Production: Range fight skill tree

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Marjo
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Re: Production: Range fight skill tree

Post by Marjo »

The affliction effects won't have a link. When you activate the action to use a certain effect, the target can resist just like against a normal affliction spell. But when it's not resisted, then you don't get a link. It works like a "debuff" instead: during a few seconds, your target will be affected by the affliction effect and you can continue shooting in the same time. A message in the sysinfo window will inform you about it. The exact duration of an effect has yet to be tested.

Overall, an affliction effect should be less effective than an affliction spell.
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Marjo
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Re: Production: Range fight skill tree

Post by Marjo »

sidusar wrote: Is there any plan to split the skill trees further? If rifle and bowrifle become vastly different weapons, does that also mean they'll have seperate skill trees? Same for the crafting trees; will bowpistol crafting be a seperate skill from pistol crafting?
There are no plans to do so at the moment.

sidusar wrote: There are three new stats mentioned for ammo that aren't explained anywhere: Slow Magic Attack, Slow Melee Attack and Slow Ranged Attack. What will these do? Will every hit with a bullet slow the target's magic, melee and ranged attack speed for a short while? Or just one of them? If so, how do we select which one?
There will be one Slow Attack stat only in fact, we wanted to have three but this would be too complicated. I'd have to edit the document...

To use the Slow Attack effect, you will need to use a special action. If you hit, then it will slow down the attacks of your target during a short moment.
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Re: Production: Range fight skill tree

Post by Marjo »

pietje wrote: I'm just wondering if they will add new ammo mats or maybe change the stats of the current ammo mats. None of the dug mats has range as its primary stat atm, and it would be a masive pain to use mob mats
We will change and add new stats to the ammo mats.

khyle wrote: will one be able to refill each cartridge at will, i.e. after fighting off an opponent, will I be stuck with one shot left and have to wait for the cartridge to auto-refill (with a loading time), or will there be an option to "refill cartridge" when I want to?
You will be able to refill a cartridge at will. We'll probably add a shortcut to be able to reload more easily.
khyle wrote: will it be possible to switch cartridges using keyboard shortcuts or a macro function, or both?
Aye, probably both.

khyle wrote: will the current idle animation of fiddling with the gun be used while refilling the cartridge (or even another new, distinct animation)?
We will see if this is possible; thank you for the suggestion.

khyle wrote: will the different damage types be easily discernable? Currently I was going to craft various damage types as different races' ammunitions, eg. slash/Matis, pierce/Fyros, smash/Tryker, for easy identification, as it is a PITA to see which is which if all are of the same colour...
This is a good remark. We are currently thinking about a way to make this easy for you, maybe with an icons system.
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Re: Production: Range fight skill tree

Post by Marjo »

calel wrote: in what way will you ensure that weapons in the same class have the same appeal?
Their effects are different. Their stats and advantages are also different. I can understand it's not easy to imagine all this at the moment, especially without knowing what are the new values of the stats.
We will probably open the ATS to all our Ryzom subscribers at some point, to help with the testing, so you will see by yourself.

petej wrote: the fun part of Range for me has always been its mobility , I love Kiting (Shoot n Scoot) , adding Casting Time (while stationary) to Launcher n Auto takes this away and will make them both into leeching skills to lvl -if you can find a team that will let you join them and pull mass agro while causing little damage... *sad*

If you realy have to nerf Launcher n Auto in this way please make the Training Ammo have no Area_of_Effect Damage and hit only one Mob/Target
The auto/launcher training ammo won't have an additional aggro effect, unlike the ones that you will get only through crafting (the aggro effect is the counterpart of dealing heavy damage).

Our goal is to make the progression a little faster than now, and not to nerf it. However you may have to find new ways to progress effectively in these range fight skills. We are aware this is a sensitive subject and we will be careful when tuning the system.

Also, only the launcher and autolauncher will always have a "casting time". The other range weapons won't have one if you don't use their effects.
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katriell
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Re: Production: Range fight skill tree

Post by katriell »

Wow, thank you for all the answers. :)
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Re: Production: Range fight skill tree

Post by ajsuk »

Yeah, always lovely to have some feedback on the feedback. :p
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Re: Production: Range fight skill tree

Post by bman42 »

In the Outposts, there are several unoccupied slots, allegedly for constructing other structures. I suggest that we should be able to construct an "ammo depot" so to speak, to store ammo for guild usage when near the outpost. I cannot see it being very viable to empty out the guild inventory just to make room for rockets during a OP battle. Although this isn't range related, perhaps an "Armoury" would bee a good idea as well.
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Re: Production: Range fight skill tree

Post by ajsuk »

bman42 wrote:I suggest that we should be able to construct an "ammo depot" so to speak, to store ammo for guild usage when near the outpost.
ooo nice one! Perhaps even with a rent system as a good dapper sink. =)
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kay22626
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Re: Production: Range fight skill tree

Post by kay22626 »

Ranged is presently not very useful in PvE, if the Launcher/Autolauncher shooting will interrupt when moving, that will make them almost completely useless for PvE :(
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Re: Production: Range fight skill tree

Post by kayak »

how about if you move you can't make a 'focus shot' but you can still fire and run but the accuracy/damage is reduced
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