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Dominicinator

Just A Little Archery Tweak.

29 posts in this topic

One of the issues for me, and I believe for the Dev's too, is how to improve archery without making it too OP.

I have some ideas, but do not know if they are feasible or if they would achieve the objective.

The way I see, the bow was actually a very powerful weapon but it had some serious limitations, at short distance it was at the same time deadly and very dangerous for the archer, because there is no time for a second arrow. 

I like the fact that using an armor slows down the bow. 

Now Is it possible for example to:

  • Remove the cross-hairs,  that would create and in real life skill to have to guess where the arrow would land.
  • Increase the curve in the arrow path, so you have to point your bow higher than where you want to hit.
    • This could also be used with different bows, so a long bow would go farther and have a smaller curve at short distance
  • For what I understand the Dev's have not found a way to convey wobbling, Looks like is hard to make a bad weapon. 

I do not believe with everything that is going on, that they will tackle Archery  right now, but, who knows? I also am not certain this is the most important thing to work on now.

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<snip>

 

Now Is it possible for example to:

<snip>

  • Increase the curve in the arrow path, so you have to point your bow higher than where you want to hit.

 

This is already a thing - Have you ever tried shooting things from a great distance? You have to aim quite a bit higher than the target.

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This is already a thing - Have you ever tried shooting things from a great distance? You have to aim quite a bit higher than the target.

That's why I said Increase , but it's all conjectures, It does not mean it can or will be done, and if it would actually help to balance the gameplay.

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Edit: The bow's damage scales linearly after the point where you can fire, so it looks something like

Seconds   0   1   2   3   4   5   6   7   8   9   10Damage    0%  ---------   0%  10%      50%       100%

If I wanted to do a "half charge", I would have to draw for 7-8 seconds, and at that point I may as well go the full 10 seconds.

 

I just saw this edit, and wanted to point out that it is completely wrong. The damage scales linearly from the very start, the difference is that we won't let you fire until the force, and therefore damage hit's at least a specific value.

 

This is how it actually works for a player in full metal armor, including the fact that a fully drawn bow does a critical hit.

Seconds   0   1   2   3   4   5   6   7   8   8.74  8.75Damage    0%  11% 23% 34% 46% 57% 69% 80% 91% 99%   150%

We just won't let you fire until the damage has hit at least 20%.

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