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Adressing the Ranged skill - Suggestions

Posted: Fri Feb 16, 2007 4:06 am
by final60
Hello
Ive been a keen gun user for a long time, and with GF's intensions to look closely at the range skill I was wondering
what those with proficient experience with the skill actually feel needs changing or adding to?

Things like the animations, and the crafting aspect are the only things I think really need adressing.

My personal opinion is. The actions and the result you get with each of the two handed weapons works really well.
People have complained about the bulk of Launcher bullets. Personally I've had no problems leveling Launcher, I kept in
mind that it is a devistating weapon against up to six enemys, so I would make sure to attack upwards of 5 mobs per pull.
Killing five mobs with 7 or 8 launcher bullets works very efficiently. The key thing of course is that it takes "skill"
to be able to pull that number of mobs, and keep them agro'd. It's almost like an "elite" skill, one that actually requires
some brains, and more then button bashing.

The need that someone be able to dig the mats to craft their own bullets to be able to level the skill, means it is pretty time
consuming, and requires a player to do alot more then shoot the gun.

I'm kind of, of the impression, that there isn't anything wrong with the skills themselves, and perhaps the key thing
that GF would try to tackle is the accessiblilty of the skills, especially to low level players, and the casual player.

Off the top of my head, perhaps one solution would be to sell max damage bullets on the merchants. I don't think this would take
take anything away from the skill, and no special mats were ever needed to be able to craft max damage bullets. It would erradicate
the need to level the craft and forage skills.

So Accessibility. In my opinion, is the thing to look at. Please don't look at dumbing down, or changing the stanzas or the way the
guns work or the effect they have.

What suggestions can people add please? (before they mess it all up :p )


Player Suggestions/ fix requests:

Stop Re-centering Camera after each shot!
Introduce Animations
Make Bow and rifle ammo exclusive to their skill types.
Crafting stats - make use of those stats that currently have no effect, or remove given stats.
Fix the OP launcher , autolaunchers. currently no AoE , or Ricochet effect working, rendering the guns useless.
Make one handed guns dual weild.


Re: Adressing the Ranged skill - Suggestions

Posted: Fri Feb 16, 2007 5:06 am
by kuroari
how about not recentering the screen everytime you run away from a mob while shooting ¬.¬

Re: Adressing the Ranged skill - Suggestions

Posted: Fri Feb 16, 2007 5:21 am
by sehracii
kuroari wrote:how about not recentering the screen everytime you run away from a mob while shooting ¬.¬
Pretty pretty please :o

Also...
http://forums.ryzom.com/forum/showpost. ... stcount=17

Re: Adressing the Ranged skill - Suggestions

Posted: Fri Feb 16, 2007 5:45 am
by katriell
kuroari wrote:how about not recentering the screen everytime you run away from a mob while shooting ¬.¬
http://www.ryzom.com/development/in-dev ... centering/
:)

Re: Adressing the Ranged skill - Suggestions

Posted: Fri Feb 16, 2007 9:06 am
by blaah
final60 wrote:Personally I've had no problems leveling Launcher, I kept in
mind that it is a devistating weapon against up to six enemys, so I would make sure to attack upwards of 5 mobs per pull.
Killing five mobs with 7 or 8 launcher bullets works very efficiently.
(auto)launcher is a joke imho.

(about leveling auto/launcher):
I completely agree that launcher is only useful if you attacking multiple targets at the same time.. but you cant keep it up very long.
12 bullets to bag, 33x3 to packers and thats about it... or 750 bullets if you have 3k mats with you (i think it was 3 per 12 mats for launcher), but then you need to craft after 12 shots... which may not be enough to kill some mobs ;-)
.. or you team cant take the multiple mobs (not everyone has melee at 250 ;-)

i dont mean that launcher should have xp per hour compared to other killing methods (it should be much higher ofcourse ;-) , but currently even when i only shot once per mob to get xp, equiping craft tool every 30 sec is too boring.

(now pvp): i think all range guns are perfect for pvp. especially (auto)launchers in outpost battle.. and especially for defending guild ;-)

Please don't look at dumbing down, or changing the stanzas or the way the guns work or the effect they have.
this post http://forums.ryzom.com/forum/showpost.php?p=359183&postcount=17 would be good change for ranged. (tho.. if you die with full bag of launcher ammo and cant get rez, you pretty much screwed ;-)
What suggestions can people add please? (before they mess it all up :p )
mess it up even more ? i thought its not possible ;-) , but i know what you mean. if they make it too easy, every n00b (yes, it has zeros in it) will have launcher at lvl 250 and it will become common as 97/97 amps.

Re: Adressing the Ranged skill - Suggestions

Posted: Fri Feb 16, 2007 10:31 am
by acridiel
I don´t use Launchers yet, but if I may just say that I think that it´s quite OK and "realistic" that the Ammo is quite large and heavy...
If you look at RL launchers its just the same.
You can´t just barrikade a traget alone, you need a battery of launchers to do that. And what would look cooler then a "Platoon" of Fyros, all fyring their launchers in rapid succession one row at a time.
One row reloads, the other fires... (and mabe anotherone crafts new Ammo in the background)

It´s just a matter of logistics and organisation ;)

CU
Acridiel

Re: Adressing the Ranged skill - Suggestions

Posted: Fri Feb 16, 2007 7:33 pm
by riveit
I hope that GF replaces that awful animation of the male pistol user wiping his brow after every shot. Do females do that also? I stay away from pistols just because I hate that animation. :)

Re: Adressing the Ranged skill - Suggestions

Posted: Fri Feb 16, 2007 8:33 pm
by final60
blaah wrote:(auto)launcher is a joke imho.

i dont mean that launcher should have xp per hour compared to other killing methods (it should be much higher ofcourse ;-) , but currently even when i only shot once per mob to get xp, equiping craft tool every 30 sec is too boring.

I wanted to show This and thispicture to demonstrate leveling the launcher skill. (I had to stand still and use mpa to be able to take the picture.) But running and shooting off 2 shots reduces the tims HP by half before they are even able to attack you, 2 to 3 more shots while they are atacking you. The healer heals you only when your stats are low. When all the tims are dead thats 3k per timmie at the cost of around 7-8 bullets used. The exp per hour factor does atleast even out to melee. (nuke being in a league of its own in my opinion)
Training launcher just requires intuition, where other skills like Nuke or 2handed melee don't.

The case of AutoLauncher is the same, but you always have to be running, to hit all the mobs because the ricochet effect will only work in an almost straight line(excluding the faction guns, they are probably sill bugged) in the direction your firing and the mobs only stay in line when they are chasing you. So if you were to stand still, the mobs would spread out around you, and you'd only end up hitting one of them.

So it's dificult to level them yes. But in my opinion theres far from anything wrong with the skills. Only people that might not understand how to level them.

Re: Adressing the Ranged skill - Suggestions

Posted: Sat Feb 17, 2007 1:24 am
by tylarth
the 2 heavy guns are to be frank, fine. The impracticality of leveling and ammo is made up for somewhat by the effect (pvp)

The small guns (rifles + pistols) really need to be made far more worthwile weapons, at present their effect is poor compared to magic or melee, and this is not even taking into account the material expenditure.

Ranged use due to material consumption really needs to be very effective, to compensate or justify the effective wastage of mats.

Re: Adressing the Ranged skill - Suggestions

Posted: Sat Feb 17, 2007 2:30 am
by final60
tylarth wrote:
The small guns (rifles + pistols) really need to be made far more worthwile weapons, at present their effect is poor compared to magic or melee, and this is not even taking into account the material expenditure.
Aye rifle is the gun equivelant of melees daggers. It has a high hit per minute count, low damage and is very disruptive against mages casts. It certainly doesn't have a poor effect, as I haven't met a single mage I couldn't beat using Rifle.

Pistol has to be the melee equivelant of Staff. It is pointless in its current form. I couldn't see any use in it in any scenario.

Perhaps we could list specific fixes or suggestions that we are certain will definately be worth implementing and list them. I hope GF will pay attention.

*What do you thinnk of the accessibility of the ranged skills?
sehraci I just read your suggestions. I can see alot of flaws in them, as well as general over complication. I will pick it apart tomorrow :)