPG that implements the same/similar rules. In such games, numbers are as essential as rolling the dice because the rules mandate that.

Yet that reduces the target group of such games - and worse, it becomes rather ridiculous when hardcore fans of such games go down to the level of the underlying maths - stuff like secret formulae not shown to player and not documented in manuals. It turns human players into number crunchers, whose only interest is in whether the dps of one fighting ability is factor 1.02 better than another. Instead, human players ought to be role-players!

You ask about "undeniable data/study". You can't be serious about that. No such study has been performed. And the rare survey about RPG features, which one may find in some online magazines, isn't of much interest because of small sample size (or skew due to people voting more than once).

Yet you should see the big picture. Game developer companies, who can afford it (!), will try to target the mass market - rather than a niche market of hardcore fans of a genre that is less accessible.

Originally posted by Ɲσcтυяηє ǀηɗιєη:
It seems that the kind of games that you want is more aventure/action than typical RPG.
No idea why you would write something like that. Role-playing doesn't mandate number crunching and not less action either.

Originally posted by Ɲσcтυяηє ǀηɗιєη:
There were also alway numbers in PB games.
Less numbers are the better game design and the future, too, since it will make games accessible to a wider audience.

Players don't need to know whether a longsword has a range "100" and a bastard sword has a range "110". The different range ought to become obvious either through a weapon's visuals, dry practice or hands on experience during combat.

With regard to character progression, almost all numbers can be hidden, and that won't make character development choices harder - but it will increase immersion a lot which is the ultimate goal of any CRPG.
Last edited by D'amarr from Darshiva; Oct 11, 2020 @ 3:20am
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Date Posted: Oct 18, 2017 @ 4:44pm
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