Improving Marksmanship

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

Re: Improving Marksmanship

Postby sabinati » Sat Dec 04, 2010 7:31 am

Phizuol wrote:Hrm, necrothread or create a dupe thread... that's the question. Well anyway, it's obvious which I chose. Here are just a few ideas I had:


you chose correctly

Item changes
...

Quiver and Bow - Quivers and bows should become a single item (quiver becomes an ingredient for the dual item, or can be attached to the bow a la fishing pole and gear). When a bow is equipped the quiver will also be equipped (displayed on character but doesn't take up a slot.) Archery is the only situation where someone can't wear a backpack and IMO it's too cruel considering a marksman has to use ammo in the first place and is using a two-handed item (can't use a sack.) The quiver needs to hold a lot more ammo as well since more ammo will be used in a fight due to the defense bar.

Stone bag - Requested before, requested again. Fighting the defense bar means more ammo will be used in a fight. A lot more. IMO it should be an equipped item in your 2nd hand, not an inventory item like seed bags.

Knife belt - A combined belt + knife combo. It goes in the belt slot. Hunting with a bow a pain in the ass with the item switching. The knife belt would basically be a cutting tool for any hunter that doesn't run around with one equipped already.

epic this


i don't really know what i think of the parts i left unquoted, for now anyway
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Re: Improving Marksmanship

Postby OvShit » Sat Dec 04, 2010 8:05 am

Yeah, that`s awesome(Item changes, I mean).
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Re: Improving Marksmanship

Postby DatOneGuy » Fri Dec 17, 2010 9:46 am

Those item changes would be too epic, too awesome, too cool. I want them.

But the rest I'm not so sure about. It's clear we need a change, but I'm not sure that's exactly what I'd go with.

I really like another version I heard before about lobbing shots and straight shots, lobbing for overalls, straight otherwise mostly. Climbing trees would be awesome to shoot over walls, when it comes in for escaping boars/raiding birds nests.
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Re: Improving Marksmanship

Postby Phizuol » Fri Dec 17, 2010 4:54 pm

Everyone always says the ranged and h2h combat systems need to be combined, but I haven't seen a lot of good suggestions to handle it. I was hoping to at least get some discussion started about how it could be done.

Separate rules for lobbing over walls would help with one of the major imbalances, but I haven't seen that post. Couldn't find it. =/
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Re: Improving Marksmanship

Postby Potjeh » Fri Dec 17, 2010 5:00 pm

It's kinda silly how shields don't do anything against arrows.

Oh, and per/agi comparison is very inconsistent with the rest of the game. There should be a square root in there somewhere. For example, damage = base damage * sqrt(per/agi), and yes, I do think that random damage should be removed.
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Re: Improving Marksmanship

Postby Wolfang » Fri Dec 17, 2010 5:02 pm

Roman Testudo formation!
sabinati wrote:But Wolfang, it's the mods who are trolls, remember. please have some mercy on this innocent victim of merciless trolling by the moderation team before you make any more ad hominem remarks about him.

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Re: Improving Marksmanship

Postby DatOneGuy » Fri Dec 17, 2010 9:28 pm

Potjeh wrote:It's kinda silly how shields don't do anything against arrows.

Oh, and per/agi comparison is very inconsistent with the rest of the game. There should be a square root in there somewhere. For example, damage = base damage * sqrt(per/agi), and yes, I do think that random damage should be removed.

Well I think agi should increase miss rate, not lower min damage, but whatever. Maybe do both, but it doesn't make sense to me.
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Re: Improving Marksmanship

Postby Potjeh » Fri Dec 17, 2010 9:40 pm

But if you move stats to the aiming part, where does that leave marksmanship? I guess aim speed could be proportionate to (marksmanship*perception)/(manoeuvre*agility). That doesn't leave room for random range in damage, but IMO the randomness of damage is a bad thing anyway. I'm not a fan of the randomness in landing a hit, either. If it were up to me, I'd make ranged weapons always hit, but the damage should be proportionate to the amount of aim bar filled, with a certain minimum of aim required to do any damage so people can't use ranger bows like machine guns. The problem with this is that people would use slings as DBZ Scouters, and I can't think of an answer to that.
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Re: Improving Marksmanship

Postby DatOneGuy » Fri Dec 17, 2010 9:51 pm

Phizuol wrote:Everyone always says the ranged and h2h combat systems need to be combined, but I haven't seen a lot of good suggestions to handle it. I was hoping to at least get some discussion started about how it could be done.

Separate rules for lobbing over walls would help with one of the major imbalances, but I haven't seen that post. Couldn't find it. =/

You're right, we don't give good ideas for it. Primary reason atm is because jorb/loftar will do their own thing, and it will probaly end up good. Proposing the idea is fine, no need for details, they'll work them out either way. :)
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Re: Improving Marksmanship

Postby rye130 » Fri Dec 17, 2010 9:55 pm

Make the current aim bar act like the attack meter does for melee/UA combat? 50% full = .5*damage

Ranger's bow would need to be rebalanced since they aim so slow and might become underpowered.
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