Archery: Why is it useless?

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Archery: Why is it useless?

Postby Tenied » Thu Jun 14, 2018 6:19 pm

My 3rd post ever. Been playing for the better half of a year and since the beginning wanted to play a hunter, ranger, leather-worker kind of role. It turns out to be a really economically under-powered role, completely dependent on other roles and irrelevant to other roles. However I really didn't want to play a standart str/smth miner fighter and stuck to my hunting shtick and the topic is very dear to me. Obviously softcapping animal products by arrow q doesn't make any sense, is a basic dev "fuck you" to lower level hunters and a barrier for anyone who wants to get into archery. But I'll try to stick to the topic.

I do enjoy how archery is different from the melee combat system. I love how aim bar simulates drawing and taking aim, with aim resulting in the hit chance and the damage made which is a clever way to scale damage based on aim with only one hit-box. I much prefer to have a physics based targeting system rather a fast paced auto-target card game so I really hope ranged stuff doesn't get integrated with the melee system. Although if there's a concern about latency (which I haven't really had problems with) that might be the "reasonable change" way to a solution.

General combat:
I see a lot of people saying it's useless in PvE. It's not. If you work your MS up and have a horse with enough juice to do some extended sprinting, it becomes pretty useful. With only light armor on it also becomes pretty fun. With high enough MS and a top q bow and arrows you can solo mammoths but if you get caught, you're ded. As a result every mammoth feels like a boss fight. And that's the thing - if you want to damage something at a range, it makes sense you'd be very vulnerable if caught. So at start I'd suggest putting major MS debuffs on heavier armor (some balancing required).

Which would also open market for leather based light armor and add some self reliance and economic relevance to hunters. But I'll try to stick to the topic.

Mobility:
Wearing heavier armor would make sense to mean having lower agility and agility would make sense to result in movement speed or stamina drain and would help with making archery or lighter fighter roles more interesting. But I guess that'd fuck with more than just the melee combat and I won't even go there.

There are probably a lot of ways to differentiate mobility of different roles. One way would be adding a micro-slowdown dependent on the percentage of hp lost on a hit(Analogous to aim setbacks on getting hit). Perhaps balanced in a way that the person hit would loose a bit less of the distance as the one shooting looses while taking one shot with equal abilities and a lot of small hits being more effective on slowing than one big hit. Meaning stuff like: 1) tank would be able to get personal with an archer in the end and smash face (Not really with 2 archers of the same level. And the reverse with 2 tanks chasing 1 archer) 2) Archers would get a mobility advantage, but get fucked if caught (Higher level archers could go Lars Andersen on a bunch of fighters).

Aiming:
Lots of hearthlings mention getting rooted while aiming. It sucks. So does the angle restriction. One could argue those are the biggest problems. Some even say to get rid of the charging/aiming mechanism at all. I hope there is a way to keep it. Also instant arrows would really suck for melee people.

First of all - you can aim while moving with ctrl+left click. It does however rapidly decrease the aim bar dependent on distance traveled (as far as I gather). As a result with high MS I can keep the aim bar at half while Walking. And Crawling is useless (unless tanks would be slower (but I'm still not going there) or you can slow-spam enemies). Add to that Run and Sprint are disabled while aiming. Since the aim decrease is based on distance (as I gather), horse aiming on the move is impossible. Also you can't shift+ctrl+left click to move continuously. Also, drawing an arrow interrupts movement. So does shooting if you're moving while aiming.
I'd suggest: 1) Re-balancing the movement aim decrease so it's not as aggressive. Maybe even make it half-viable while running for higher levels. 2) Enabling running and sprinting since PvP is a running fest anyway (maybe a credo bonus? hunter credo will need a new 5th bonus after fixing animal quality sc ;p ) 3) Make aim decrease on a horse the same as on foot in the relative speeds. 4) Add shift movement and get rid of movement interruption.

Second - with how aiming works it makes the archer very clumsy and with a mobile target you're never sure if by shifting your aim you'll be within the angle or instead of hitting the target you'll set the aim-bar back, which could be bad in PvP. Instead - make the aiming angle line follow the mouse, but angle change decrease aim bar. Balance it in such a way that you'd only lose like 1/4 aim bar in a 30° declination, but would loose all of it in a 180° turn. Also seeing a shrinking accuracy cone would be much cooler than an aim bar, but mr. jorb said reasonable.
This would also mean that to loose all aim to click to move backwards from the aiming direction since the aim line (cone pls) would follow the cursor. Or not if you're already moving away and movement interruption is "fixed". Not sure of the implications.

In melee you just pick a target and your tune will auto-run towards it. Removing movement obstacles like this and putting archer mobility at least on similar level with melee would be a good start.

Range:
The max range is disappointing. No way to draw an arrow before your face gets smashed in. I'd suggest expanding the range, yet making the accuracy cone larger. With high enough MS you practically never miss even at max range.

Damage:
Not sure if it's the major thing that makes it irrelevant. Should be easy to balance anyway. Right?

Crossbows:
Get rid of or make the charging/aiming really fast (since an x-bow doesn't require drawing). However add a reloading timer. This would add another interesting tool in an archers toolbox.

Shields:
Just wanted to add that I absolutely love RedSkies idea.

Sorry for the text wall . tldr: read the bold parts. Probably missed something and ready to adjust my thoughts. Cheers. ;)

E: Forgot to mention the tower topic. Would be a dream come through to have guard towers and outposts like in AoEII (not to say that H&H tower is fugly) and larger palisades with platforms for to stand on with an increased range and arrow block chance buff. Sounds like something really prone to PvE abuse, but not much worse than exploits like boat hunting.

btw love the game. How devs listen to the community is just inspiring.
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Re: Archery: Why is it useless?

Postby kilakan » Fri Jun 15, 2018 6:35 pm

Man you made me log in for this Jorb.
Wanted to throw my hat in the ring of 'Archery should really be a part of the card system the other forms of combat use.' With the added thing of once you have spotted a target and 'locked onto him (enganged)' that those combat moves for archery should be able to attack, maybe with a decreasing chance to hit, lowered damage or larger cooldown at high range. Basically the same way it was back before hafen where you could target someone even if they weren't loaded onto your screen, your aim penalty just sucked.
-Distant clown noises.
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Re: Archery: Why is it useless?

Postby tyrtix » Fri Jun 15, 2018 11:47 pm

most of the times, making changes to mechanics trying to find one that fix everything is nearly impossible and keeps opening new breaking points.
If i was in the devs, i'd simply stick with more realism: shooting arrows is a fast thing to do, but you can miss and is either a good shot that do much damage, or is a bearable one in battle, very different that what makes a blade. Armor have some decent protection against arrows, especially SOME armors like breastplates that deflects arrows, but the best friend against arrows are... shields, indeed.

Want to make marksmanship more fun? Eradicate part of the ql damage to animals, make slings easier to make than bows, actually a LOT easier both to make and aim, make slings able to kill birds decently and with NO malus to ql; in pvp they should basically autoaim to players and be very fast, arrows should have some armor penetration against weaker armors, make shields absorb arrow damage including piercing damage, possibly make some very simple moves with just cooldowns like a better penetrating hit, double hit and so on, nothing really fancy but basically a new deck useful only for marksman.
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Re: Archery: Why is it useless?

Postby ctopolon4 » Sat Jun 16, 2018 5:40 am

#make_again Ocult Ring gives PERC
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Re: Archery: Why is it useless?

Postby dafels » Sat Jun 16, 2018 11:37 am

some reasons why archery was made usless:

https://www.youtube.com/watch?v=wVwvs0Zda5I
https://www.youtube.com/watch?v=XlxDTuby2a0


it is useless because you lack the capability to balance things
i would see archery damage being tied to openings in combat, but it might still be too op in group combat with multiple archers on the field pwning from distance every ua/mc character. Better not change it at all to not break combat again if you ask me. Just make it as a useful defensive tool not offensive for villages to defend from raids and shit somehow, for example, archery being good with dealing with static targets not with moving targets
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Re: Archery: Why is it useless?

Postby ctopolon4 » Sat Jun 16, 2018 1:03 pm

dafels wrote:some reasons why archery was made usless

atm u could make the same... 1500dmg with 1000qArrow and Perc = x2 Agi (pretty enough to oneshot nabs with 1000hhp & 500armor )
more with strider credo, more with hermit credo at lvl5 mine, more with 1800qArrow (aim pretty fast with 800qBow & 800 MM)

even u have 20k Perc u deal less dmg to 20k Agi fighter,
it fully absorbed by armor,
and u deal 1dmg from 4000hhp (THIS sucks)
u have to make 10 fully charged shots to break some armor but no one will give u such chance...
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Re: Archery: Why is it useless?

Postby DDDsDD999 » Sat Jun 16, 2018 6:45 pm

dafels wrote:it is useless because you lack the capability to balance things

Yep. New bow is op and is gonna need to get nerfed until it's useless.
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Re: Archery: Why is it useless?

Postby Honoka » Mon Jun 18, 2018 11:49 am

I was already talking about in in my post long time ago:


Main problem of bows is- nearly 0 damage to armored players (which can be ballanced by implemeting rock/paper/scissors system as I said in my topic, but this would force slowing down heavily armored people and everybody will -1 this idea).

Other thing easy to repair- very low range. And there should be some ability to shoot through walls somehow.
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Re: Archery: Why is it useless?

Postby ctopolon4 » Mon Jun 18, 2018 1:24 pm

slow down full armored fighters and give 15% penetration to bow
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