Re: Archery Update Design: Sneak Peak 04/04/2020 10:28 AM CDT
One other issue I have, and to be honest it’s not entirely an archery issue, is disarm. With the new recovery mechanics things are somewhat better in that being disarmed in a hunt is not a guarantee of losing valuable gear, but it’s still a possibility and it’s still a pain recovering gear. My ranger is fully leveled in disarm (rank 5) yet I’d have my bow disarmed multiple times a week in OTF. This is such an issue for me that I’ve untrained him in ranged and opted for defense using brawling. Any chance we could see some additional skills related to improving our odds at not being disarmed in this new system when we are using bows?

Valdarrow
Reply
Re: Archery Update Design: Sneak Peak 04/04/2020 10:52 AM CDT
>> With the new recovery mechanics things are somewhat better in that being disarmed in a hunt is not a guarantee of losing valuable gear, but it’s still a possibility and it’s still a pain recovering gear.

I don't believe there is any chance of losing your ranged weapon any longer unless you choose not to recover it. Assuming you want it back, you can be reunited with your disarmed weapon 100% of the time.

-- Robert

>channel my maul
You channel at a hefty mithril maul.
You make an astoundingly inept attempt! Success!
Reply
Re: Archery Update Design: Sneak Peak 04/04/2020 12:07 PM CDT
Awesome, that's good to know, I was not entirely sure (thought I'd seen someone posting it was still possible). With that said, I'd had to resort to wearing two bows to have some sort of recourse when I lose one during a hunt. At least twice I've died because both bows were disarmed during a hunt and I could not get back to town quickly enough.

Valdarrow
Reply
Re: Archery Update Design: Sneak Peak 04/15/2020 05:06 PM CDT
I hate absolutely everything about these proposed changes.

My ranged ranger is one of the slowest characters I have for hunting. Ranged is not OP and nerfing it is a terrible idea that will make my character way less enjoyable.

The idea of making arrows inherently disposable is terrible. Fletching is tedious enough already and I don't want to do it more than I already do. This also seems to be a change that benefits script hunters more than people who are actually at the keyboard.
Reply
Re: Archery Update Design: Sneak Peak 04/15/2020 05:12 PM CDT
I am sorry to say that I think these changes are ill-considered. It reminds me of a case of Growing Pains or the recent ELR disaster. I think these updates really serve no major interests in the playerbase, and will simply alienate and annoy many people.

Archery is hardly overpowered. It's actually kind of slow to be honest. And it's really tedious. Hunting with archery partners is annoying. Yet making the arrows destruct etc is completely the wrong direction. It makes fancy razors, Ebows, and fancy quivers lose great value. This can be contrasted with the ELR where most of the changes could be resolved with a FIXSKILL, like or not. Of course these changes can also be resolved that way -- to stop using ranged.

I recall Wyrom said he was okay to nerf a few fancy items for the benefit of the game, but what about the artisan fletching guild? I sell arrows in my shop, and I can tell you it takes a LONG time to get 100 blood eagle feathers. I spent half of last Sunday doing it. And fletching razors are really not that fancy, and they have again been released recently.

I expect this post was made a week early and meant as April Fools.
Reply
Re: Archery Update Design: Sneak Peak 04/15/2020 05:15 PM CDT
>> The idea of making arrows inherently disposable is terrible. Fletching is tedious enough already and I don't want to do it more than I already do.

Observation: They did indicate that fletching would take considerably less time with these updates so you may find you are spending less, not more, time with the updated system.

To keep the updates in line with current life of arrow with the new disposable arrow system, maybe for every fletched arrow add to the arrow pack, there is a multiplier applied to account for the reusability of arrows today. e.g. fletch 20 arrows, add them to your pack, and now you have +100 charges added to get the fletched arrow bonus. I don't know the correct multiplier or ratio, but the point being that at some point you wouldn't necessarily be losing your mechanical benefit any earlier under the new system than under the old system where you still lose your arrows over time.

-- Robert

>> A halfling magistrate picks up a small rock and throws it at a half-elven bandit in a valiant effort to subdue him.
Reply
Re: Archery Update Design: Sneak Peak 04/15/2020 05:25 PM CDT
>> Hunting with archery partners is annoying.

I find the biggest 'annoyance' factor is having to wait for the archer to gather all of their arrows. The proposed changes should actually make hunting with an archer less annoying.


>> It makes fancy razors, Ebows, and fancy quivers lose great value.

I too am curious to see how some of these things will be modified and adapted to the new system.

>> what about the artisan fletching guild? I sell arrows in my shop, and I can tell you it takes a LONG time to get 100 blood eagle feathers.

I'm not sure I understand your question here? On one hand you seem to be lamenting that this might not be a thing then on the other you seem to feel it is a tedious task (my read on this).

I would imagine there would still be a demand for bundles of fancy fletched arrows and possibly it could be that you would need to use a matching arrow to your 'arrow pack' in order to add more fletched arrows? I don't know but that would be one way to preserve the same demand for them.

Overall I am excited about the proposed changes and it looks like we have an open window here to express concerns and to make suggestions on how it could be even better.

Agree ELR was 'special' in so many ways but not sure it is a fair comparison to the archery updates being proposed.

-- Robert

>> A halfling magistrate picks up a small rock and throws it at a half-elven bandit in a valiant effort to subdue him.
Reply
Re: Archery Update Design: Sneak Peak 04/15/2020 05:28 PM CDT
>>To keep the updates in line with current life of arrow with the new disposable arrow system, maybe for every fletched arrow add to the arrow pack, there is a multiplier applied to account for the reusability of arrows today. e.g. fletch 20 arrows, add them to your pack, and now you have +100 charges added to get the fletched arrow bonus. I don't know the correct multiplier or ratio, but the point being that at some point you wouldn't necessarily be losing your mechanical benefit any earlier under the new system than under the old system where you still lose your arrows over time.

First of all, I have a permanent fletching razor that does grapple flares. My flares right now last as long as my arrows do and the idea of having to recharge my flares by making more arrows is appalling.

Secondly, I really rarely fletch right now. I spend about a day every few months doing it because I'm careful about retrieving my arrows. This would definitely make me waste more time doing something I don't like doing. Even if they speed up fletching itself, there's still gathering materials which takes time (e.g. killing creatures for feathers to turn into fletchings).

You're also going to make painting arrows entirely pointless this way (I don't do it, but I've definitely met people who enjoy making pretty arrows).
Reply
Re: Archery Update Design: Sneak Peak 04/15/2020 05:28 PM CDT
>> what about the artisan fletching guild? I sell arrows in my shop, and I can tell you it takes a LONG time to get 100 blood eagle feathers.

>I'm not sure I understand your question here? On one hand you seem to be lamenting that this might not be a thing then on the other you seem to feel it is a tedious task (my read on this).

I'm a capped sorcerer, and my default ;bigshot is for ... blood eagles! I don't see the part of this proposal that reduces the time to Evil Eye and skin a blood eagle, or up the spawn-rate of feathered birds. Feathers might sold off the shelf at a CHEAP price to make me happier. Perhaps some in the backrooms of Fletching Shops to each area.
Reply
Re: Archery Update Design: Sneak Peak 04/15/2020 05:35 PM CDT
>> First of all, I have a permanent fletching razor that does grapple flares. My flares right now last as long as my arrows do and the idea of having to recharge my flares by making more arrows is appalling.

I have a couple of these. I don't believe they have yet addressed how these might work in the new system. I'm hoping they have a pouch in the new 'arrow bags' and if you stick your razor in there then you get that flare until you remove it from the bag.

The charge system that I was talking about refers to the bonus for master fletched arrows.

>> Secondly, I really rarely fletch right now. I spend about a day every few months doing it because I'm careful about retrieving my arrows.

Maybe the multiplier needs to be more like 50:1. My point was that at some ratio, it could balance out or even become a net gain. I have no idea what that ratio would need to be though.

>> You're also going to make painting arrows entirely pointless this way (I don't do it, but I've definitely met people who enjoy making pretty arrows).

My ranged ranger only uses custom bolts. Usually painted and with special feathers. Off the shelf bolts are boring and uninteresting. It sounds like you can still do this under the proposed system (you would just need to make a different 'arrow bag' for each style of arrow that you wanted to use).

-- Robert

>> A halfling magistrate picks up a small rock and throws it at a half-elven bandit in a valiant effort to subdue him.
Reply
Re: Archery Update Design: Sneak Peak 04/15/2020 05:43 PM CDT
>> I'm a capped sorcerer, and my default ;bigshot is for ... blood eagles! I don't see the part of this proposal that reduces the time to Evil Eye and skin a blood eagle, or up the spawn-rate of feathered birds. Feathers might sold off the shelf at a CHEAP price to make me happier. Perhaps some in the backrooms of Fletching Shops to each area.

If I read the proposal correctly, once you made your 'arrow bag' with 20(?) of these arrows, you would have blood eagle feathered arrows for life. Even if you never, ever made another one again. The only reason for making more would be to add master fletch charges back into the bag. And that is just a maybe - it might be that once you made the bag then any fletched arrow could be added to the bag to get the master fletched bonus (but all of your arrows coming from your unlimited 'arrow pack' would still have blood eagle feathers on them).

-- Robert

>> A halfling magistrate picks up a small rock and throws it at a half-elven bandit in a valiant effort to subdue him.
Reply
Re: Archery Update Design: Sneak Peak 04/15/2020 05:45 PM CDT
Thanks for your interpretation of the proposal and level responses Robert. I always appreciate your informed input.

~Daid
Reply
Re: Archery Update Design: Sneak Peak 04/15/2020 07:25 PM CDT
So... much to my surprise, when I went back to re-read the original document I've found that it is a living document and updates have been made since last time I read it!

https://docs.google.com/document/d/1Z6rt_HxSgSrmAoOwhVKmlgjG5vvSkHRn8c6CConnS7U/edit?usp=drivesdk

As a side note, I appear to have edit rights to this document. Not sure that is intended - maybe I can't save - I didn't try.

I pulled this out of the living document as it pertained to the arrow bundles we were discussing:


✔️You can now bundle *two arrows* together to create an unlimited version of the bundle. Properties of the arrows transfer over to the bundle.
✔️New tips have been added to modify the AvD, DF, and damage type of ammo.
A new FLETCH verb has been added.
✔️The +5 enchant bonus has been changed to a master benefit that grants 100 +5 AvD charges per hour. This effect is not additive and will refresh the charges available.
✔️Fletchings, tips, and wood that have flaring properties will now grant 12 charges of flares per material. In the case of fletchings, this means that a single skin will effectively yield 48 total charges.


So now it looks like you can have your blood eagle feather by making and combing TWO arrows. And you can get your master fletch benefit 100 times per hour without ever having to fletch again.

IDEA: As a thought for people that want to exceed the 100/hr Master Fletch benefit bonus, what if you can add a matching master fletched arrow to the bundle (it would be consumed) to reset the counter in the current hour?

Queston: Is there a limit to how many charges of flares can be added to a bundle at one time?

Opinion: Removed +5% max AIM bonus from crossbows. BOO! :p

Request: ✔️Crossbows receive a flat 5% bonus to remaining hidden while sniping. What about allowing the +5% aim bonus if firing the crossbow from the open?

Request ✔️Basic arrows will be changed from 100% puncture to 66% puncture, 33% slash. Any chance we could consider 80/20 or even 70/30 on this? Or... Crossbows fired from the open get a +5% to puncture? Spitballing a little here but why not?

Question: ✔️Sighting will now grant 0.5 CER per 1 CER over the AIM cap to incentivize sighting. Does this grant... 1) additional sighting over the cap? 2) Crit weighting? 3) Damage weighting? Yay if 1) or 2) Meh if 3). :-)


-- Robert

>> A halfling magistrate picks up a small rock and throws it at a half-elven bandit in a valiant effort to subdue him.
Reply
Re: Archery Update Design: Sneak Peak 04/15/2020 07:59 PM CDT
> I don't see the part of this proposal that reduces the time to Evil Eye and skin a blood eagle, or up the spawn-rate of feathered birds. Feathers might sold off the shelf at a CHEAP price to make me happier. Perhaps some in the backrooms of Fletching Shops to each area.

Fletchings, tips, and wood that have flaring properties will now grant 12 charges of flares per material. In the case of fletchings, this means that a single skin will effectively yield 48 total charges.
Reply
Re: Archery Update Design: Sneak Peak 04/15/2020 08:03 PM CDT
> As a side note, I appear to have edit rights to this document. Not sure that is intended - maybe I can't save - I didn't try.

Should just be the ability to comment.

> Queston: Is there a limit to how many charges of flares can be added to a bundle at one time?

The integer cap (a lot).

> Crossbows receive a flat 5% bonus to remaining hidden while sniping. What about allowing the +5% aim bonus if firing the crossbow from the open?

Aim % is particularly strong. At a certain point it's almost a point for point gain in killing efficiency. 5% for free was just too strong with the other bonuses crossbows now have.

> Basic arrows will be changed from 100% puncture to 66% puncture, 33% slash.

No can do buckaroo.

> Sighting will now grant 0.5 CER per 1 CER over the AIM cap to incentivize sighting.

If you're at the AIM cap then every 1 CER of sighting will grant you 0.5 CER. If you're below it, the your sighting is used until you hit cap. At cap, 0.5 CER per 1 CER applies less the amount of sighting it took you to reach cap.
Reply
Re: Archery Update Design: Sneak Peak 04/15/2020 10:55 PM CDT
> If you're at the AIM cap then every 1 CER of sighting will grant you 0.5 CER. If you're below it, the your sighting is used until you hit cap. At cap, 0.5 CER per 1 CER applies less the amount of sighting it took you to reach cap.

Each CER of sighting over the AIM cap with grant you 0.5 CER of what? Crit weighting?

Thanks!
Illithek
Reply
Re: Archery Update Design: Sneak Peak 04/15/2020 11:01 PM CDT
> Each CER of sighting over the AIM cap with grant you 0.5 CER of what? Crit weighting?

Crit weighting, yes.
Reply
Re: Archery Update Design: Sneak Peak 04/15/2020 11:03 PM CDT
oh! I like that! :D
Reply
Re: Archery Update Design: Sneak Peak 04/16/2020 05:08 PM CDT
Toward the end of the document is written, in bold red font: "Anything of value that is being lost due to the changes will be updated with new benefits to offset it." If you have an item and are concerned it will lose value, then let's discuss what it's losing and what it might gain. It sounds like there was a bug with the permanent fletching razors flaring more than intended, and that "something will be done to the old razors to bring them up in value." To be determined, I think, but I'm sure suggestions will be considered.
Reply
Re: Archery Update Design: Sneak Peak 04/18/2020 11:29 AM CDT
>As a side note, I appear to have edit rights to this document. Not sure that is intended - maybe I can't save - I didn't try.

Yeah we had also noticed this. I recommended Sarah to only make comments, and to post her objections here. Of course I also did myself, from another perspective.

Having re-read the updates, as well as these friendly summaries from astute players has helped a lot.

We also definitely appreciate the work of GM-Naijin as for the interest in archery and fixing some old problems. We just wanted to be sure that a lot of new problems don't surface and that the solution is really for the benefit of all players. It seems to me the work is going in a good direction.
Reply
Re: Archery Update Design: Sneak Peak 04/20/2020 03:27 AM CDT
I understand that the ammo may still be a work in progress, but am I understanding this correctly?

1. Blunt (I assume "U" is for undetermined, but some sort of crush/impact?) is for skeletons/golems/whathaveyou, lower levels who can't hit eyes, and rangers who want to single in perception; it will see a lot of main ammo and situational ammo use over broadhead for these three reasons.
2. Crescent appears to be for slash weighting over pierce -- I don't know whether/how many things are weak to slash relative to puncture, but it's nice to have the option, I guess.
3. Bodkin looks completely lackluster. Maaaaybe if you reserve your master fletching charges on a separate bodkin quiver for dealing with plate and chain, they will almost make sense, but I doubt anyone will bother relative to just powering through with broadhead instead, or just using a completely different approach like spike thorn or earthen fury. I don't really know what to suggest here.

If bodkin flared more often, it might see some play vs plate, but there wouldn't be much of a reason not to use it vs lower AG's.
If the AvD stacked through subsequent attacks to the same bodypart, we're still talking wizard & bard exclusive use.
If the weighting was heavier pierce:slash than broadhead, it would make sense, but that's the precise situation you're looking for ranged to move away from, and again, wouldn't be much of a reason not to use it vs lower AG's.
Even if you doubled the penalties and benefits relative to broadhead out of the gate, I'm not sure I would bother catering my ammo rather than powering through with what I already had, blunt or broad...
Maaaaybe there will be people out there who reserve a bodkin quiver with master fletching charges purely for more durable targets?
Reply
Re: Archery Update Design: Sneak Peak 04/20/2020 06:26 PM CDT
I want to echo this sentiment. Archer Empath is already far from overpowered, and there doesn't seem to be much rationale for 1109 adding to melee but not ranged. If 1109 could be used to offset some of the nerfs to archers, it will go a long way to ensuring that ranged remains a viable option for Empaths in addition to pure and THW.
Reply
Re: Archery Update Design: Sneak Peak 04/21/2020 02:13 AM CDT
I apologize if this has been asked but in the document it states...

✔️Rogues and Rangers will receive phantom ranks at a rate of 0.5 ranks per 1 rank of MoC trained. For rogues, this applies to crossbows and hurling weapons. For rangers, this applies to bows and crossbows.


Phantom ranks in what though? And does whatever gets a bonus have some sort of hard cap?

Tals player.
Reply
Re: Archery Update Design: Sneak Peak 04/21/2020 12:31 PM CDT
> 1. Blunt (I assume "U" is for undetermined, but some sort of crush/impact?) is for skeletons/golems/whathaveyou, lower levels who can't hit eyes, and rangers who want to single in perception; it will see a lot of main ammo and situational ammo use over broadhead for these three reasons.

The U is for unbalance. Useful for a disabler that isn't reliant upon using a spell.

> 2. Crescent appears to be for slash weighting over pierce -- I don't know whether/how many things are weak to slash relative to puncture, but it's nice to have the option, I guess.

It's more that some things are puncture resistant and nearly impossible to kill with puncture damage alone.

> 3. Bodkin looks completely lackluster

These are specifically for high armor and in many cases will bump your crit rank up by 1 and allow you to get the kill. They're for specific uses, yes, but so is all ammo. That's the point of the design.
Reply
Re: Archery Update Design: Sneak Peak 04/21/2020 12:32 PM CDT
> Archer Empath is already far from overpowered

Empaths have the highest pure AS in the game which is plenty high to hunt with. 1117 also affects multiple targets and works with eye shots meaning you can kill many enemies in a single shot.
Reply
Re: Archery Update Design: Sneak Peak 04/21/2020 12:33 PM CDT
> Phantom ranks in what though? And does whatever gets a bonus have some sort of hard cap?

In MoC for the purposes of multiple attacks. The hard cap is half the hard cap of their MoC training.
Reply
Re: Archery Update Design: Sneak Peak 04/21/2020 01:55 PM CDT
"1117 also affects multiple targets and works with eye shots meaning you can kill many enemies in a single shot." -- Naijin

Okay, now that's just wrong. :(
Reply
Re: Archery Update Design: Sneak Peak 04/21/2020 02:05 PM CDT
(To clarify: not that the facts of the situation are incorrect. "Wrong" in that the capability is possible, existentially. :)
Reply
Re: Archery Update Design: Sneak Peak 04/21/2020 04:26 PM CDT
> It's more that some things are puncture resistant and nearly impossible to kill with puncture damage alone.

Ah, ok. I assumed blunt was meant to close that gap. Crescent works too.

> The U is for unbalance. Useful for a disabler that isn't reliant upon using a spell.

While I like the design strategy of tonis bolt for all as a 1-2 combo, and think this is way more effective than bodkin for taking out plate by buying you extra crit ranks, was aiming for legs not already getting the job done?

Options are good, I guess. I'm sure someone will find it useful.

> These are specifically for high armor and in many cases will bump your crit rank up by 1 and allow you to get the kill.

Not in my modelling. Endrolls 100-400, it buys maybe half a crit rank vs plate, maybe not, depending on ASG. Conversely, it wasn't bad enough vs lighter targets to avoid using, especially if you had the AS vs plate for a crit kill to begin with. But I guess I'm not looking at it from the perspective of sniping.
Reply
Re: Archery Update Design: Sneak Peak 04/21/2020 07:09 PM CDT
> Options are good, I guess. I'm sure someone will find it useful.

Unbalance also open up the potential to use MSTRIKE on a fairly forgiving disable table. You can't MSTRIKE while aiming at the legs.
Reply
Re: Archery Update Design: Sneak Peak 04/22/2020 04:23 AM CDT
> Unbalance also open up the potential to use MSTRIKE on a fairly forgiving disable table. You can't MSTRIKE while aiming at the legs.

Actually, that's brilliant. I see you've thought about this more than your average uninformed player trying to make suggestions. :sheepishgrin:
Reply
Re: Archery Update Design: Sneak Peak 04/23/2020 03:22 PM CDT
First and foremost, thank you to GM Naijin for the effort he (and the rest of the staff!) have put into archery updates. I've greatly enjoyed testing things on the test server thus far.

Now for some feedback:

CMAN Dislodge: what a fun maneuver, thematically. In practice, however, it's rather weak and consumes far too much stamina for what it does.


You rush toward a halfling marauder with an open hand, attempting to dislodge a wood-weapon bolt from his abdomen!
[Roll result: 174 (open d100: 67) Penalties: 5]
You manage to dislodge the bolt, doing some damage to the halfling marauder in the process!
... 5 points of damage!
Awkward slash to the halfling marauder's stomach!
Everyone needs another belly button.
Roundtime: 3 sec.


I did it a bunch of times and the results were not particularly great. I was expecting a higher likelihood of death criticals; I didn't get a single one. It's also not particularly good for a crossbow user - the bolt winds up in your other hand which then prevents firing the crossbow. If that's by design, so be it, but I'd be sad to not be able to really make use of the maneuver.


MSTRIKE FIRE: nailed it. Seriously, what a great, great update this is. I can absolutely wreck with a focused mstrike which is just ridiculously fun. High fives all around!

Ammo management: also nailed it. This is a billion times better and highly enjoyable.

Crossbow changes: I love the 4 second RT for FIRE, which includes all the cocking/loading. This is really great and totally makes crossbows amazing. Just implement rogue bonding for them and you're cooking with gas.

Ranged DS: There's a nasty bug here where you lose ranged DS if the weapon is in the right hand.


You sling an ethereal kut'zikokra off from over your shoulder.
>swap
You swap your ethereal kut'zikokra from your left to your right hand.
>
Dayzed swings a closed fist at you!
AS: +164 vs DS: +403 with AvD: -5 + d100 roll: +70 = -174
A clean miss.
>swap
You swap your ethereal kut'zikokra from your right to your left hand.
>
Dayzed swings a closed fist at you!
AS: +164 vs DS: +448 with AvD: -5 + d100 roll: +16 = -273
A clean miss.


As bows are fireable in both hands, this shouldn't be happening. It's also exacerbated by the fact that my ethereal crossbow always gets instantiated in my right hand.

Ethereal crossbow script flare: Not currently functional on the test server, so I can't test this just yet.

New ammo types: I love these. Very creative and fun. Just need a compartmentalized quiver to keep everything organized.

READY AMMO: I don't know how I'm gonna easily manage all these great ammo options now. This is a great problem to have.
Reply
Re: Archery Update Design: Sneak Peak 04/23/2020 10:21 PM CDT
I love the archery changes as well! Thanks Naijin!

A couple of things.

Is the intent of the fletch verb to change a bundle description in the same way that it was before?

For example, using daggerbeak fletchings previously would give my bolts "a dull black fletching"

When I used a bundle of daggerbeak fletchings and "fletch fletch" on my bundle, I ended up with:"a daggerbeak banded faewood bolt"

It I use "fletch paint" I ended up with "a daggerbeak and shadow grey banded faewood bolt"

In prime currently using these I end up with "a shadow grey faewood bolt fletched with dull black feathers"

Thanks!
Illithek
Reply
Re: Archery Update Design: Sneak Peak 04/23/2020 10:48 PM CDT
To add a couple more nice to haves.

The mechanical crossbow has unique messaging when cocked.

"You draw back on the bowstring of your heavy arbalest causing its mithril gears to whirl, lifting a daggerbeak and shadow grey banded faewood bolt from the interior and snapping it into place."

If you fire the mech crossbow now without cocking you get this messaging:
"You cock and load your heavy arbalest with a daggerbeak and shadow grey banded faewood bolt.
You aim down the crimson crystal sights and squeeze the trigger of your heavy arbalest, the mithril gears snapping into action!"

So you get the unique part of the fire action, but not from the cocking action. Also at that point the crossbow was already loaded with 5 bolts.

Also the mstrike on the mech crossbow is sweet!

Thanks!
Illithek
Reply
Re: Archery Update Design: Sneak Peak 04/24/2020 05:42 PM CDT
One other bit of feedback:


CMAN TRUESTRIKE is not very attractive in it's current implementation.

It consumes stamina, takes a nontrivial amount of CMAN points to acquire, and... doesn't allow you to aim your attack?

Not sure any archer would bother with this as-is.
Reply
Re: Archery Update Design: Sneak Peak 04/24/2020 06:09 PM CDT
Now that I know how the mechanical crossbow functions with the changes, I think the messaging is fine on the normal fire mode, since you aren't using any of the bolts you have loaded.

I think it would be awesome to have the "You draw back on the bowstring of your heavy arbalest causing its mithril gears to whirl, lifting a daggerbeak and shadow grey banded faewood bolt from the interior and snapping it into place." type messaging during the "spin" mstrike, or something else to show the auto loading.

Maybe something shorter like "Your heavy arbalest's mithril gears begin to whirl, lifting a daggerbeak and shadow grey banded faewood bolt from the interior and snapping it into place."

Illithek
Reply
Re: Archery Update Design: Sneak Peak 04/28/2020 07:48 PM CDT
I feel the changes to mechanical crossbows are very lackluster. As they stand they are extremely useful throughout a hunt for my halfling heavy crossbow user. The 2 sec consistent cocking is lifesaving over 6-7 seconds for other heavy crossbows or even the 3-4 seconds for a light crossbow. I wouldn't even dream of using a regular heavy crossbow with that RT. Being able to multi-fire is awesome...once every 30 minutes is meh, a cheap gimmick. Can this cooldown be dropped significantly?

The nerfbat is hitting these crossbows hard.
Reply
Re: Archery Update Design: Sneak Peak 04/28/2020 08:08 PM CDT
> The nerfbat is hitting these crossbows hard.

They're 10k BS for a fully unlocked 6x version. A good chunk of that cost is coming directly from the enchant. The new SPIN feature is a solid, thematic, and useful ability for the crossbows and I think they're actually gaining quite a bit.
Reply
Re: Archery Update Design: Sneak Peak 04/28/2020 10:07 PM CDT
What's the new SPIN feature? I didn't see anything in the document.
Reply
Re: Archery Update Design: Sneak Peak 04/29/2020 05:08 AM CDT
The mechanical crossbows are still getting a better treatment than my poor windlass crossbow, they are gaining something. whereas, windlasses used to be second only to elemental crossbows in speed and will now be effectively identical to Tykel's run of the mill crossbows. Their one remaining advantage is not forcing stance on the verb not meant for combat, and well that doesn't seem like much of an advantage. :(


Sweet is the sound of the pouring rain,
And the stream that falls from the hill to plain.
Better than rain or rippling brook,
Is a mug of beer inside this Took.
Reply