simimi wrote:When thinking about it, I may find other raisons :
In other games, if you meet enemis and run away, the foes just take there bow or fireball ou rifle and shot you in the back.
And you cant reply cause you are facing the oposit direction.
Valid point of view ?
Could this be changed by improving bow power ? Or making bow snare foes ? ( could be usefull in PVE to, kitting mobs )
Or make that you cant "cast" "debufs" to targets not in front of you, and require to be still for a short time to do it ?
You basically hit the nail on the head here. Ranged attacks suck, so why not run away? Not only the power but the crazy aim time on moving targets. IRL running straight away from someone is a great way to get buttraped by a bow, IHL it's a great way to make it physically impossible to get shot by a bow
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On another note, they could also put in a weight system. Armor, weapons, everything in your inventory weighs you down, slows you (almost imperceptibly). If you want to chase down and kill people, you use light armor (and maybe weapons) and keep your inventory empty as you can, putting you at some disadvantage. If you want to run away from someone like this (if you're a crafter, or think they can still stomp you anyway) you have to ditch your gear to get the necessary speed.
Could possibly work to give ppl more of a reason to do 1v1 fight, instead of always just running away until they can gangbang their pursuer? Still I would like to see archery not quite so useless, especially against moving targets. It shouldn't even be too complicated really. Have normal movement penalty on aiming for most situations, then take whatever flag tells the sprite which direction to face, and if it's the same as that on the archer or opposite of it then have only a very very tiny movement penalty. And, honestly, reduce aiming times all around significantly. That would reduce a lot of the 'RUN AWAY!' combat I should think. Mebbe some archery moves too like 'arrow to the knee'
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