Production: Range fight skill tree

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blaah
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Re: Production: Range fight skill tree

Post by blaah »

Edit: Weight limit would need to be implemented on packers to stop a mobile ranger from running around with hundreds of pre-made shots they can just drop into their bag. Something like 500kg and they stop running (but can still hold more)
make it 990kg to keep it fair.
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khyle
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Re: Production: Range fight skill tree

Post by khyle »

zangan wrote:Also. I an interview with Ryzom's creator, forgot name and link sorry, he mentions implementing weapons such as michine guns and heavier weapons that require 2 players to wield one. How could we use this? Could lead to some interesting gameplay.
I think he were referring to the autolauncher (machine gun) and the launcher as needing 2 homins to operate - one wielder, and one ammo loader/crafter. I have not yet seen anybody use this tactic, I guess people just like to complain about how bulky the ammo is ;)
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zangan
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Re: Production: Range fight skill tree

Post by zangan »

khyle wrote:I think he were referring to the autolauncher (machine gun) and the launcher as needing 2 homins to operate - one wielder, and one ammo loader/crafter. I have not yet seen anybody use this tactic, I guess people just like to complain about how bulky the ammo is ;)
David Cohen Corval: We have a lot of distance weapons that fighters can use like machine guns and rocket launchers, these are quite heavy but can be operated by just one player. Later in the game we will be putting in other weapons that have to be used by several players at once. That's the cool thing about Ryzom; at the start it resembles a Medieval fantasy but later you start to have the strong influence of technology and also the presence of magic, so it offers the players a wide range of experiences.

http://www.ryzom.com/forum/showthread.php?t=26253

This was what I was going off of. Doesn't sound like just one person holds ammo while other shoots to me, but maybe it is.
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khyle
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Re: Production: Range fight skill tree

Post by khyle »

zangan wrote:David Cohen Corval: We have a lot of distance weapons that fighters can use like machine guns and rocket launchers, these are quite heavy but can be operated by just one player. Later in the game we will be putting in other weapons that have to be used by several players at once. That's the cool thing about Ryzom; at the start it resembles a Medieval fantasy but later you start to have the strong influence of technology and also the presence of magic, so it offers the players a wide range of experiences.

http://www.ryzom.com/forum/showthread.php?t=26253

This was what I was going off of. Doesn't sound like just one person holds ammo while other shoots to me, but maybe it is.
Ok, I stand corrected and have to admit that I haven't reread the interview before posting, and it has been a while since I first read it.
All the more am I looking forward to see these heavy weapons in game one day...
Thanks for bringing that back up!
Last edited by khyle on Sat Oct 28, 2006 9:21 am, edited 1 time in total.
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alyssah
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Re: Production: Range fight skill tree

Post by alyssah »

Thanks guys for a number of great suggestions. Range is not totally dead.

Heavy ammo bulk, having to dig mats in the middle of a fight and running out of stam all need addressing, as you have commented. Dual wield is a nice innovation along with appropriate graphics. Sniper is a must.

If these items were sorted it would be a great start to the range change. Might also be nice if we could fire from the back of our mounts and could have groups of 'range riders' ravaging the land. It would certainly make range a more popular skill option.
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rundll32
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Re: Production: Range fight skill tree

Post by rundll32 »

I have to say the idea of having ranged riders sounds like a really fun one :)

The pay off being that as they are mounted, they dont have access to their specials like self heal, auras ect. So 2 or 3 nukes from an enemy mage would take them down. But a group of 4 or 5 mounted rangers, could be a really effective and interesting combat method, flanking the enemy, fast decisive manouvers etc.
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antanox2
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Re: Production: Range fight skill tree

Post by antanox2 »

range fight is not dead! its difficult to operate as a range only player...

the suggested range concept above really sounds nice, but i dont like the skill tree conversions. i feel that a lot of my work for my range skills would be wasted.

on leanon there are several launcher masters, rifle masters and autolauncher masters, most of them use these skills regulary and effektiv at war arround ops and in umbra. its a real challenge to be a ranger but not impossible.

your focus shot is a nice idea but in use with launcher too powerfull!

what about craftable magazines that you could place somewhere an where you could store most of your ammo inside, it would be accessable from 5m arround and become free lootable if you are more than 250m away from it.
this would give you the standing still artillery thing without using a packer to be mobile.
fuzzles
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Re: Production: Range fight skill tree

Post by fuzzles »

I've only tried ranged combat for a couple of days, so forgive me if I'm being too opiniated.

I felt that running while shooting out your bum with no animation really cheesened the whole ranged fighting concept.
It's such a useful and powerful combination of actions that I imagine makes it near necessary to progress through the ranged tree and an integral part of it's fighting style, yet it looks so incredibly cheesy. This alone - for me - brought ranged combat from being "awesome, can't wait to try it! The guns look so original and cool!" to seeming like something that was implemented as an afterthought.
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khyle
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Re: Production: Range fight skill tree

Post by khyle »

fuzzles wrote:I felt that running while shooting out your bum with no animation really cheesened the whole ranged fighting concept.
It's such a useful and powerful combination of actions that I imagine makes it near necessary to progress through the ranged tree and an integral part of it's fighting style, yet it looks so incredibly cheesy. This alone - for me - brought ranged combat from being "awesome, can't wait to try it! The guns look so original and cool!" to seeming like something that was implemented as an afterthought.
While not perfect, if you absolutely need animations while running try switching to first person view for a start. If you manage to look around - on top of running and avoiding mobs - you should see your weapon with muzzle fire animations. With the fight skill tree under review, we can still hope to finally see some animations in 3rd person, too.

Keep on rangin' ;)
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sofiaoak
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Re: Production: Range fight skill tree

Post by sofiaoak »

As this is about feedback for range fighting, I have a few opinion about range fighting.

1. Any figting skill should be done so that it's ability fight, is about equal. I don't mean single hit damage or anyting like that. I mean ability fight in long time and feel that the action is usefull. Range fighters main problem is the low damage. I can use range fighting, but why would I wanna, because taking two handed axe in my hand, I can defeat everyting 5-10 times faster with same skill.

2. I would also like to see normal bow skills in this game, not just guns. It's not about damage or how it works, but visual look. So normal short bows and longbows.

3. Ammos. I don't see why ammos has to weight or bulk so much that it limits the range weapons usefullness. Example me as neutral character, gonna walk in middle of PR. This could take 10-30min to do so. Then take my launcher and shoot 5 times and that's it. Time to recal back to town for new ammos and then walk again 10-30min to PR. This is silly. Normal fighting session is about 1-3 hour, so ammos should last that long too.
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