Re: ranged needs to be fixed.
Posted: Fri Mar 11, 2005 3:22 am
malkor wrote:I guess you're right, it is fun and games for me. I'd suspect that's because Ryzom is a game, and it's fun. If you disagree, feel free. I've simply found that in this game, with how long it takes to get things fixed, it's more constructive to enjoy what you have rather than worrying about perfecting things. That's all I'll say. Be happy!
Unfortunately what is there for ranged, is absolutely broken. It may not delete your character or cause you to crash, but it is indeed broken. Range is currently in worse shape than it was during very old versions of beta. During beta it still did useless damage, but....
*ammo crafting was free money due to a bug.
*AOE was th eway things worked and groups would go out to do AOE fights with multiple mobs.
*Melee was crippled with the same very slow attack speed and very expensive +hitrate bricks.
*It was known that non magic combat was broken and Nevrax was "working to fix it".
During FBT Nevrax removed the +hitrate bricks and raised the base speed of melee attacks (X hpm hit faster, not weapons got higher hpm value). Nevrax unfortunately forgot to raise the base speed of ranged weapons and ignored posts saying as much. They did manage to remove the 30+KM range on ranged weapons though and drop it down to the current 30-40ish meter range that it has now.
PDF on a 120mm mortar round. Range 7-12Km weight 33 Pounds (i.e. ~15Kg)
PDF about 81mm and 60mm mortar rounds... ~9 pounds for 81mm rounds and about 3.7 pounds for a 60mm mortar round.
Unsupprisingly enough, Nevrax does not feel it to be a bug or typo that the weight/burden of launcher and autolauncher ammo is similar to that of the 81mm and 120mm rounds. The weight might be justified if they had the same sort of massive lethal blast, but they don't.. they are pathetic jokes.