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 Post subject: Ranged Weapons
PostPosted: Mon Aug 24, 2009 4:11 pm 
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I have a few ideas for it and just wanted your opinions.

There are two major methods for ranged weapons.

a) Fire and Hope

This method, is when you fire the arrow and hope the npc or player doesn't move out of the way before it hits. This would require more skill, but in PVP would prolly be useless.

b) Target and Fire

This method, you target the npc or player and fire the arrow, much like the spell system.

An addon question for the system. Should I make players buy arrows and use their own source or should they be infinite? Forcing them to buy arrows, would allow for arrow crafting later in the game and such.

Opinions?


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 Post subject: Re: Ranged Weapons
PostPosted: Mon Aug 24, 2009 4:19 pm 
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I honestly prefer method A, and I'm sure there are methods to alter the speed of the damaging projectile depending on the weapon type. For instance, a crossbow bolt would generally be shot faster than an arrow. By having faster attacks with a ranged weapon, you can increase the chance of your target not being able to dodge in time--typically at slightly less damage in order to balance it out.

Having players supply their own ammunition might drive a few people batty, but there are pros and cons to everything.


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 Post subject: Re: Ranged Weapons
PostPosted: Mon Aug 24, 2009 4:43 pm 
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Kousaten wrote:
I honestly prefer method A, and I'm sure there are methods to alter the speed of the damaging projectile depending on the weapon type. For instance, a crossbow bolt would generally be shot faster than an arrow. By having faster attacks with a ranged weapon, you can increase the chance of your target not being able to dodge in time--typically at slightly less damage in order to balance it out.

Having players supply their own ammunition might drive a few people batty, but there are pros and cons to everything.


The problem with method A would be PVP. Even if you speed it up, Rangers would still have a very large disadvantage. NPCs don't move nearly as much as real players and what not. As for supplying your own arrows, it's a bit more realistic. Arrows won't be expensive or anything and will only take up one slot in the inventory. And later, players would be able to craft their own arrows to use, saving even more money.


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 Post subject: Re: Ranged Weapons
PostPosted: Mon Aug 24, 2009 5:42 pm 
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True. Perhaps for those who do go with plan A, a system of "traps" could be used to temporarily bind a target in place, or to just force them to think for a few seconds on a way to maneuver out of the trap without getting harmed. Either way, those few seconds can make or break the difference in how much damage a Ranger could do to a foe.


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 Post subject: Re: Ranged Weapons
PostPosted: Mon Aug 24, 2009 5:50 pm 
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Kousaten wrote:
True. Perhaps for those who do go with plan A, a system of "traps" could be used to temporarily bind a target in place, or to just force them to think for a few seconds on a way to maneuver out of the trap without getting harmed. Either way, those few seconds can make or break the difference in how much damage a Ranger could do to a foe.


The traps aren't a bad idea. Could be a skill or something and have a specific chance of working based on the target's speed. Hm.


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 Post subject: Re: Ranged Weapons
PostPosted: Mon Aug 24, 2009 6:54 pm 
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Or to get complex, a set of ranger spells that include things like freeze, bind, confuse, stun or what have you. Or even a spellt hat implements type B for a set amount of time.

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 Post subject: Re: Ranged Weapons
PostPosted: Mon Aug 24, 2009 6:56 pm 
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Matt, you fail to take into account the use of kiting.

For those of you who don't know, kiting is when a range'd unit run's away from a melee unit and attacks. It seems like it would be harder to hit a player with a melee unit then a ranged unit, because people can simply run away from melee units. Personally, melee should have the slow down spells.

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 Post subject: Re: Ranged Weapons
PostPosted: Mon Aug 24, 2009 7:08 pm 
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It's hard to kite when you can't fire an arrow diagonally. ;)

That's what I meant Grim, with the trap spells.


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 Post subject: Re: Ranged Weapons
PostPosted: Mon Aug 24, 2009 7:19 pm 
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I would give you rf's arrow code, but I think I am pretty sure I lost it after I converted it to dx8.

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 Post subject: Re: Ranged Weapons
PostPosted: Mon Aug 24, 2009 8:08 pm 
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Labmonkey wrote:
I would give you rf's arrow code, but I think I am pretty sure I lost it after I converted it to dx8.


It's cool. I'll get it done soon. I just wanted opinions on how to do it.


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 Post subject: Re: Ranged Weapons
PostPosted: Mon Aug 24, 2009 8:26 pm 
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I'd say use method B. Have the projectile always travel directly to your target.

As for your last question, I'd say make them buy projectiles separately. You can't really operate a bow and a shield at the same time, so I would have the arrows equip to the shield slot.

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 Post subject: Re: Ranged Weapons
PostPosted: Mon Aug 24, 2009 8:35 pm 
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You'd have to be pretty badass to block with a shield while readying a bow in your hands, so yeah, makes sense.


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 Post subject: Re: Ranged Weapons
PostPosted: Fri Aug 28, 2009 2:41 am 
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I have bow+arrows implemented in B way. It's really cool. Good luck!

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 Post subject: Re: Ranged Weapons
PostPosted: Thu Dec 16, 2021 2:23 am 
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 Post subject: Re: Ranged Weapons
PostPosted: Fri Feb 11, 2022 12:03 am 
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 Post subject: Re: Ranged Weapons
PostPosted: Thu Jun 16, 2022 1:35 pm 
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 Post subject: Re: Ranged Weapons
PostPosted: Sun Sep 11, 2022 7:23 am 
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 Post subject: Re: Ranged Weapons
PostPosted: Fri Nov 04, 2022 3:34 pm 
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 Post subject: Re: Ranged Weapons
PostPosted: Sat Feb 04, 2023 8:11 pm 
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 Post subject: Re: Ranged Weapons
PostPosted: Wed Mar 08, 2023 7:09 am 
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