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Re: will they ever sort that damned ranged tree out

Posted: Wed Nov 09, 2005 10:49 pm
by blaah
riveit wrote:That problem could also occur with slow moving mobs, they may have virtually no chance of reaching the ranger before dropping. Granted I don't know the current plant attack ranges, possibly this is a mute issue.
usually when i need to run from plant ;-) , then i try to get little more than 100m from them to feel safe (you lose attack magic gfx a lot sooner tho, only sysinfo will give you idea if plant is still hiting you)
slow mobs have never been problem (to me at least). hunted a lot of clopper/goari/kipee with only 26m rifle and never got hit (3k xp from kill if anyone wonders)
now tho, slow moving mobs will leave combat "too early" ;-) and you may lose xp

now we all know Nevrax does not improve ranged until too late (all their actions lately seems to be too late).
how about if you (nevrax) will give us "stinga cave" (Resting Water, near Enchanted Isle portal has 4x stinga spawn in around 10m area) type of areas with plants (either stinga or psyopla, other plants are too evil) to lvl launcher ? you (nevrax) cant possible to think that 6 (when solo, more with group) lvl 178 (rattled psy, but it needs to be higher, close to 200 or more) stinga/psykopla attacking at once will be easy and too fast lvl'ing
i have used launcher against 4 Vile Psy's at once myself, didnt find more "lined up" ;-( Xp per ammo/mat seemed OK (tho, keeping an eye on gun and targets, reloading when needed, moving ammo from packers to bag is full time job ;-) (and fun)

Re: will they ever sort that damned ranged tree out

Posted: Thu Nov 10, 2005 6:50 am
by dakhound
trenker wrote:BTW Jackoba, please contact me ingame, I want a supreme rifle! Thanks. Tember

*points to merchants in dyron

Re: will they ever sort that damned ranged tree out

Posted: Thu Nov 10, 2005 10:04 am
by pr0ger
killing plant from safe range is like cliffing. you will (or must have) the alike message now : "the way you killed thingy was too easy and dont expect any xp, dude!" (mistype have occured :p ).

anyway, the ammo bullet stock is the flavor of this skill! imagine current PvP with many launchermen : diediedie!!! ooops, stop! time to craft ammo... done! yaaaa! diediedie!! etc -- rofl :) strange battle but somehwhat funny :D

back on topic : official feedback pleeaaaaaaaaaase !!!! so many range fighter wannabe gave up does not mean no one is interested in range! it is very urgent to fix it before continuing episode/chapter :
- gives new skill to grind for the multi 250ish
- 15% more market'n'exchange, real long-term job for digger to search ammo mats
- will allow much more tactics for PvP and PvE (if range's range improved)
- could equilibrate, w/o ele-revamp, the AoD overpower.
- may change overall ppl opinion and fear about future events if fights are balanced.
- will stop ppl complaining in this thread :p

Re: will they ever sort that damned ranged tree out

Posted: Thu Nov 10, 2005 3:10 pm
by thewarcc
dakhound wrote:*points to merchants in dyron
Do you craft supreme bowrifles too?

Re: will they ever sort that damned ranged tree out

Posted: Thu Nov 10, 2005 4:02 pm
by alyssah
Ranged needs:

1) Heavy ammo with at least 2/3rds less bulk. That would still only let you carry 25 or so grenades.

2) Longer range for rifles. Should be at least 50m same as elem.

3) A special sniper skill up that allows extra distance & accuracy.

These would certainly make it more popular and if it is difficult to implement then I will eat my LA hat. If range was working I would not be quitting.

Re: will they ever sort that damned ranged tree out

Posted: Thu Nov 10, 2005 6:06 pm
by dakhound
thewarcc wrote:Do you craft supreme bowrifles too?
yes, gotta waste them mats on something

Re: will they ever sort that damned ranged tree out

Posted: Thu Nov 10, 2005 6:50 pm
by marct
alyssah wrote:Ranged needs:
3) A special sniper skill up that allows extra distance & accuracy.
How about this taking more time per action for this skill and masking 'who' inflicted the damage from your system info window.

A skill for camoflaging that would allow you to execute and action that would remove you from the radar as well. Maybe this is an Aura and you can only use it while sitting. If you get up and move during the Aura being live you show up, but if you sit back down, you disappear from radar again. Maybe walking would allow you to be invisible on the radar as well.

Noin.

Re: will they ever sort that damned ranged tree out

Posted: Thu Nov 10, 2005 8:59 pm
by thewarcc
dakhound wrote:yes, gotta waste them mats on something
Can you please craft me one, q70 with some good speed on it. Will pay a good price for it.. =)

(matis though :P , otherwise I can't use my ammo on it)

Re: will they ever sort that damned ranged tree out

Posted: Thu Nov 10, 2005 10:26 pm
by dakhound
thewarcc wrote:Can you please craft me one, q70 with some good speed on it. Will pay a good price for it.. =)

(matis though :P , otherwise I can't use my ammo on it)
am away for a week now,

and ammo works on any race guns (well I use zorai for my fyros gun lol)


will be back probably saturday 19th, I dont think I made any bowrifles for sale tho :( in dyron

Re: will they ever sort that damned ranged tree out

Posted: Thu Nov 10, 2005 11:03 pm
by sidusar
dakhound wrote:I've become quite a fan of ranged weaponry in the past few months and feel it has quite a potential, the problem is I've hit a brick wall in terms of levelling usefully

most of the time I'm leeching xp from larger group and doing no real damage myself. I'd roughly compare it to 1h melee in terms of damage but a hell of a lot more time consuming and a hell of alot more expensive
Going off on a little tangent here, this really is a problem with every combat skill that doesn't do massive amounts of damage. Because experience is earned on a per kill basis, levelling at a decent speed means having to kill very fast, so it's only possible with skills that do lots of damage. Basicly only elemental and to a somewhat lesser degree 2-handed melee, teamed with a healer. The only way to level any of the other combat skills (cc/1h/ranged/affliction) at a comparable speed is to team with an elementalist (or several) and leech their exp.

I don't really see any way to change this as long as experience is earned per kill. They could introduce creatures with very little health and 90% protection to all magic, but that would just change the fastest levelling tree from elemental to 2-handed axe and not change much for the other trees. Only way to really make levelling speed 'fair' between the trees would be to award experience on a per time basis, so that longer fights give more experience.

As for making ranged more powerfull, increasing the range would make it a lot more interesting in PvP as a means of stopping elementalists, but wouldn't make it any easier to level. I do think the damage needs an upgrade as well. Ideally, what I would like to see is a whole range of stanzas to create custom actions suited to the situation. Think of an 'increase damage' stanza and an 'increase range' stanza in addition to the already existing 'increase hitrate' stanza, and on the other side of the scale a 'decrease hitrate' credit and a 'decrease range' credit. As examples, you'd then be able to create a high damage attack with a low hitrate and low range to be used in levelling, a 'spellbreak' attack with very high hitrate but low damage and range to break enemy incantations in battles, or a 'sniper attack' with very long range but with low damage and low hitrate. And ofcourse some weapons would be more effective for different purposes than others (for my examples rifles would probably be best for sniping, bowrifles best for doing damage, and pistols for breaking incantations). Alternatively, instead of creating different attacks, we could have the ability to create different types of ammunition for the different purposes.