World 7 incoming

Announcements about major changes in Haven & Hearth.

Re: World 7 incoming

Postby NOOBY93 » Sun Jun 02, 2013 11:12 pm

HarryDresden wrote:There really should be a way for Archers to be viable. At this point in time, it's practically useless in combat, which sucks.

Like increasing shooting speed.
I know realism isn't the aim here (LOL SEE WHAT I DID THERE?) but I was training marksmanship IRL and after about a month I was really precise and it would take me roughly 6 seconds to shoot with a very tough and expensive bow which can't be made with branches in the forest (and we can compare it with r-bow)
Really though, the shooting is WAY slow.
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Re: World 7 incoming

Postby Ninijutsu » Sun Jun 02, 2013 11:13 pm

NOOBY93 wrote:
HarryDresden wrote:There really should be a way for Archers to be viable. At this point in time, it's practically useless in combat, which sucks.

Like increasing shooting speed.
I know realism isn't the aim here (LOL SEE WHAT I DID THERE?) but I was training marksmanship IRL and after about a month I was really precise and it would take me roughly 6 seconds to shoot with a very tough and expensive bow which can't be made with branches in the forest (and we can compare it with r-bow)
Really though, the shooting is WAY slow.


It's not about the speed, it's about the fact that you can't hurt armored people with the best bow in the game.
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Re: World 7 incoming

Postby shaunsred » Sun Jun 02, 2013 11:13 pm

chris1122 wrote:
Nicstar543543 wrote:Rangers seem like they're underpowered, just 1 punch and runnning in circles to make them not able to aim.

I agree with this, I think that rangers should be more powerful because its already really hard to aim rbows and those are the strongest type of bow there is.


As an Archer, I support this.
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Re: World 7 incoming

Postby Phaen » Sun Jun 02, 2013 11:13 pm

jorb wrote:
Patchouli_Knowledge wrote:
Ninijutsu wrote:Yes, yes he can. You can be moving in the opposite direction and still have call down the thunder queued on your opponent.


I can confirm that this is possible as well. I suspect it to be a bug though, judging from jorb's response. I thought someone had reported that.


Explain to me -- slowly -- how I would go about first initiating movement away from a pursuing player and then initiating an attack against him while still remaining in motion.


The other people forgot to mention that thunderwalking only works during the cooldown.

  1. I use thunder on you
  2. Now I'm in cooldown, and a second thunder is automatically queued by the combat system
  3. I click to move away from you - this cancels the second thunder
  4. I queue up another thunder while moving away from you
  5. My character continues moving away from you but if you hit me I am not movement-penalized because thunder is queued
  6. When the cooldown ends, my character stops walking and uses thunder.
  7. Goto step 2
Last edited by Phaen on Sun Jun 02, 2013 11:14 pm, edited 1 time in total.
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Re: World 7 incoming

Postby NOOBY93 » Sun Jun 02, 2013 11:14 pm

Ninijutsu wrote:
NOOBY93 wrote:
HarryDresden wrote:There really should be a way for Archers to be viable. At this point in time, it's practically useless in combat, which sucks.

Like increasing shooting speed.
I know realism isn't the aim here (LOL SEE WHAT I DID THERE?) but I was training marksmanship IRL and after about a month I was really precise and it would take me roughly 6 seconds to shoot with a very tough and expensive bow which can't be made with branches in the forest (and we can compare it with r-bow)
Really though, the shooting is WAY slow.


It's not about the speed, it's about the fact that you can't hurt armored people with the best bow in the game.

It's both, the shooting speed is retardedly slow and the no-penetration is painful. By the way good arrows did penetrate armor.
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Re: World 7 incoming

Postby Nate_H » Sun Jun 02, 2013 11:14 pm

jorb wrote:... you don't... say...

We'll, that's a bug in any event, then, so let's return to the topic at hand, i.e. the actual suggestion.

I have mixed feelings about that, but in the end it seems like an alright solution for me.
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Re: World 7 incoming

Postby Patchouli_Knowledge » Sun Jun 02, 2013 11:15 pm

jorb wrote:
Ninijutsu wrote:Click to move, then press call down the thunder, click your opponent. You will queue the move on him but keep moving in the direction you clicked.

It ONLY works for RANGED attacks. Including bows.


... you don't... say...

We'll, that's a bug in any event, then, so let's return to the topic at hand, i.e. the actual suggestion.


Queuing an attack move on a running alt while taking a momentary penalty to drink water.

Also doesn't this become a problem for the chasers as well as they need to stay queued on their quarry since they risk losing them due to the need of having to drink water as well as the quarry can sidewind to cause the chasers to get clipped if they stayed queued?

Also Ninjitsu, have the static combat system a bit to give lower stat combatant some a mean of being able to fight back but still be at a disadvantage. Also, with the system that I am brainstorming, it will cause the higher stat character to still potentially suffer some wounds.
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Re: World 7 incoming

Postby jordancoles » Sun Jun 02, 2013 11:15 pm

jorb wrote:Ok, so here's an idea.

What if there was a buff that accumulated over time spent moving without an attack queued. The higher the buff is, the lower your block weight is.

The idea being that the pursued in an actual chase will be at the intended disadvantage, while also leaving single cycle twitches of movement unpenalized.

Thoughts?

Pls no. Just make it so that when hit moving you are taken to 0 defense and take a small portion of the total potential damage (20-40%)
This would still make movement combat possible but it removes the stupidity of one hit KOs
Last edited by jordancoles on Sun Jun 02, 2013 11:15 pm, edited 1 time in total.
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Re: World 7 incoming

Postby Zachary09 » Sun Jun 02, 2013 11:15 pm

Archers are OK. Guess it's really enough for them to deal 1150 damage with their Q200 RBow to a farmer inside (insert village name here), that's what they were created for after all.
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Re: World 7 incoming

Postby Ninijutsu » Sun Jun 02, 2013 11:16 pm

jordancoles wrote:
jorb wrote:Ok, so here's an idea.

What if there was a buff that accumulated over time spent moving without an attack queued. The higher the buff is, the lower your block weight is.

The idea being that the pursued in an actual chase will be at the intended disadvantage, while also leaving single cycle twitches of movement unpenalized.

Thoughts?

Pls no. Just make it so that when hit moving you are taken to 0 defense and take a small portion of the total potential damage (20-40%)
This would still make movement combat possible but it removes the stupidity of one hit KOs


He is already nerfing swords in case you didn't see. 1-hit ko's are already dealt with.
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