cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Wolfsblood on December 15, 2013, 06:22:23 pm

Title: A general discussion on the issue of ranged
Post by: Wolfsblood on December 15, 2013, 06:22:23 pm
Before I get into the meat of this discussion lets first start with this;

I wish this to be a fair and objective discussion on the issue of ranged(xbow/archer) in this game and for flaming, raging and hate to be left out of this discussion so we can actually come to together with a solution to this "problem" and leave people happy. Now I know this is asking a lot out of lobbyist from both sides of the discussion but if we can stop being dicks to each other for a short while I believe that we can all find a balanced solution.

Now for the meat. The problem with ranged.

1. There are a lot of ranged. The more ranged there are the more difficult it becomes to take them down. As we all know it is easier to fight a 4 v 1  against melee than it is against archers.

But why are there so many ranged?

2. Archery and xbow's are far to easy to pick up and be able to learn to use. as I stated in this thread, http://forum.melee.org/suggestions-corner/ranged-56629/ , the time it takes to properly learn how to be a ranged bundle of sticks is miniscule compared to how long it takes to be proficient in melee. That is why so many new and old people have picked up ranged. In short it is too easy to be good at ranged.

So what can we do to solve problem #1? obviously the answer would be to reduce the amount of ranged. But how do that? I believe that we have to deal with issue #2 for that.

So how are we going to make archery hard to learn? That's what I want to discuss here.

The things that I think need to be avoided are the usual "grab a shield" or "nerf ranged" easy answers. grab a shield doesn't work because we don't want to be forced to play a class. nerf ranged doesn't work because we don't want to decrease their potential or the ranged who are genuine in their dedication to the class are going to get screwed.

So I believe that what we need is to make ranged harder to master, not nerf it all together.

but what can we do to do that? that's where we need this discussion and here in the OP I will put all ideas that are put forth so please discuss

Ideas:
-Remove Crosshairs for ranged http://forum.melee.org/suggestions-corner/ranged-56629/ (Wolfsblood)

-Decrease time until ranged crosshairs become inaccurate http://forum.melee.org/suggestions-corner/ranged-56629/msg915857/#msg915857 (san_of_chaos)

-Templar steevee's changes  http://forum.melee.org/game-balance-discussion/how-to-nerf-archery-without-destroying-it/msg913271/#msg913271

-Tighter crosshairs (more accurate) but slower projectiles, more projectile dip, bigger crosshair when running and longer time to settle when you stop, less damage unless you hit the head (smaller target), Less stagger when you shoot something, Less ammo so you have to be careful with your shots (Grumbs)

- Arrows should not break shields. (Unless it's arena shield or some weakling-crap) (BlueKnight)

-archers ammo should just get decreased (Prinz_Karl)

-create a class limit/competition on servers  http://forum.melee.org/suggestions-corner/battle-mode-decrease-archers-crossbowmen-and-cavalry-by-a-set-percentage/?topicseen (Riddaren)
Title: Re: A general discussion on the issue of ranged
Post by: Rebelyell on December 15, 2013, 06:23:36 pm
there is like over 9000 topics about it still going on dude...
Title: Re: A general discussion on the issue of ranged
Post by: Wolfsblood on December 15, 2013, 06:25:10 pm
yes but most of them are filled with hate from lobbyist and we could do with a compendium if these ideas
Title: Re: A general discussion on the issue of ranged
Post by: Grumbs on December 15, 2013, 06:26:59 pm
Killing a good player with ranged should take the same skill as killing him in melee.

Tighter crosshairs (more accurate) but slower projectiles, more projectile dip, bigger crosshair when running and longer time to settle when you stop, less damage unless you hit the head (smaller target)

Less stagger when you shoot something

Less ammo so you have to be careful with your shots

This thread will probably go to chamber of tears though or be locked since we have so many atm
Title: Re: A general discussion on the issue of ranged
Post by: Gnjus on December 15, 2013, 06:28:04 pm
I wish this to be a fair and objective discussion on the issue of ranged(xbow/archer) in this game


Stopped reading at this point.
Title: Re: A general discussion on the issue of ranged
Post by: Wolfsblood on December 15, 2013, 06:30:34 pm
Hey anything is possible right?  :lol:
Title: Re: A general discussion on the issue of ranged
Post by: Rebelyell on December 15, 2013, 06:34:16 pm
yes but most of them are filled with hate from lobbyist and we could do with a compendium if these ideas
and you believe that will be a different one?
Title: Re: A general discussion on the issue of ranged
Post by: Wolfsblood on December 15, 2013, 06:39:57 pm
well its worth a try, isn't it?
Title: Re: A general discussion on the issue of ranged
Post by: San on December 15, 2013, 06:43:32 pm
I wish there was more of a timing aspect to ranged. It should be more fun to dodge and predict ranged shots than how it is currently. When fighting multiple ranged as a shielder, I prefer archers since I can time when to switch my facing direction to block multiple archers at once. Holding indefinitely and waiting for the dodger to get bored just makes things frustrating. Of course, other aspects that help with dodging such as missile speed should be tweaked to add more skill with leading shots.

Inaccuracy is not fun for both sides since it adds too many random elements. How do you dodge something when you're not sure if it will veer off and hit you? How can you attack with a huge ass reticule? That's probably why I dislike throwing's current implementation, since many just throw in your general direction as quickly as possible, and the ones that are consistently accurate are simply an enigma to me.
Title: Re: A general discussion on the issue of ranged
Post by: Wolfsblood on December 15, 2013, 06:57:24 pm
That's one of the problems isn't it? to make something that is consistent and reliable but not necessarily easier than anything else. 
Title: Re: A general discussion on the issue of ranged
Post by: Leshma on December 15, 2013, 08:11:22 pm
there is like over 9000 topics about it still going on dude...

But we all know who started original nerf ranged topic 8-)
Title: Re: A general discussion on the issue of ranged
Post by: Kafein on December 15, 2013, 08:12:59 pm
But we all know who started original nerf ranged topic 8-)

You remember that thread rufio made that had a title like "Bows..." or something vaguely similar and ended up with more than 100 pages ?
Title: Re: A general discussion on the issue of ranged
Post by: Prinz_Karl on December 15, 2013, 09:09:43 pm
I'm the opinion that archers ammo should just get decreased. Until the archer madness won't stop I will hop into a shield alt.

Also archers/crossbow have to pay for their range advantage. So they shouldn't complain when their class is worse than others, which it isn't right now.
Title: Re: A general discussion on the issue of ranged
Post by: Penitent on December 15, 2013, 09:19:51 pm
There is no issue of ranged imo.
Title: Re: A general discussion on the issue of ranged
Post by: BlueKnight on December 15, 2013, 09:43:24 pm
-> Arrows should not break shields. (Unless it's arena shield or some weakling-crap)
Title: Re: A general discussion on the issue of ranged
Post by: Macropus on December 15, 2013, 10:35:18 pm
That's probably why I dislike throwing's current implementation, since many just throw in your general direction as quickly as possible, and the ones that are consistently accurate are simply an enigma to me.
There are two kinds of throwers: those who throw their stuff at you and those who throw their stuff out in your direction. First try to hit you, second try to make any use of their ammo before dying.
After trying throwing myself I had to admit it does indeed take skill to be accurate with it, because personally I am unable to do that.
Title: Re: A general discussion on the issue of ranged
Post by: Seleucus on December 16, 2013, 03:00:10 am
Throwing takes a ton of skill to hit people, and is balanced by the super slow missle speed, which means if your opponent is aware and dodges at all you end up missing.

Arrows and Xbows with the insanely high missle speed require less skill as there is less travel time for your target to dodge.  And thats why we are having a problem in this game.
Title: Re: A general discussion on the issue of ranged
Post by: Adamar on December 16, 2013, 03:11:47 am

2. Archery and xbow's are far to easy to pick up and be able to learn to use.

Compare the effectiveness between classes.(Score/kills...)

Title: Re: A general discussion on the issue of ranged
Post by: San on December 16, 2013, 03:19:20 am
I hate throwing sometimes, but I can't help but respect those who are very good at it. Such a love/hate relationship.
Title: Re: A general discussion on the issue of ranged
Post by: Life on December 16, 2013, 03:31:00 am
how about we just buff shields instead of nerfing archers.
im not saying add invisible force field again, but archers should not be able to break a difficulty 4 shield.
Title: Re: A general discussion on the issue of ranged
Post by: Joker86 on December 16, 2013, 03:50:38 am
I try to stay as short as possible, to present my point of view.


1. I don't want to say that either melee or ranged is easier or more difficult

2. Melee players can support each other with linear growth, which means that every additional melee fighter is worth an additional melee fighter. Perhaps it's even at a degrading rate, since there can only be so much melee players around an enemy without teamhitting everyone and his mother. Archers can support each other exponentially, which means every archers helps the team even more than the guy before him. It's the famous point when you have enough Space Marines to stop an infinite amount of Zerglings, since they can't get into reach. But there can never be a certain amount of Zerglings stopping an infinite amount of Space Marines.

3. This effect starts a vicious circle, since if there are enough archers, they seem OP. If they seem OP, the average cRPG player skills into that class/build, which means there are even ore of them, making everyone of them more OP. It's a self-fullfilling prophecy.

4. Since the effectivity of an archer is determined by the amount of his fellow archers on the server, it is difficult or even impossible to regulate their abundance by tweaking their stats like damage or missile speed. If there are less archers than the calculated average, they are UP, if there are more they remain OP. It would a bad and unfair solution. If anything, a single archer is heavily UP, if you try to be fair and look at his stats compared to an infantry or cavalry player.

5. Playing infantry requires a high amount of teamplay. In difference to the other classes the infantryman require the support of his fellow team members. If infantry players are cooperating with other players, and this group of cooperating players reaches a certain size, it becomes almost unstoppable. On the other hand, if everybody runs around like the average autowalker-Rambo-lemming, no wonder infantry dies like flies and looks almost unplayable and subpar compared to cavalry or archers. If the different classes of infantry players cooperate, they negate their weaknesses and counter all the other classes. On the other hand a single infantryman who has no overview of the general course of the battle is easy prey and already dead. This is the other side of the archer problem: the alternative is unattractive to most players.

The only way to finally get a grip on the ranged problem is to control the amount of ranged on the servers. As I stated above, nerfing or buffing certain classes won't help and is a bad and unfair solution. Instead the incentives to play a certain class on the server should be changed. I made a suggestion some time ago that a certain percentage of your XP is determined by the class you play. The less people on the server play your class, the more XP you get, and the other way round. I wouldn't do this with money, since it should not be made IMPOSSIBLE to play certain classes, just not really rewarding. Another thing which bothers me since I play cRPG is this horrible philosophy to want players to stick to their build. Yes, roleplay wise that's nice, but it's horrible for all the other aspects. If people could respec always or at least more often without those negative drawbacks, and if the marketplace would disappear (it's the worst idea ever and I am honestly shocked someone who can make a game like cRPG can can make such a decision which is as stupid as it gets before crossing the mentally disabled line.) and everyone could reset his loompoints when he wants to, players would be more flexible, the devs would notice unbalances much faster (since the players always notice them first and then you can recognize OP builds by their abundance), and most important of all: it wouldn't be so much of a kick into the face when your precious build gets nerfed or even unplayable at all, which is not your fault and yet you get "punished" that way without any compensation. Yeah, yeah, marketplace, I told you what marketplace is worth a few lines above.
Title: Re: A general discussion on the issue of ranged
Post by: Thomek on December 16, 2013, 03:52:52 am
I try to stay as short as possible, to present my point of view.

But yeah, you are right generally. Except it is even more extreme, because ranged always have a meatwall in front to die before it's their turn to die, thus giving them more time to shoot. I don't believe quota system will be implemented though..with the dev attention being focused elsewhere.  Nerf is the tool at hand, and the best "incentive" we have not to play ranged. 

Also, remember that having unique chars is one of the great things with crpg. You recognize your enemy, it is a personal fight with your honor at stake. This is what makes cRPG so intense imo.. If I'm fighting someone I know is a great player, the victory is more sweet, if I die to a scrub the pill is bitter.
Title: Re: A general discussion on the issue of ranged
Post by: Joker86 on December 16, 2013, 04:26:27 am
Nerf is the tool at hand, and the best "incentive" we have not to play ranged.

Nerfing ranged once more is as good as an idea as it was to prohibit alcohol in the USA. It's highly counterproductive.

If you want to nerf ranged once more you can take them out of the game as well, making it incredibly plain and boring. The ever-empty melee only server is proof enough.

As a game designer you have to take care of all players equally. Making ranged so uneffective that you can only score points by the help of your 30 archer mates would make playing the class incredibly boring, and the numbers would go down again, making them UP, so you need to buff them again, making the OP... you see where this will end? No? Because I don't either  :wink:

After all those years I think the community should have learned finally that buffing and nerfing is NOT the way to go at all. It creates more problems than it solves.
Title: Re: A general discussion on the issue of ranged
Post by: San on December 16, 2013, 06:51:57 am
I understand and agree with most of your points, but there are some situations that I just can't understand.

Quote
5. Playing infantry requires a high amount of teamplay. In difference to the other classes the infantryman require the support of his fellow team members. If infantry players are cooperating with other players, and this group of cooperating players reaches a certain size, it becomes almost unstoppable. On the other hand, if everybody runs around like the average autowalker-Rambo-lemming, no wonder infantry dies like flies and looks almost unplayable and subpar compared to cavalry or archers. If the different classes of infantry players cooperate, they negate their weaknesses and counter all the other classes. On the other hand a single infantryman who has no overview of the general course of the battle is easy prey and already dead. This is the other side of the archer problem: the alternative is unattractive to most players.

When I read this, I was wondering in what ways you would suggest being able to defend against a strong ranged opposition. Formations and defensive play are not that great in battle mode, since any piece of health lost on one team and not on the other have immediately tangible effects, where even a slight discrepancy in team force could seal a team's win. The team with less archers would get slowly whittled away until the troops that are left are forced to approach and inevitably lose at some point. That's why I believe that when there are many ranged on the other team, a strong offensive push from the start is the right choice since the team with the stronger ranged aren't obligated to approach.

Even so, with current crpg mechanics, that option is still disadvantageous even with an ample amount of shielders for these reasons:


I believe balance-wise, a smaller group of shielders should pose a greater threat to ranged as a whole than they do currently. I think the easiest encampment for a shielder to charge is a group solely comprised of archers. You can get a timing for when they will shoot, you can soak up a good number of arrows, and you may still survive a few shots. Archers are also the slowest and sometimes may be approached even while holding up a block if you have good athletics.

When xbowers and throwers get into the mix with archers, things become incredibly more difficult. Both classes are quicker than archers. Shielders also can't afford to get hit once by a throwing weapon or an xbow(assuming it's an arbalest), since one hit will cripple their health. Blocking a throwing weapon does a good amount of damage to a shield compared to the other ranged types. For lower shield skill, it's an almost immediate danger that the shield would break soon, while high shield skill will feel the effects in the long run if the shielder can't reach the thrower. Indefinite holding with zero cues makes not getting hit more a factor of the xbower and puts it out of the shielder's hands. The xbower missing allows the shielder to chase either player, but the xbower should be able to reload in both cases.

Changes:
I believe shielders should be able to follow and disrupt most ranged repositioning strategies better than they do currently once the ranged and melee on the other team let them get too close. I believe that movement speed should increase while holding block and moving forward after a few seconds. That would isolate the balance for shielders against ranged and it would make them a better supporting force for charging specified locations. Reducing shield weight is another option that may help some in certain ways, but it would also increase their acceleration in melee fighting by a noticeable degree. That change would help them against melee more than ranged IMO.

The above applies to team balance, but I believe gameplay interaction between ranged and melee can be more of a two-way street if there were more cues for ranged shooting. I mentioned this in another thread, but I like how archery has a timing window, and I feel like it can be applied to the other ranged characters and tweaked for archery so it can remain skill-based. Because one can predict the timing of a shot and see exactly where the opponent is aiming, prediction and mindgames are more effective tools. Indefinite holding takes control out of the person approaching. With that in effect, stat tweaks can mostly be a purely internal affair and ranged weapons can keep good stats.


When I read this part:
Quote
The only way to finally get a grip on the ranged problem is to control the amount of ranged on the servers.

I can only disagree, since I believe there should be options available to both teams for any general team composition. There are few hard counters in this game, but soft counters (noticeable advantage) should exist against every class based on equipment usage and simple strategy should be available.
Title: Re: A general discussion on the issue of ranged
Post by: Corsair831 on December 16, 2013, 07:28:32 am
imo best solution to ranged (and thus people crying about ranged, which i find so much more annoying than the ranged itself), is to give some good coverage shields for 0 shield skill, with better ranged forcefields, that take 10 or so arrows to break.

admittedly, that would require a pretty Major rebalancing, so it won't happen.

tbh, all these threads are pointless at this point, nothing major is going to be done to cRPG at this juncture, devs are busy working on their new game :))
Title: Re: A general discussion on the issue of ranged
Post by: jtobiasm on December 16, 2013, 07:38:25 am
In short it is too easy to be good at ranged.

zzzzzzzzzzzz bore off mate.

Remove Crosshairs for ranged

Ye m8 i'll stick blue tack on my screen, np.
Title: Re: A general discussion on the issue of ranged
Post by: Joker86 on December 16, 2013, 08:31:16 am
[...]

Actually your quote of me was not meant as a point like "There are options to deal with this", it's more meant like "most people play infantry the wrong way, and thus have bad experiences with it => more inclined to become archer".

The thing is that in cRPG usually when one class apart from infantry is way overrepresented, for some reason the effectivity of that team increases, instead of going down. I don't know why it's that way, I guess it's simply the inability of pubs to adapt their gameplay to that special enemy team (or even to notice there is something different and to recognize the requirement of adapting to it), but whenever I saw that one team had most cavalry or archers, that team usually won.

I guess you can also describe it the other way round, that due to the fact that archers and cavalry need little cooperation to be effective (cavalry need each other only to distract the enemy, archers only need to stand loosely next to each other to support and protect each other), whereas infantry needs higher levels of coordination (ideally most infantry classes should stay within a protecting line of shielders and pikemen), which means most infantry players remain under their possibilities. So it's no wonder that those teams win, which have a lower percentage of these "bad" players.

Concerning my statement of controlling the amount of classes: I would never go that far to say "you can't play this class right now", a hard limit or something like that is something I wouldn't want myself, such things are a big letdown. But I think players should be motivated to try playing other classes, and to fill shortages. That would be my approach.

I know it is difficult, because another point for playing archers is the low interaction level with your enemy, since the fighting most of the times goes exclusively from one direction into the other. You aim at the enemy, and it's mostly your skill which determines if you hit or miss, the enemy can influence this by dodging, hiding or blocking with his shield, but most of the time you can simply pick another, unaware and easy target, so that there is really little interaction with the enemy. In melee on the other hand your enemy has actually to make a mistake in order to enable you of scoring a hit. This is something intimidating and frustrating, especially considering the average skill level of the cRPG community.
Title: Re: A general discussion on the issue of ranged
Post by: Xeen on December 16, 2013, 11:24:41 am
Great posts, Joker and San.  I particularly agree with Joker on the fact that nerfing ranged really doesn't change the true problem.  There are plenty of times when ranged is perfectly fine.  The problem tends to be when there is a critical mass(great starcraft analogy btw) of ranged or when people in general realize how ridiculously powerful non-interaction is and just start kiting anytime they have any amount of ranged advantage.

I think an important thing to point out here is that most people's problems with ranged stem directly from the battle game mode.  Changing stats isn't really going to matter when the problem is less about the amount of damage they are doing and more to do with the fact that you just don't get to fight people at all sometimes.  I've long said that they should just have a modified, consistent motf that spawns long enough into the match that positioning and ranged harass would matter significantly.  If they did this, they could at the very least unnerf arrow weight if not buff archers altogether.  Archers are completely fine, I'd even say great if applied correctly and in appropriate numbers in siege, but a buff for them would probably be just fine.

San also made a great point about xbows holding their shots to deal with shielders.  Right now, I see that as the greatest detriment to shielders actually being effective ranged counters.  It seems to me like there are far more people nowadays that realize how great a strategy this is, and purposely prioritize shielders when they are backing up friendlies.

Throwing needs a slight change, I think Tydeus is already on this.  I think the best option is a reduction in damage coupled with an increase in ammunition.  The main problem I see with throwing is the ridiculous amount of burst damage you get from a single hit.  Too many throwers, as San points out, basically just roll dice and hope they get some really gay instakills.  They also just give more ammunition to people who don't suck at throwing and both teams have a shitty time.  Bringing back 2 slot throwing stacks would give the balancers an easier way to balance damage vs ammo.  For instance, heavy throwing axes being 5 ammo for 2 slots would be a great compromise in the current system.

And last........  CAN WE FUCKING TRY CAPTURE THE FLAG???  It is a fully functional game mode that any admin could just change to anytime they wanted to.  Ruins is a good example of a map with sufficient cover, flat ground, and distance.   
Title: Re: A general discussion on the issue of ranged
Post by: Gnjus on December 16, 2013, 11:32:35 am
I try to stay as short as possible


1. I don't want to say that either melee or ranged is easier or more difficult

2. Melee players can support each other with linear growth, which means that every additional melee fighter is worth an additional melee fighter. Perhaps it's even at a degrading rate, since there can only be so much melee players around an enemy without teamhitting everyone and his mother. Archers can support each other exponentially, which means every archers helps the team even more than the guy before him. It's the famous point when you have enough Space Marines to stop an infinite amount of Zerglings, since they can't get into reach. But there can never be a certain amount of Zerglings stopping an infinite amount of Space Marines.

3. This effect starts a vicious circle, since if there are enough archers, they seem OP. If they seem OP, the average cRPG player skills into that class/build, which means there are even ore of them, making everyone of them more OP. It's a self-fullfilling prophecy.

4. Since the effectivity of an archer is determined by the amount of his fellow archers on the server, it is difficult or even impossible to regulate their abundance by tweaking their stats like damage or missile speed. If there are less archers than the calculated average, they are UP, if there are more they remain OP. It would a bad and unfair solution. If anything, a single archer is heavily UP, if you try to be fair and look at his stats compared to an infantry or cavalry player.

5. Playing infantry requires a high amount of teamplay. In difference to the other classes the infantryman require the support of his fellow team members. If infantry players are cooperating with other players, and this group of cooperating players reaches a certain size, it becomes almost unstoppable. On the other hand, if everybody runs around like the average autowalker-Rambo-lemming, no wonder infantry dies like flies and looks almost unplayable and subpar compared to cavalry or archers. If the different classes of infantry players cooperate, they negate their weaknesses and counter all the other classes. On the other hand a single infantryman who has no overview of the general course of the battle is easy prey and already dead. This is the other side of the archer problem: the alternative is unattractive to most players.

The only way to finally get a grip on the ranged problem is to control the amount of ranged on the servers. As I stated above, nerfing or buffing certain classes won't help and is a bad and unfair solution. Instead the incentives to play a certain class on the server should be changed. I made a suggestion some time ago that a certain percentage of your XP is determined by the class you play. The less people on the server play your class, the more XP you get, and the other way round. I wouldn't do this with money, since it should not be made IMPOSSIBLE to play certain classes, just not really rewarding. Another thing which bothers me since I play cRPG is this horrible philosophy to want players to stick to their build. Yes, roleplay wise that's nice, but it's horrible for all the other aspects. If people could respec always or at least more often without those negative drawbacks, and if the marketplace would disappear (it's the worst idea ever and I am honestly shocked someone who can make a game like cRPG can can make such a decision which is as stupid as it gets before crossing the mentally disabled line.) and everyone could reset his loompoints when he wants to, players would be more flexible, the devs would notice unbalances much faster (since the players always notice them first and then you can recognize OP builds by their abundance), and most important of all: it wouldn't be so much of a kick into the face when your precious build gets nerfed or even unplayable at all, which is not your fault and yet you get "punished" that way without any compensation. Yeah, yeah, marketplace, I told you what marketplace is worth a few lines above.


I try to stay as short as possible

I try to stay as short as possible

I try to stay as short as possible



Title: Re: A general discussion on the issue of ranged
Post by: Corsair831 on December 16, 2013, 01:09:47 pm
walls of text, walls of text everywhere

seriously guys, 150 words or less lol.

or at the very least do tiny summarys then put ur main point in spoilers
Title: Re: A general discussion on the issue of ranged
Post by: jagars on December 16, 2013, 01:26:41 pm
every 3/4 player does that
Title: Re: A general discussion on the issue of ranged
Post by: Joker86 on December 16, 2013, 01:28:11 pm
walls of text, walls of text everywhere

seriously guys, 150 words or less lol.

or at the very least do tiny summarys then put ur main point in spoilers

It's always the same. People trying to discuss a complicated topic by short posts.


Always looks like cavemen trying to build a robot with sticks...  :wink:  :P


Edit: My first post has 4000 symbols. I think I can expect people to read it if they want to solve one of the oldest problems of cRPG. If they think this can be done with one liners like "Just nerf bow dmg", then they disqualify themselves from the discussion, and quite honestly, if they don't read my posts: funny coincidence, because I don't read the one liners. It can only be a half assed, superficial opinion with a solution which wouldn't help anything. If the whole ranged issue is so easy to solve that you can do it with a few words, why do we still have this problem then? I know the internet has a bad effect on our attention span and our patience when gathering information, but one must actively works against something like that. I remember the time when I had only BOOKS to collect all the info I had for a presentation at school, it took actually time, you had to read into things and it was a real inquiry. So please, for the love of god, pull yourself together and take those what? 4? 5 minutes to read through my post.
Title: Re: A general discussion on the issue of ranged
Post by: Kafein on December 16, 2013, 02:05:31 pm
If we assume the proportion of ranged to be growing exponentially (because each new ranged player increases the incentive to switch to ranged), then a linear nerf to ranged isn't going to solve the problem in the long run but merely delay it.

It's a bit like a Malthusian collapse right now. Instead of exponentially growing food needs we have exponentially growing ranged pop, and instead of linear growth of crop yields we have linear growth of nerfs to keep the impact of a ranged overpopulation as low as possible. I'd rather see some introduced mechanics that would regulate the amount of ranged by naturally decreasing the incentives to play ranged as the proportion of ranged players grows.

I think the only reason we still have infantry players is that not all players are the same and far from all of them are completely rational when they choose which class to play. I stress that this is the only reason because I don't really beleive there are obvious weaknesses of a full ranged team that can be exploited by a balanced team, unless the map is completely onesided. I've rarely seen melee heavy teams win in any other way than killing the other team's melee as efficiently as possible thus outnumbering the remaining ranged, allowing a victory. It usually has to happen very fast otherwise the team gets whittled by projectiles and can't get a devastating enough victory in melee to be able to lose a couple more guys to ranged.
Title: Re: A general discussion on the issue of ranged
Post by: Jarold on December 16, 2013, 02:13:43 pm
I like the "walls of text" they have a lot of good points and suggestions in them. I particularly like San's suggestions. Keep em coming!
Title: Re: A general discussion on the issue of ranged
Post by: Xeen on December 16, 2013, 02:36:50 pm
If we assume the proportion of ranged to be growing exponentially (because each new ranged player increases the incentive to switch to ranged), then a linear nerf to ranged isn't going to solve the problem in the long run but merely delay it.

It's a bit like a Malthusian collapse right now. Instead of exponentially growing food needs we have exponentially growing ranged pop, and instead of linear growth of crop yields we have linear growth of nerfs to keep the impact of a ranged overpopulation as low as possible. I'd rather see some introduced mechanics that would regulate the amount of ranged by naturally decreasing the incentives to play ranged as the proportion of ranged players grows.

I think the only reason we still have infantry players is that not all players are the same and far from all of them are completely rational when they choose which class to play. I stress that this is the only reason because I don't really beleive there are obvious weaknesses of a full ranged team that can be exploited by a balanced team, unless the map is completely onesided. I've rarely seen melee heavy teams win in any other way than killing the other team's melee as efficiently as possible thus outnumbering the remaining ranged, allowing a victory. It usually has to happen very fast otherwise the team gets whittled by projectiles and can't get a devastating enough victory in melee to be able to lose a couple more guys to ranged.

That last part is sooooo true.  Even when I'm playing an agi shielder and have a lot of people that will actually listen to me, most of the time there is any real ranged presence, or even if there are 1-2 actually good horse ranged on the other team, your only real option is to chase down whatever infantry will fight you as quickly and efficiently as possible and just hope they aren't smart enough to realize that they just simply shouldn't fight you if they want to win. 

ALSO.  If anyone who isn't a troll piece of shit reads this, I actually posted my own ideas on this subject on the previous page before numbskull shitheads who apparently can't read these posts in like 45 seconds derailed the thread.   "pull yourself together and take those what? 4? 5 minutes to read through my post."  What kind of subhuman would need that amount of time to read these posts?
Title: Re: A general discussion on the issue of ranged
Post by: Ronin on December 16, 2013, 02:38:59 pm
If you're not going to read something, what are you doing in a forum at the first place?
Title: Re: A general discussion on the issue of ranged
Post by: Prpavi on December 16, 2013, 02:41:29 pm
My main incentive to switch to HA was indeed partially the increase of ranged poplulation but more than that, I really disliked in what melee has turned into. High agi shielders and rondel trolls make my melee experience... well let's just say I hate to see medieval Usain Bolts, I'm not the one to judge, they found their fun and I found mine in return. I'm having an awfull time on my polearmer alt no matter how much I try.

The thing that would make me really consider retiring and going full melee again would probably be buff to the plate armor. Don't even care about the price, I lose tons of gold on the HA I'd rather be paying for a Plate instead. Like Kafein said in the current state and the incentive to go light and fast, ranged indeed have a bigger impact on the battlefield. Before I couldn't see myself winning the rounds off a horseback as a HA, but nowdays I am able to pull it off on ocassion (rare but it still happens). From my experience so far as a HA I avoid melee in general especailly the tank guys because I deal little to no damage to them, but by the end of the round I'm forced to engage them too and killing them more with bumps than arrows really, light/mid guys I can kill. I remember once shooting atleast 10 arrows into Tyrannosurus, he wrote to me in chat: no damage. If that was the case (not to that extreme) I would probably tank myself and feel really discouraged to pewpew, but the recent patch made the game go in the opposite direction unfortunatley and I never see this happening.

Make a knight a knight again, make him what he was in Medieval times and I gurantee you many will switch to melee.
Title: Re: A general discussion on the issue of ranged
Post by: Strudog on December 16, 2013, 03:00:49 pm
My main incentive to switch to HA was indeed partially the increase of ranged poplulation but more than that, I really disliked in what melee has turned into. High agi shielders and rondel trolls make my melee experience... well let's just say I hate to see medieval Usain Bolts, I'm not the one to judge, they found their fun and I found mine in return. I'm having an awfull time on my polearmer alt no matter how much I try.

The thing that would make me really consider retiring and going full melee again would probably be buff to the plate armor. Don't even care about the price, I lose tons of gold on the HA I'd rather be paying for a Plate instead. Like Kafein said in the current state and the incentive to go light and fast, ranged indeed have a bigger impact on the battlefield. Before I couldn't see myself winning the rounds off a horseback as a HA, but nowdays I am able to pull it off on ocassion (rare but it still happens). From my experience so far as a HA I avoid melee in general especailly the tank guys because I deal little to no damage to them, but by the end of the round I'm forced to engage them too and killing them more with bumps than arrows really, light/mid guys I can kill. I remember once shooting atleast 10 arrows into Tyrannosurus, he wrote to me in chat: no damage. If that was the case (not to that extreme) I would probably tank myself and feel really discouraged to pewpew, but the recent patch made the game go in the opposite direction unfortunatley and I never see this happening.

Make a knight a knight again, make him what he was in Medieval times and I gurantee you many will switch to melee.

This!

I use the heraldic brigandine at the moment, i use it because in my eyes it looks very cool and makes me feel like a knight, but its a shame when i die to 1-2 Arbalest shots, 2-3 arrows. Shields are useless. But if i die to 2 or more hits from  melee player, i know that's down to my own human error and not down to anyone else. But ranged i can don nothing about, a lucky shot that was not intended for me might miss that person and hit me in the head. i think the problem is that it is very hard to counter range.
  i just played shielder for a while now, Archers have too much ammo that they will continuously shoot at your shield without worrying about the ammo they have left, in my opinion this is the biggest problem. reduce the amount of projectiles flying around and make archers think before they shoot rather, than pew pew all round and find that they still have 10 bodkins left.
Title: Re: A general discussion on the issue of ranged
Post by: Joker86 on December 16, 2013, 03:11:51 pm
Did I already mention conquest mode by the way?  :lol:

The thing is that currently battle mode is about killing, and this is where archers and cavalry exceed. Infantry is more about "not getting killed", but since the game mode is as it is in the moment, they are at a disadvantage. If battle would be about conquering and holding flags, infantry would gain an advantage over the other classes (thoughtfull map design assumed, of course), and if the rewards for the game mode would not be distributed by the awfull system we currently have, but for example by being close to a flag, things would be different. If people knew that the fastest way to level your character up would be to play infantry, I guess this could have an impact on the game. Especially considering that infantry wouldn't need to kill all those archers and horse archers and other nightmare classes any more to win. I guess this would be another part of the complex solution we need for the ranged problem...
Title: Re: A general discussion on the issue of ranged
Post by: Strudog on December 16, 2013, 03:17:26 pm
Did I already mention conquest mode by the way?  :lol:

The thing is that currently battle mode is about killing, and this is where archers and cavalry exceed. Infantry is more about "not getting killed", but since the game mode is as it is in the moment, they are at a disadvantage. If battle would be about conquering and holding flags, infantry would gain an advantage over the other classes (thoughtfull map design assumed, of course), and if the rewards for the game mode would not be distributed by the awfull system we currently have, but for example by being close to a flag, things would be different. If people knew that the fastest way to level your character up would be to play infantry, I guess this could have an impact on the game. Especially considering that infantry wouldn't need to kill all those archers and horse archers and other nightmare classes any more to win. I guess this would be another part of the complex solution we need for the ranged problem...

i completely disagree with the conquest idea, its essentially siege with more flags, the uniqueness of battle is that you have one life to do as well as possible and thus making that game much more exciting, where as siege i tend to jump on for a map or 2 and find myself bored because there is no real challenge to siege apart from spawning and dying over and over again. Conquest would be no more different, i still don't think people would swap class because they don't get enough xp, people will play the class they want to play and find the most fun, this is why you find all these agi rondel my old friends running around because people are bored of the combat system in M&B and find new ways to make fun. This is why a lot of people have changed from melee to archer because they have done everything they can do over a space of a couple of years in melee, of course the free respec did not help. The only way to solve the issue is to bring in a proper class balancing system or to Nerf ranged.
Title: Re: A general discussion on the issue of ranged
Post by: Kafein on December 16, 2013, 03:23:37 pm
i completely disagree with the conquest idea, its essentially siege with more flags, the uniqueness of battle is that you have one life to do as well as possible and thus making that game much more exciting, where as siege i tend to jump on for a map or 2 and find myself bored because there is no real challenge to siege apart from spawning and dying over and over again. Conquest would be no more different, i still don't think people would swap class because they don't get enough xp, people will play the class they want to play and find the most fun, this is why you find all these agi rondel my old friends running around because people are bored of the combat system in M&B and find new ways to make fun. This is why a lot of people have changed from melee to archer because they have done everything they can do over a space of a couple of years in melee, of course the free respec did not help. The only way to solve the issue is to bring in a proper class balancing system or to Nerf ranged.

The problem with unique spawns is that it is going to give an advantage to killer classes no matter what the gamemode is about. If you can just kill the enemy team and win that way, it's probably the easiest way to win.
Title: Re: A general discussion on the issue of ranged
Post by: Rebelyell on December 16, 2013, 03:23:45 pm
This is why a lot of people have changed from melee to archer because they have done everything they can do over a space of a couple of years in melee, of course the free respec did not help.
after 3 years of crpg as melee player I think i need another 6 to master every melee
crpg is closer to martial arts than every other game I ever saw
Title: Re: A general discussion on the issue of ranged
Post by: 722_ on December 16, 2013, 03:29:12 pm
Make a knight a knight again, make him what he was in Medieval times and I gurantee you many will switch to melee.

Plate buff sounds good, not only against ranged but also cut weapons.
Title: Re: A general discussion on the issue of ranged
Post by: Kafein on December 16, 2013, 03:31:46 pm
Plate buff sounds good, not only against ranged but also cut weapons

Killing people in melee already takes way too much time. Armor buff against ranged would be fine I guess, but an armor nerf against melee or simply a general melee damage buff would alleviate part of the problem.
Title: Re: A general discussion on the issue of ranged
Post by: Leshma on December 16, 2013, 03:35:19 pm
Besides, plate looks awful. If you crave plate, apply for strat battle.
Title: Re: A general discussion on the issue of ranged
Post by: Tydeus on December 16, 2013, 03:48:54 pm
We really shouldn't be underestimating the flaws of the battle game mode. It's my favorite game mode, but it's massively flawed. Battle is absolutely amazing for large, competitive settings, unfortunately, that's not what na/eu 1 is. Battle is inherently flawed for any non-competitive, zero class limiting system. Not only for the reasons above, but also because of melee & horse ranged interactions.

So far, this is what we have specifically related to this topic, that's already been voted on and passed for the next patch:
MotF spawns immediately upon one team's living player count falling below 6. All time requirements for motf* get completely removed.
Shield armor increase for most shields(should help significantly increase effectiveness against ranged and to reduce xbow penetration)
shield weight reduction for most shields.

It's a short list, but we're actively trying to work on this without significantly changing things for ranged classes. We've talked about doing a lot more than just these two things, but as of yet, these are the only two that have been successfully passed a vote.

Edit: added * for clarification, battle will still maintain the same round time limit.
Title: Re: A general discussion on the issue of ranged
Post by: Strudog on December 16, 2013, 03:53:31 pm
We really shouldn't be underestimating the flaws of the battle game mode. It's my favorite game mode, but it's massively flawed. Battle is absolutely amazing for large, competitive settings, unfortunately, that's not what na/eu 1 is. Battle is inherently flawed for any non-competitive, zero class limiting system. Not only for the reasons above, but also because of melee & horse ranged interactions.

So far, this is what we have specifically related to this topic, that's already been voted on and passed for the next patch:
MotF spawns immediately upon one team's living player count falling below 6. All time requirements get completely removed.
Shield armor increase for most shields(should help significantly increase effectiveness against ranged and to reduce xbow penetration)
shield weight reduction for most shields.

It's a short list, but we're actively trying to work on this without significantly changing things for ranged classes. We've talked about doing a lot more than just these two things, but as of yet, these are the only two that have been successfully passed a vote.

I like all the points that have been stated here apart from the shield weight, a buff to agi whores again ( will it make it easier for crushthrough?), but i think you will find this wont go far enough, but its a good start.
Title: Re: A general discussion on the issue of ranged
Post by: Leshma on December 16, 2013, 03:56:57 pm
Siege is best suited for STR builds. Strategus battles/siege as well. DTV is also designed for STR builds, because these invisible walls made sure you can't utilize high ATH. Rageball is dead. What is left is battle, and imho should be best suited for AGI builds.
Title: Re: A general discussion on the issue of ranged
Post by: Kafein on December 16, 2013, 04:14:22 pm
Lighter shields could result in more frequent shield blockstun when hit by very heavy weapons and strong characters. I'm not saying this is particularly bad in the grand scheme of things, but should not be overlooked.
Title: Re: A general discussion on the issue of ranged
Post by: musketer on December 16, 2013, 04:23:32 pm
Just decrease the amount of arrows per arrow bag and increase the upkeep price of these, problem fixed.
Title: Re: A general discussion on the issue of ranged
Post by: Joker86 on December 16, 2013, 04:23:38 pm
i completely disagree with the conquest idea, its essentially siege with more flags, the uniqueness of battle is that you have one life to do as well as possible and thus making that game much more exciting, where as siege i tend to jump on for a map or 2 and find myself bored because there is no real challenge to siege apart from spawning and dying over and over again. Conquest would be no more different, i still don't think people would swap class because they don't get enough xp, people will play the class they want to play and find the most fun, this is why you find all these agi rondel my old friends running around because people are bored of the combat system in M&B and find new ways to make fun. This is why a lot of people have changed from melee to archer because they have done everything they can do over a space of a couple of years in melee, of course the free respec did not help. The only way to solve the issue is to bring in a proper class balancing system or to Nerf ranged.

The problem with unique spawns is that it is going to give an advantage to killer classes no matter what the gamemode is about. If you can just kill the enemy team and win that way, it's probably the easiest way to win.

Actually in my opinion having only one life is a basic and absolutely needed requirement to have the new conquest battle mode have any positive effect at all! Because if not, it would indeed turn into a siege mode, and the player cooperation, which is a part of the problem, would sink to almost 0.

I think many people play the class which is the most efficient in their eyes, and not neccessarily the most fun or the best "flair". So if we change the game in a way that "hit and run" is not the most effective behaviour any more (guess why cavalry and archers and especially horse archers are such a pain in the ass for infantry), things will change. As an archer you can spawn, run a few meters until you reach a good sniping position and then keep on pewpewing until the enemy team is dead, especially if you have a lot of archer friends.

Now if there is suddenly a flag over there in those ruins, and the enemy has it, you can pewpew as much as you want, the few remaining enemies in the ruins will make you lose the game. You used to be a good archer, and you made a lot of kills per map, significantly weakening the enemy team and granting you a slightly positive W/L-ratio. But now, all you can do is move around the enemy flag, keep your distance, try to make a few successfull shots, but suddenly you don't have so much of an impact on your game any more. You lose control, and from an active role (you could fight by shooting all the time while the infantry had to reach you first before entering the fight as well) you slide into a passive supporter, who can't do much if your infantry sucks.

I guess this could be motivation enough for people to try to influence things a bit more by playing infantry again. And the funny part is: you know you don't need to kill masses of enemies to win as infantry - it's enough to hold your ground, stay defensive or be offensive in the right moment, and you can win the rounds. There is no need any more to deal with those horse archers or agility crossbowers or whatever.

Oh and btw. ranged nerfs took place since the beginning of the game a few years ago, and where are we now? I guess you don't touch tings which are put under voltage again and again, do you? So why do people always ask for nerfs when they SEE that it doesn't help ANYTHING AT ALL?

Title: Re: A general discussion on the issue of ranged
Post by: Macropus on December 16, 2013, 04:27:06 pm
So far, this is what we have specifically related to this topic, that's already been voted on and passed for the next patch:
MotF spawns immediately upon one team's living player count falling below 6. All time requirements for motf* get completely removed.
Shield armor increase for most shields(should help significantly increase effectiveness against ranged and to reduce xbow penetration)
shield weight reduction for most shields.
It's very nice to hear. Although, maybe a good addition to that could be removing/lowering shield skill requirement for usage? It wouldn't be OP since without the skill any shield would break rather quickly, but still helping against ranged.
Title: Re: A general discussion on the issue of ranged
Post by: IG_Saint on December 16, 2013, 04:28:44 pm
We really shouldn't be underestimating the flaws of the battle game mode. It's my favorite game mode, but it's massively flawed. Battle is absolutely amazing for large, competitive settings, unfortunately, that's not what na/eu 1 is. Battle is inherently flawed for any non-competitive, zero class limiting system. Not only for the reasons above, but also because of melee & horse ranged interactions

Just curious, but have you guys ever considered reviving the search and destroy game mode? I could see that helping solve some of the problems of public battles.
Title: Re: A general discussion on the issue of ranged
Post by: CrazyCracka420 on December 16, 2013, 04:55:20 pm
Only thing that I think should be done is to lower the amount of time you can "hold" a bow pulled back and still be accurate.  After 1 full second it should be very inaccurate.  I think that would help a lot with the ranged "problem".

Or just have a proper team balance system that takes "class" into account.  Right now class isn't even taken into account as far as I know.  It just balances by banner and "skill" (if one side starts winning more rounds than the other team). 

We really shouldn't be underestimating the flaws of the battle game mode. It's my favorite game mode, but it's massively flawed. Battle is absolutely amazing for large, competitive settings, unfortunately, that's not what na/eu 1 is. Battle is inherently flawed for any non-competitive, zero class limiting system. Not only for the reasons above, but also because of melee & horse ranged interactions.

So far, this is what we have specifically related to this topic, that's already been voted on and passed for the next patch:
MotF spawns immediately upon one team's living player count falling below 6. All time requirements for motf* get completely removed.
Shield armor increase for most shields(should help significantly increase effectiveness against ranged and to reduce xbow penetration)
shield weight reduction for most shields.

It's a short list, but we're actively trying to work on this without significantly changing things for ranged classes. We've talked about doing a lot more than just these two things, but as of yet, these are the only two that have been successfully passed a vote.

Edit: added * for clarification, battle will still maintain the same round time limit.

I like these suggested changes.  MotF spawning earlier should give infantry some sort of "objective" without having to charge entrenched archer positions, or wait 3 minutes for flags to spawn.

I've suggested (and others have) this very thing in the past.  Spawning MotF earlier in the round will help infantry shine more.  Some people still bitched that it would just give ranged a more concentrated area to target infantry, but I disagree.  As a shielder, it's very easy to hold a position versus ranged.  The main problem lies when you have to fight archers on the territory they choose to fight on.  This will negate that advantage, and put ranged back into a "support" class that no longer gets to dictate where battles are fought.
Title: Re: A general discussion on the issue of ranged
Post by: Tydeus on December 16, 2013, 04:58:36 pm
Only thing that I think should be done is to lower the amount of time you can "hold" a bow pulled back and still be accurate.  After 1 full second it should be very inaccurate.  I think that would help a lot with the ranged "problem".
That seems like something hardcoded.
Title: Re: A general discussion on the issue of ranged
Post by: Corsair831 on December 16, 2013, 05:16:56 pm
it's not that i'm not going to read it, but cba reading 18 walls of text to catch up ... if ur gonna write like 10 million words at least give little titles outside and put the rest in a spoiler

it's just plain hard to read a wall of text :3
Title: Re: A general discussion on the issue of ranged
Post by: Kafein on December 16, 2013, 05:56:35 pm
it's not that i'm not going to read it, but cba reading 18 walls of text to catch up ... if ur gonna write like 10 million words at least give little titles outside and put the rest in a spoiler

it's just plain hard to read a wall of text :3

It's not hard unless you did not learn to read properly. It may take some time, sure.
Title: Re: A general discussion on the issue of ranged
Post by: Joker86 on December 16, 2013, 06:12:05 pm
it's not that i'm not going to read it, but cba reading 18 walls of text to catch up ... if ur gonna write like 10 million words at least give little titles outside and put the rest in a spoiler

it's just plain hard to read a wall of text :3

Depends on the intellectual skill of the reader.  :P

No, honestly, I know that in relation to the average forum post those longer posts seems like a wall of text, but it's usually about the size of one or two ordinary text paragraphs. It may be that it takes 15 minutes to read into the topic if you check it after a day, but it's nothing you can't ask for or which exceeds the mental capabilities of most people. In the end it's a complicated matter, and usually if someone writes something long he probably has to say something, usually it's good (I rarely see turds writing "walls of text"), and it might influence your opinion.
Title: Re: A general discussion on the issue of ranged
Post by: Tzar on December 16, 2013, 06:28:32 pm
We really shouldn't be underestimating the flaws of the battle game mode. It's my favorite game mode, but it's massively flawed. Battle is absolutely amazing for large, competitive settings, unfortunately, that's not what na/eu 1 is. Battle is inherently flawed for any non-competitive, zero class limiting system. Not only for the reasons above, but also because of melee & horse ranged interactions.

So far, this is what we have specifically related to this topic, that's already been voted on and passed for the next patch:
MotF spawns immediately upon one team's living player count falling below 6. All time requirements for motf* get completely removed.
Shield armor increase for most shields(should help significantly increase effectiveness against ranged and to reduce xbow penetration)
shield weight reduction for most shields.

It's a short list, but we're actively trying to work on this without significantly changing things for ranged classes. We've talked about doing a lot more than just these two things, but as of yet, these are the only two that have been successfully passed a vote.

Edit: added * for clarification, battle will still maintain the same round time limit.

The shield weight reduction is just plain silly imho, so you leave the the issue up to shielders to clean up the ranged filth.. yet they get a massive buff, its not like 1h/shield is a shitty class to begin with.
Its not gonna fix anything.

You should just remove the pierce tag on the bodkin arrows, lower the weight on quivers and be done with it.
There is a reason this game went from fun to a ranged shit fest, its just to fuckin easy to deal massive dmg as an archer in a rapid amount of time, and pad your kdr.

Ranged was fine before you gave them depleted uranium arrow tips...
Title: Re: A general discussion on the issue of ranged
Post by: Prpavi on December 16, 2013, 06:44:35 pm
We really shouldn't be underestimating the flaws of the battle game mode. It's my favorite game mode, but it's massively flawed. Battle is absolutely amazing for large, competitive settings, unfortunately, that's not what na/eu 1 is. Battle is inherently flawed for any non-competitive, zero class limiting system. Not only for the reasons above, but also because of melee & horse ranged interactions.

So far, this is what we have specifically related to this topic, that's already been voted on and passed for the next patch:
MotF spawns immediately upon one team's living player count falling below 6. All time requirements for motf* get completely removed.
Shield armor increase for most shields(should help significantly increase effectiveness against ranged and to reduce xbow penetration)
shield weight reduction for most shields.

It's a short list, but we're actively trying to work on this without significantly changing things for ranged classes. We've talked about doing a lot more than just these two things, but as of yet, these are the only two that have been successfully passed a vote.

Edit: added * for clarification, battle will still maintain the same round time limit.


tbh sounds awfull and gives no incentive to play shieldless melee but pushes players towards agi shielders and it won't solve anything.
Title: Re: A general discussion on the issue of ranged
Post by: Kafein on December 16, 2013, 06:55:24 pm
At least agi shielders have a clear weakness to certain melee setups, unlike ranged right now. Also, by reducing shield weight blockstunning shields will be more frequent, therefore heavy weapons will be a stronger counter to shields than before.
Title: Re: A general discussion on the issue of ranged
Post by: Jona on December 16, 2013, 08:08:23 pm
Siege is best suited for STR builds. Strategus battles/siege as well. DTV is also designed for STR builds, because these invisible walls made sure you can't utilize high ATH. Rageball is dead. What is left is battle, and imho should be best suited for AGI builds.

Should be... but isn't. While battle definitely gives an agi build room to stretch his legs, cav bumps and ranged spam will decimate your health by the time you even reach enemy lines.

just have a proper team balance system that takes "class" into account.  Right now class isn't even taken into account as far as I know.  It just balances by banner and "skill" (if one side starts winning more rounds than the other team). 

^ This. This is what we need. Class balance should take precedence over banner balance so that you don't have an all-ranged clan destroying the poor other team, only problem is which the massive amount of hybrids coding something like this would be a massive undertaking. Granted, you could just group people by their weapon proficiencies, it is not always the best way to go about sorting people. Anyone can use an xbow, and where do you draw the line between a nearly 1 - 1 melee / ranged hybrid?

Only thing that I think should be done is to lower the amount of time you can "hold" a bow pulled back and still be accurate.  After 1 full second it should be very inaccurate.  I think that would help a lot with the ranged "problem".

Agreed. Granted, as of now bows do lose accuracy the longer they hold, it just isn't quite enough as of now. If you shorten the hold time, then it makes it easier to get into the rhythm and doge the arrows, and therefore the archer needs to anticipate where his target is going... thus the skill required to be an effective archer is raised. The only problem is that throwers and crossbows, which are in my opinion the 2 most annoying ranged classes, have no holding drawbacks at all, as far as i know. And this is not without reason, of course... in real life holding back the 60, 70, or 80+ lb draw weight on a bow and keeping your arm steady is nearly impossible. With an xbow or throwing weapon you need only hold up the weight of the weapon itself, like it were a modern day rifle. This is really advantageous since you can hold for eternity, and there is no indication for the poor lad on the receiving end, making it harder to dodge. Sure, throwing weapons may have slower missile speeds, but that doesn't help much when the infantry on the receiving end has to anticipate it in order to dodge, but simply can't. No matter your athletics, you can't sidestep a throwing weapon from a decent range without at least some anticipation. Even the slowest ones are too fast. It is for this reason that archers are by far the easiest to dodge for me as a shield-less infantry.

Also, what is in my opinion the absolute worst thing with all ranged is that there is no penalty for swiftly jerking your mouse to one side and firing... if your reticule was already pinpoint accurate, swiftly turning will leave it so. This isn't just unrealistic, but it is also the most frustrating tactic that all ranged employ. If it was changed such that the targeting reticule enlarged a little bit the more you move the mouse in the up/down or left/right directions, this would help solve many issues. xbows could no longer 180 no scope you, throwers would have a harder time kiting and jump-180-headshotting.

If the reticule enlarged for each movement, and only became pinpoint accurate when held steady, I think ranged would be much less of an issue.



Warning minor nerd raging below:
(click to show/hide)
Title: Re: A general discussion on the issue of ranged
Post by: San on December 16, 2013, 09:22:31 pm
I write the silliest things in the dead of night. I'll get to reading the responses soon.

I like some of the suggestions for the shields, but crossbow penetration can't be removed instead? I feel like current shield durability is already in a good place, it's just that the knightly shields and elite cav dominate the other shields by having almost all of the good benefits for the lowest weight. Shield weight reduction is good and makes it a better tool for non-dedicated classes that aren't weighed down by an extra 8kg.

That seems like something hardcoded.

Ugh, all the good stuff that can be tweaked is hardcoded.
Title: Re: A general discussion on the issue of ranged
Post by: Corsair831 on December 16, 2013, 09:38:12 pm
tbh i agree the best way to counter ranged is to reduce the weight of shields by ~~ 100%

and increase ranged forcefield
Title: Re: A general discussion on the issue of ranged
Post by: Tzar on December 16, 2013, 09:56:41 pm
tbh i agree the best way to counter ranged is to reduce the weight of shields by ~~ 100%

and increase ranged forcefield

Tsk tsk.....
Title: Re: A general discussion on the issue of ranged
Post by: Joker86 on December 16, 2013, 11:51:05 pm
tbh i agree the best way to counter ranged is to reduce the weight of shields by ~~ 100%

and increase ranged forcefield

This doesn't solve the problem, it's only a (not 100%) cure for the symptoms. Basically the solution is "We have too many archers. This means we should motivate the players to create too many shielders to counter this development, so that we have one half of shielders fighting the other half of archers."
Title: Re: A general discussion on the issue of ranged
Post by: Admerius on December 17, 2013, 12:05:25 am
A totally crazy idea that would be fun if it worked:

The server does a sum of all PD points that current population has and then reduces accuracy for all bows by one tenth...

So if there are 10 archers with an average of 5 PD each that is 50 PD total which equals -5 accuracy.


Now the serious(3+ days of thought) part of the post:

Reduce all arrow quiver sizes to 8 regardless of type and loom level
Reduce all bolt quiver sizes to 5 regardless of type and loom level

Adjust weight in balanced way, half the current weight should do fine.
Perhaps add permanent equipment chest at spawn for siege(maybe even DTV and battle)

IMO archery is fine as it is, the problems I see is more related to lack of a stamina system, no system to dodge properly and that all damage is constant(which is both good and bad)

I had to remind myself that lvl 30+ is a veteran ELITE warrior in skill, based on mount and blade. The skills also represent that on your character tab on the website. 6PD is equal to deformed skeleton, 100+ wpf is mastery of that weapon, 18/24 longbow builds should have pin point accuracy at those skill levels,
the only things that's really missing to balance it is...


Edit1: duh forgot to add the wall of text friendly reasoning why archery is ALMOST fine..
Title: Re: A general discussion on the issue of ranged
Post by: Corsair831 on December 17, 2013, 01:20:25 am
This doesn't solve the problem, it's only a (not 100%) cure for the symptoms. Basically the solution is "We have too many archers. This means we should motivate the players to create too many shielders to counter this development, so that we have one half of shielders fighting the other half of archers."

ok, make it so if you've got a shield and the shield gets hit by an arrow, then you get healed

but if the arrow doesnt hit your shield but hits you when it's equipped, it's one shot kill
Title: Re: A general discussion on the issue of ranged
Post by: Joker86 on December 17, 2013, 09:19:09 am
ok, make it so if you've got a shield and the shield gets hit by an arrow, then you get healed

but if the arrow doesnt hit your shield but hits you when it's equipped, it's one shot kill

Now that's a creative approach, but still basing on the idea of simply buffing the counter which doesn't help much  :wink:
Title: Re: A general discussion on the issue of ranged
Post by: Tydeus on December 19, 2013, 01:28:07 am
A totally crazy idea that would be fun if it worked:

The server does a sum of all PD points that current population has and then reduces accuracy for all bows by one tenth...

So if there are 10 archers with an average of 5 PD each that is 50 PD total which equals -5 accuracy.

Stuff like that isn't very likely to happen. Regardless, with -5 accuracy, bows would feel like throwing weapons.
Title: Re: A general discussion on the issue of ranged
Post by: Grumbs on December 19, 2013, 10:43:02 am
Stuff like that isn't very likely to happen. Regardless, with -5 accuracy, bows would feel like throwing weapons.

If making bows accurate creates problems by itself then the actual shooting mechanics are the culprit. Make projectiles travel slower, dip more but make them accurate. Make it so people have to aim for headshots and so they can't spam over and over etc. People should hit their target if they make a good shot. The problem is that making a good shot is nowhere near as indepth as other combat in the game and this is what makes it frustrating
Title: Re: A general discussion on the issue of ranged
Post by: Kafein on December 19, 2013, 12:08:33 pm
Any good archer build is already pinpoint accurate. With my level 23 (!) archer alt, 5PD 155 wpf and stock tatar bow the crosshair stays "closed" (all three points are in the same place) for a little less than one second. It's really time to reduce missile speed, because right now it's just entirely too easy to hit moving target with this kind of projectile speed.
Title: Re: A general discussion on the issue of ranged
Post by: Joker86 on December 19, 2013, 12:12:24 pm
If making bows accurate creates problems by itself then the actual shooting mechanics are the culprit. Make projectiles travel slower, dip more but make them accurate.

It's really time to reduce missile speed, because right now it's just entirely too easy to hit moving target with this kind of projectile speed.

This still falls under "balancing", since it's only tweaking values like missile speed or accuracy. The problem is of another kind, it's a gameplay problem. It has nothing to do with item balance and attacking mechanics (the process of aiming and shooting in the case of archers), and all the changes we went through in this department and the persisting problems with ranged combat and ranged overpopulation on the servers prove my point quite well, I think. All those nerfs didn't solve the problem at all.

The problems come from different directions. If you engage and attack, you are acting, and you feel like you are playing the game. If you attack anything which is NOT stationary or moving directly towards you, you are hunting it. Hunting is what archers and cavalry exceed in, and what infantry sucks at. And hunting is what battle mode is about. This is why infantry is complaining constantly, since all they do is react to the other classes, you feel passive, defensive and while running after somebody you don't really feel like playing the game, at least not the fun part of it.

But as I said, attacking stationary objects is not hunting, and this is what infantry is good at, hence I am advertising a pure conquest mode for I don't know how long now. That's the main source of the problems, and nothing which is even remotely connected to missile speed, accuracy or damage. Or ammo reserves or whatever.
Title: Re: A general discussion on the issue of ranged
Post by: Grumbs on December 19, 2013, 12:28:31 pm
I just know I'd feel a hell of a lot better if I knew the player had overcome some kind of challenge presented by the game that allowed me to think "Good shot!". Its not like that though. Its spamming shot after shot and something will hit eventually. Its centre of mass, leg, arm shots, hardly any projectile dip, they hit very fast and do good damage. If I played an FPS game I could find more player skill in shooting mechanics than in M&B.. When you have guys shooting people that can't even shoot back and you add to it the lack of depth in the shooting it creates a real resentment toward the actual class. Not the player though, I only ever blame the game. People play to win within the parameters set by the devs and if they can take a route that allows them to have some impact with minimal risk or effort they will do it. If one guy doesn't do it someone else will

If it were a real FPS game it would be OK. We could all try to shoot each other and the best player wins. In this its more a case of class vs class which creates the backlash

Conquest mode is not something I am interested in myself. I like battle and the freeform, nonlinear way the rounds play out (as long as the maps have different viable routes and tactical positions)
Title: Re: A general discussion on the issue of ranged
Post by: Joker86 on December 19, 2013, 02:07:23 pm
I think the skill requirement is there for archery. You happen to notice only the hits, but many people forget about the multitude of projectiles missing them and hitting the ground or an obstacle. And don't you forget the body damage nerf, which requires archers to score headshots to deal better damage.

In general I think the relative easiness of archery is balanced by the relatively low lethality and survivability compared to cavalry or infantry ( which is in melee range, that is ) and the limited ammo, which means that after some time you can't deal damage any more.

Don't underestimate the effect of the game mode. How many complaints against certain classes come from siege players? The freeform and the non linear way the rounds play out is what makes infantry struggle so much. But of course I agree to you, I like freedom and change in gameplay as you do. That's why this master of the field change Tydeus mentioned doesn't really get me excited, since its simply not enough.
Title: Re: A general discussion on the issue of ranged
Post by: Tydeus on December 19, 2013, 03:17:44 pm
Don't underestimate the effect of the game mode. How many complaints against certain classes come from siege players? The freeform and the non linear way the rounds play out is what makes infantry struggle so much. But of course I agree to you, I like freedom and change in gameplay as you do. That's why this master of the field change Tydeus mentioned doesn't really get me excited, since its simply not enough.
Yeah. We talked about doing more, but certain people were really hesitant to do much of anything. I don't much care for tradition and I'm probably too eager to accept change, so I'm all for doing more. I suggested changing the functionality of MotF, then having the flags drop at the start of the round. Things like increasing the radius of the area that can start raising the flag to ~ 15-20m(very large), then change how it is that flags raise/lower so that you only need to have more players within the area than your opponent has, to start raising your flag/lowering your opponents.

This turns battle into a single-life CTF gamemode. Still, the size of the area would keep players from having to fight in the same exact spot every round, there is some flanking that is allowed(would be a bit different on open field maps).

Note: At the moment, it would seem that MotF is extremely broken and not functioning as intended. MotF spawning every first round of a map is working as intended though, blame Shik.  :rolleyes:
Title: Re: A general discussion on the issue of ranged
Post by: Joker86 on December 19, 2013, 04:54:12 pm
Kudos to your stance on that matter, Tydeus.  :D

I think a proper 1-life-conquest-mode should simply be made and tested, so people can see if it is really so inferior to their precious team-deathmatch-battle-mode. I bet after short time the conquest mode would become more popular than the battle mode, especially among the infantry players who tend to be the loudest anyway. I could imagine that cavalry or ranged players could perhaps like it a bit less, since the kills they score don't count as much any more, and for some reason I bet cavalry and archers would kill less infantry in general, for some mysterious reason...


The reason would be that most players would concentrate on the flag and thus there would be less autowalker-Rambo-lemmings, the different infantry classes would cooperate more together, negating their weaknesses and improving their strenghtes, in combination with being more defensive around the flag und thus being more aware of their surroundings



But since most infantry players would probably drift to conquest, the others would have to follow, and I bet all looms I have that after some time it would turn out that cavalry and archers could use a buff again. Which, I hope, makes conquest attractive for them again.
Title: Re: A general discussion on the issue of ranged
Post by: Tydeus on December 19, 2013, 05:10:58 pm
That involves a lot more work than simply changing MotF functionality, thus is less likely to happen(But I agree).
Title: Re: A general discussion on the issue of ranged
Post by: Joker86 on December 19, 2013, 05:27:45 pm
That involves a lot more work than simply changing MotF functionality, thus is less likely to happen(But I agree).

If I only had the skills of you and the rest of the team (esp. cmp with his WSE).... whoa! I would have made a version of cRPG where the upkeep system gets completely replaced, a commander mode, secondary attributes like charisma and intelligence, option to lead bots into battle, a team balance which actually works, and a lot of other stuff. But then I always wake up and then get up to fetch myself clean boxershorts.  :cry:
Title: Re: A general discussion on the issue of ranged
Post by: Ronin on December 19, 2013, 08:56:01 pm
If I only had the skills of you and the rest of the team (esp. cmp with his WSE).... whoa! I would have made a version of cRPG where the upkeep system gets completely replaced, a commander mode, secondary attributes like charisma and intelligence, option to lead bots into battle, a team balance which actually works, and a lot of other stuff. But then I always wake up and then get up to fetch myself clean boxershorts.  :cry:
The answer to that will be simple I'm afraid: "get those skills"