Balancing of archery vs melee is going wrong way in my opinion. Rather than moving dmg sliders from one side to another (which may last forever) lets get rid of direct archery damage at all.
Bleeding wounds + skill based (like the gilding is) probability of deadly shot.
Why would bleeding wounds bother fighters at all? Lets make it impossible to treat arrow wound by yourself, and treated wound be a long-lasted debuff to stats.
To prevent archery alt-spam lets set basic probability of oneshot very close to zero.
It will also force fighters to take in the action some medical equiptment, along with such important staff as carrot salad.
PS and bandaging of head only is autistic as hell. Probably Joftar would want to reimplement it if my suggestion will be approved.
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Hasta
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Re: Archery idea
This RNG of deadly shot won't ever be implemented, they try to lessen RNG in combat with each update and you suggest a "chance of deadly shot"? No way.SiO2 wrote:Bleeding wounds + skill based (like the gilding is) probability of deadly shot.
And if archery damage becomes DoT then all combat encounters for archers will differ only in whether their opponent died after he killed the archer or he managed to get someone to tend to his wounds after he killed the archer.
Not a very well thought suggestion, in my opinion. And you should prolly make another thread about bandaging different parts of body; that at least have some potential of discussing.
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SiO2
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Re: Archery idea
Well 5% of deadly shots makes more sence than 5% armour scratching, anyway.Hasta wrote: This RNG of deadly shot won't ever be implemented, they try to lessen RNG in combat with each update and you suggest a "chance of deadly shot"? No way. discussing.
Right now combat encounters for archers is jerking around wallgates. Not fun at all.Hasta wrote: And if archery damage becomes DoT then all combat encounters for archers will differ only in whether their opponent died after he killed the archer or he managed to get someone to tend to his wounds after he killed the archer.
Also In 1v1 battle to the melee char would be lay down a shot and dodging while your opponent bleeding away. This part of balance may only be discussed along the melee i.e. can archer really survive 1v1 against the sword or not? Or should it be able?
Actually no. Medicine is useless atm will you bandage your head or anything else. Only the combat changes might change this.Hasta wrote: And you should prolly make another thread about bandaging different parts of body; that at least have some potential of discussing.
Last edited by SiO2 on Sat Jul 02, 2016 1:19 pm, edited 1 time in total.
Bronies for life /)
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Hasta
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Re: Archery idea
Okay I think we need to establish this, what is a "deadly shot" in your suggestion?
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SiO2
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Re: Archery idea
You get an arrow into your throat and instantly die, quite simple.Hasta wrote:Okay I think we need to establish this, what is a "deadly shot" in your suggestion?
Bronies for life /)
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Hasta
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Re: Archery idea
Yeah... right. So, basically, a mechanic that makes you lose months of progressing and hard work, based on an RNG chance. Good luck with this >.<
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SiO2
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Re: Archery idea
Since chance is low it should not be a problem. On the other hand it will make archery dangerous and useful again. And for gods sake can it hurt horses less?))Hasta wrote:Yeah... right. So, basically, a mechanic that makes you lose months of progressing and hard work, based on an RNG chance. Good luck with this >.<
Bronies for life /)
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Hasta
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Re: Archery idea
Noone would go for high-q bows or arrows, high perception or anything that doesn't affect shooting speed. Shoot enough arrows and hope for a deadly shot. Sure, that's valid archery. And 1mm alts hurting trapped animals from a boat for 1hp 'til they oneshot them. Yeah. That's a great fix for current somewhat broken mechanics.
All I'm saying, this will never get implemented. Ever. No place for "chances" in combat mechanics.
All I'm saying, this will never get implemented. Ever. No place for "chances" in combat mechanics.
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SiO2
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Re: Archery idea
Hasta wrote:Noone would go for high-q bows or arrows, high perception or anything that doesn't affect shooting speed. Shoot enough arrows and hope for a deadly shot.
Add quality impact here.SiO2 wrote:Bleeding wounds + skill based (like the gilding is) probability of deadly shot.
Right now you dont have to trap anyone. you now, poking by the sword 3 bears in the row make it harder to find animal and transport body home than actually kill. Archery have to be primary hunting tool, but totally dead here.Hasta wrote:And 1mm alts hurting trapped animals from a boat for 1hp 'til they oneshot them. Yeah. That's a great fix for current somewhat broken mechanics.
There were always chances involved. Chance of lags (which has too high probability to my taste ), chance of disconnect and chance that this guy appeared to be much more tough than he seems like.Hasta wrote:All I'm saying, this will never get implemented. Ever. No place for "chances" in combat mechanics.
Bronies for life /)
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Hasta
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Re: Archery idea
You understood me. There will never be an intended mechanic of combat based on a "chance" of getting something. No critical hits, no glancing blows, no deadly shots. Lags and bugs don't apply here, neither does underestimating your opponent.SiO2 wrote:There were always chances involved. Chance of lags (which has too high probability to my taste ), chance of disconnect and chance that this guy appeared to be much more tough than he seems like.