That would stop archers from being so bloody annoying enjoyable to play
Let's face it, realism is cool and all, but some factors are absolutely opposite of fun when implemented. I'm sure that since they're building a game from the very basics by themselves, they can think of different ways to make archers more balanced.
Title: Re: Wind
Post by: Gaz.Spencer on February 28, 2016, 03:07:04 am
Yeah I suppose we don't want Mediaval Archery Simulator. But we also don't want bad arrow damage. Maybe having no sight could help? And just having bad accuracy in general. Maybe not to bad, but just to stop 'Sniping'
Title: Re: Wind
Post by: Drunken_sailor on February 28, 2016, 07:05:23 am
I think I would enjoy wind if they upped the fire rate that way, you would have to loose a few arrows to get a feel for the drift, and increasing the fire rate would make that tolerable.
Title: Re: Wind
Post by: Golem on February 28, 2016, 08:26:30 am
Wind is a better alternative to RNG.
Title: Re: Wind
Post by: Jezbelle on February 28, 2016, 09:58:05 am
I personally think that hitting someone with an arrow in MBG should be as hard as it is to hit someone with an arrow in real life. Period.
I don't care what mechanics need to be employed to replicate that level of difficulty, wether it's adding wind, or a "sight", or making the arrow travel "straighter" or "slower"... these are all potentially necessary to translate warfare into a video game.
But no matter what combination of mechanics are decided upon, the correct result should correspond to the REAL LIFE difficulty level of hitting someone with an arrow. Just my opinion.
Title: Re: Wind
Post by: Jezbelle on February 28, 2016, 10:01:06 am
PS. It would also be cool to have arrows that "glanced" off or "ricocheted" off of full-plate armor, if the arrow did not strike head-on.
With a "ding" sound effect :D
Title: Re: Wind
Post by: Golem on February 28, 2016, 12:10:01 pm
I agree. Also hitboxes should be placed with respect to major veins and organs. I just hate it when an arrow hits my hand and suddenly I go down like a rock.
Title: Re: Wind
Post by: Micah on February 28, 2016, 01:25:17 pm
Wind isnt that bad of an idea ... imo its a really good one actually. Iirc, it was already discussed in the restricted forums as an candidate for implementation. Cant say it for sure and im to lazy to look it up though :s
The impact on arrow flight is pretty scalable and thus makes it pretty good for balancing - one shouldnt think of it as just a nerf tool tho, its more of an nice challenge generator to me ... Imagine ranged who shoot with the wind will have faster, straighter arrows path and more damage ;P
Its a mechanics that could deepen ranged combat skill level in the technincal and also the tactical dimension. It also adds an nice random element to the fighting in combination with other conditions (day/night, fog,rain,season etc.) and forces teams and individuals to act strategically ... like: One team having wind on their side, the other team plays against the wind. A good team would try to position advantagous with the wind or try to mitigate a disadvantagous position in other ways.
Last but not least, if implemented int the right way, with trees and grass moving with the wind, thereby indicating the wind direction, it would add alot to the immersive feel of the game. Nice particle physics would add a nice bonus to this aswell :)
Title: Re: Wind
Post by: Jezbelle on February 28, 2016, 01:39:22 pm
That would be nice, Micah. I like your idea too, Golem.
Now in a counter-response to some people earlier in the thread, I think it's important that the dev's favor realism in ALL aspects of the game when faced with the choice between realism and "balancing".
In my long experience playing video games, meticulous balancing has always dumbed-down games. If every class and every weapon is balanced, there is no longer any incentive for us to create our own unique fighting styles to overcome obstacles. And oftentimes, we actually prefer using a disadvantaged class or weapon because our enemies may not be as familiar with it, and therefore we're able to surprise them with something they weren't expecting.
In the case of archery, I don't see any reason to make archery "balanced" with sword fighting. If anything, I think 90% of players should pick up a sword. That seems only natural to me. This isn't world of warcraft where you get to pick any class you want without any consequences! While archery is harder to master, funny enough, it is not nearly as deadly as a sword. In that vein, it would be more interesting if archery was used only for strategic purposes (ie. raining down arrows before a large-scale siege) OR for specialty purposes, like a bandit raid on horseback.
But I don't think archery should necessarily be "viable" as a dueling class. An archer should not be able to go 1 on 1 close-quarters with a guy wielding a sword (like they do in Warband). Unless that was really the case historically... But it seems implausible.
Title: Re: Wind
Post by: Gaz.Spencer on February 29, 2016, 04:14:18 am
I reckon you should be able to pull out an arrow, which, if un left would cause the character to be slower and less effective due to being wounded. Also, first aid would be cool if implemented right. Maybe you could take like 2-3 mins to apply gauze. A bleeding mechanic would seem logical as bleeding does happen IRL. Of course, applying first aid would mean moving away from combat.
Title: Re: Wind
Post by: BeastSVK on February 29, 2016, 01:13:02 pm
:arrow: Give wind, give armor ricochet :!:
Title: Re: Wind
Post by: Rico on February 29, 2016, 01:23:24 pm
Title: Re: Wind
Post by: Golem on February 29, 2016, 02:10:13 pm
Since we will be able to specialise, it only makes sense, that a guy who started as melee should be better in it, than someone who started specialising into archery, however I think it should be possible to make a build that is as good in melee as every other melee warrior at the expense of more grind.
Also, I think that balancing classes, should be about sustainability. For example, it will be cheaper to play a guy with a sword than a guy with a sword and a bow and a bag of arrows, because a sword won't break as often as arrows or strings for the bow or the actual bow.
Title: Re: Wind
Post by: Gaz.Spencer on February 29, 2016, 07:04:57 pm
Archers should not be able to easily hit a target more than 50m away. Bows are accurate, but not as accurate as depicted in some games.
Title: Re: Wind
Post by: Beauchamp on February 29, 2016, 08:58:08 pm
im glad some players will stay as players and never become developers
Title: Re: Wind
Post by: Gaz.Spencer on March 01, 2016, 04:09:46 am
Golem as a developer would result in a catastrophe of a game....
Title: Re: Wind
Post by: Golem on March 02, 2016, 11:15:06 pm