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Production: Range fight skill tree

Posted: Mon Oct 16, 2006 4:15 pm
by Marjo
Under consideration wrote:We are rethinking the interest and role of this skill in the game from a gameplay point of view. This is why NPCs and plans related to the ranged fight haven't been added in the Ring nor RoS. We will give you more information about the modifications once they've all been decided.
Feel free to discuss!

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Re: Production: Range fight skill tree

Posted: Mon Oct 16, 2006 5:05 pm
by grimjim
Are you accepting suggestions or just discussion? Oh Cryyyythos! ;)

Re: Production: Range fight skill tree

Posted: Mon Oct 16, 2006 6:21 pm
by katriell
IMO don't make it too easy, keep it as a skill that requires skill. xD

Unfortunately, beyond that I don't have any specific suggestions as I'm not extremely familiar with it.

Re: Production: Range fight skill tree

Posted: Mon Oct 16, 2006 6:42 pm
by cloudy97
The most fun I've had with ranged has been autolaunchers and killing 4-5 kipees while running for my life. That sure required skills, but to do it I had to dig for several hours, bring a packer and use up my ammo in a few minutes.

I don't know how to achieve it, but I'd like to see a little more casual side to the weapon.

Re: Production: Range fight skill tree

Posted: Mon Oct 16, 2006 9:41 pm
by norvic
eeee very Nervous, have always liked ranged and worry a little that "making more accessable"(rethinking the interest and role of this skill in the game from a gameplay point of view) could be read as "dumbing down"

Very nervous indeed, I could mention a sniping stanza again with more range while stationary, I could mention maybe a tiny bit more damage, a tiny bit less stam burn. Making a real difference/benefit between Bow versions and std, instead of just Bow ammo being expensive too make.

Maybe a look at the cost of Launcher ammo, with a Babette carrying stuff for you 400 mats doesnt last very long, even 3 of each mat per craft instead of 4 would be a help, reducing weight of the ammo a little so you can carry 15 shots maybe?

You mention interest, well the Kami give magic to the spell hurlers where is my Kara wrist laser plan? ;)

Did I mention I was nervous? been bangin a drum for ranged for 2 years and now we may get some lovin I am scared stiff.

Great news Marjo and thank you :)

Nervous of Avendale.................................................

Re: Production: Range fight skill tree

Posted: Tue Oct 17, 2006 1:27 am
by vguerin
norvic wrote:Did I mention I was nervous? been bangin a drum for ranged for 2 years and now we may get some lovin I am scared stiff.
Spot on Crythos...

Re: Production: Range fight skill tree

Posted: Tue Oct 17, 2006 3:24 am
by tylarth
current issues i have with ranged (250 auto launcher use+craft, 170+ pistol use + craft):

Auto launchers are fine tbh, only significant issue i have is the bulk of the ammo, and why its speed is the same as a regular launcher (but does less damage). Also OP mat made Autos have no area effect

Pistol, was fine til about 130-150 ish (using 250 stamina + HP mind you) since then it is not a viable weapon, the stam/HP consumption compared to the damage is terrible (using accurate and hit rate), condering there is a material expenditure in ammo it should logically(in terms of mechanical balance) have a similar or superior effect to melee on a max stat action.

Re: Production: Range fight skill tree

Posted: Tue Oct 17, 2006 9:41 am
by cloudy97
Ranged is tricky, since you can run* and shoot you might not get hit at all. So the skill don't need to make as much damage as melee and magic. On the other hand the skill requires more preparation than the other skills.

*(I assume those non-kiting gunfighting 'purists' you spoke about in an earlier thread left the game, Crythos)

Re: Production: Range fight skill tree

Posted: Tue Oct 17, 2006 11:38 am
by blaah
cloudy97 wrote:Ranged is tricky, since you can run* and shoot you might not get hit at all. So the skill don't need to make as much damage as melee and magic.
not neccessarly true. it's true that you can run and shoot (and not getting hit), but it's only that way when you solo ;-)
btw, it's more efficient to use 3k nuke enchant than any range weapon. it's also way easyer to get sap crystals than ammo.
On the other hand the skill requires more preparation than the other skills.
this depends the gun you using ;-)
for pistol/rifle, how much ammo you can carry depends on weight. for launcher/autolauncher, limiting factor is bulk.
yes i know, my packers could carry much more mats for possible ammo, but crafting for every 12 shots (or 33 for full packer launcher ammo)... i dont consider it fun (funny maybe, but not fun).
automatic reload for same type of ammo from bag, ammo counter on gun icon (just like sap load)

reduce bulk you say ? not that good solution as then there would be a lot of ready made (launcher) ammo.
better would be to make gun have ammo magazine. (launcher 10 shots, autolauncher 50, rifle/pistol 100 or so)
ammo in bag - heavy bulk; ammo in magazine - 0 bulk / 0 weight.

so, packer would sill carrying 33 ammo, you could still be carrying 12 ammo, but you also would have 10 shots in gun.

to address the second problem (way too much mats for desent amount of ammo), 1 ammo should be 10 shots in magazine. (400 shots from 1 crafted rifle ammo)

leave "hit rate+" as it is (high lvl drains you hp/stam faster than healer can heal) as it is. it would be little balancing factor (if anyone dont know, default attack on guns is too slow for any descent dps).

no, this would not make launcher all powerful in PvP. it would change the tactics ofcourse (to be more interesting).

Re: Production: Range fight skill tree

Posted: Tue Oct 17, 2006 11:59 am
by dakhound
yay I want kara laser guns that need no ammo and do 15000 dmg............guess I'm gonna be dissapointed

gah scrap that..............matis empire get laser guns we get kami blast power.........can blow up diggers anywhere :D

nah honestly, range needs a little loving hope to see another skill I want to master (hence actually keeping me IG)