QoL improvements for archery

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

QoL improvements for archery

Postby Phizuol » Mon Oct 19, 2015 9:31 pm

I have been pretty whiny about archery in the past, but lately I've just been sticking to it and learning all the good and bad about it. The damage is really great yet many players don't want to use a bow. It's difficult to hit without cheesing, has inventory and ammunition crafting limitations, and is left out of the card based combat system. Due to the high damage I believe archery has a potential to be overpowered but here are some small quality of life suggestions.

Belt quiver - This is suggested all the time. It's a big relief from inventory problems archers face. I understand it would require art changes on the character model, but even if it was invisible for now that would be a big help.

Better aiming - There are two ways to miss your shot: Pointing your mouse off-target and RNG based on the aim meter. I would like to see RNG missing removed once the aim meter is 80%+. Since the archery nerf that tied damage to the aim meter it's been a double penalty of damage and accuracy when aiming. Above 80% the arrow should follow the mouse with true accuracy, imo. If you need a random miss chance then base it on Per vs Agi instead.

I would also like to see some sort of ground highlighting while aiming with the mouse. Currently due to the camera angles many players are missing targets completely because they aim at the target's body rather than the ground it stands on. They are treating the aiming like legacy HnH where marksman weapons "lock on" to a target. A small red circle that follows the ground as you move the mouse would be a big help since you should be able to tell where you are aiming from most camera angles.

Begging - Please try again to fit archery into the card combat system. Maybe add just one move like chop that hits green defense? Give it less range and damage as a kind of quick shot. I'm sure you have better ideas than that, but even just one move could be a good start.

Thanks
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Re: QoL improvements for archery

Postby abt79 » Mon Oct 19, 2015 10:47 pm

I'd like to see archery as actually useful vs. human combatants, as of now you really can't hit anyone who knows you are in front of them unless you have a line of archers, and even then running circles around a group of archers makes them totally ineffective.
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Re: QoL improvements for archery

Postby CTheRain » Tue Oct 20, 2015 2:14 pm

I honestly want to use defense cards while being able to charge up my bow at the same time while only attacks that break my block affect the aim bar.
We buy things we don't need with money we don't have to impress people we don't like.
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