Archery should be viable for PVP/PVE

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Archery should be viable for PVP/PVE

Postby cvgff » Wed Nov 27, 2019 11:05 pm

its stupid archery is not really used in PVP or PVE anymore, Please buff archery
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Re: Archery should be viable for PVP/PVE

Postby Ardennesss » Wed Nov 27, 2019 11:20 pm

cvgff wrote:its stupid archery is not really used in PVP or PVE anymore, Please buff archery

Buff it for pve, don't touch it in pvp. Archery will never be "viable" in pvp unless its outright broken. There's no in-between, last world proved that.
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Re: Archery should be viable for PVP/PVE

Postby Fostik » Thu Nov 28, 2019 8:44 am

The only chance for archery is revamp it right with non target fight system, at least both mechanics will be compatible.
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Re: Archery should be viable for PVP/PVE

Postby wonder-ass » Thu Nov 28, 2019 9:12 am

i still dont get how arrows lowers the quality of animals but me slashing away at it with my sword ruining its hide and flesh is completely fine.
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Re: Archery should be viable for PVP/PVE

Postby Fostik » Thu Nov 28, 2019 11:44 am

wonder-ass wrote:i still dont get how arrows lowers the quality of animals but me slashing away at it with my sword ruining its hide and flesh is completely fine.


Agree, archery should'nt depend on anything: arrows, bow, survival - it should be a noobs mechanic for hunting
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Re: Archery should be viable for PVP/PVE

Postby Zentetsuken » Thu Nov 28, 2019 6:33 pm

archery is anything BUT a noob's mechanic for hunting tho. I think it stands to reason that an arrow shouldn't greatly lessen the quality of a HIDE, but if you dont have perfect aim you can practically make the entire rest of the animal garbage depending on what organs you hit.

I think the noob's mechanic for hunting should be slings for small animals and maybe traps for larger?

Maybe killing an animal with a blade should also greatly lessen its quality too, and maybe ANY animal kill should have some new way to determine how "clean" the kill was. Perhaps some mixed average of a few stats? Maybe a whole new stat? Maybe just some sort of totally separate nonstat skill that raises with how many kills you actually make?

Perhaps after such a skill is raised, then archery would be a very clean and efficient way to hunt, maybe even moreso than with a blade.
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Re: Archery should be viable for PVP/PVE

Postby xTrainx » Fri Nov 29, 2019 4:26 am

i remember watching a video at the start of the whole archery being broken thing where a single archer took down 2 dudes chasing it with axes. Now, the first thing i though was "damn, thats cool" i really liked how different form normal combat was too. In a realistic scenario tho it makes sense that if you are running head first into an archer arrow you are bound to get hurt. The problem at that time i believe was because warriors didnt have much any option to do.

Archery can as it is can be fun without a full revamp if you just make it so shield can block arrows, you can just give it a high chance of doing it,but i would prefer if it was more like you choose a stand with a shield that will block arrows 100% but makes you slower or completely unmobile, then when chasing down an archer you would have to choose betwen the safety of the shield of having enough speed to catch up. If needed applying a temporary debuff to the archer that slows then down a bit after each shot should be beneficial too, so the chaser have more room to catch up.

on the matter of slings, people should be able to move while charging then, but maybe not turn, but thats just a secondary suggestion from me, i think except for the unholy quality butchering, slinging is good as it. but a rock quiver would be nice

Obligatory worry about botters: i dont think you can make autoblockers for this kind of system because when you shoot in this game it's almost instantly, unless you are shooting rocks. i also beliave not implementing something because someone would bot it is dumb and limits the game a lot, just let jorb nuke them from the sky





EDIT: while we are on it, i think if you are being engaged in a fight, close quarter archery should be harder than shooting close but not quite in your face, while slings should still have full force while in close quarter
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Re: Archery should be viable for PVP/PVE

Postby MightySheep » Fri Nov 29, 2019 4:56 am

it feels stupid having it not be viable in pvp but at the same time jorbtar cant do anything right so id rather if they didnt even try
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Re: Archery should be viable for PVP/PVE

Postby fuffens1 » Sun Dec 01, 2019 12:35 pm

MightySheep wrote:it feels stupid having it not be viable in pvp but at the same time jorbtar cant do anything right so id rather if they didnt even try


Well, that's just unjust. As a diehard archer i agree that its absolutely redonk that projectiles plummet the Q. I understand that its like that so noobs wont zerg a mammoth with sling or smth. (even tho they always manage with UA anyway)

My take: Stone arrows could decrease the Q as they do, bone arrow should not reduce the Q nearly as drasticly as stone even at the same Q and metal arrow shouldn't reduce quality at all!! and the quality of a metal arrow should only work as a dmg multiplier (really quite simple???) . As for Dungeons i find that the DPS a good acher does is unmatched and i bet with enough dedication and statting you could become useful in a PvP scenario aswell. I was hoping that the now scrapped combat system would make archery really viable again with everyone having to aim and all. But hopefully the Devs come up with something new. :)

Again! METAL ARROW SHOULDNT DECREASE Q HELLO?

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