A couple of problems with the new archer ammo/shooters
1/ Most ammos egos do not have a cost. Prices in the chops are completely inncoherents. Great quivers are 2 gp, while weaker ones are 45... So you can make great bargains in the shops (but not with the transmo chest)
2/ I have the impression that shooters that should improve speed do nothing at all. It is difficult to evaluate, but I really have the feeling that a shooter that that should "add +200% to travel speed" do not send ammos 3 times faster (as it should, if I understand properly).
3/ Shooters of power actually do *nothing*.
4/ The description of shooters "of torment" should be clearer. "30% chance to torment the target" is not very explicite, IMHO.
Besides that, the introduction of quivers is GREAT and makes archers much more interesting to play.
Misc problems with ammos and shooters
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- Uruivellas
- Posts: 617
- Joined: Mon Oct 09, 2006 7:47 pm
Re: Misc problems with ammos and shooters
I'd like to chime with similar thoughts. I like the attention archery has gotten with this beta. I've been hoping for more variety in this area for some time and am pleased.
That said, it's all pretty broken.
In addition to the several nonfunctional egos above, the speed of arrows dropping so significantly is kind of ridiculous. Never in many dozens of characters have I had as much trouble in Norgos Lair. Every snake became an exercise in frustration, and most had to be shot point blank after reloading while in melee. Even critters with more predictable pathfinding dodge the sprite distressingly frequently. Having to figure out which points in a straightline path are going to dodge an arrow seems game-y and suboptimal, to say the least. And blinding or confusing opponents turns everyone into snakes that you can also miss at melee range.
Also, I think the rest of the system should probably be re-examined in light of these changes. Quivers and pouches appear to be significantly more rare than bows and slings, which, beyond making little sense, severely hampers the ability to improve damage potential. The balance of the talents has been altered as well, with Volley of Arrows, for example, becoming even more undesirable compared to Scatter Shot than it already was.
Lastly, the reload skill is a bit weird and should explained at bit more or altered. Perhaps just a sustain that reloads during waiting, resting and moving?
Sorry if this comes off as a little rant-y. I reiterate that I approve of trying new things and I understand it's all part of development. Cheers and thanks to Darkgod and the devs!
That said, it's all pretty broken.
In addition to the several nonfunctional egos above, the speed of arrows dropping so significantly is kind of ridiculous. Never in many dozens of characters have I had as much trouble in Norgos Lair. Every snake became an exercise in frustration, and most had to be shot point blank after reloading while in melee. Even critters with more predictable pathfinding dodge the sprite distressingly frequently. Having to figure out which points in a straightline path are going to dodge an arrow seems game-y and suboptimal, to say the least. And blinding or confusing opponents turns everyone into snakes that you can also miss at melee range.
Also, I think the rest of the system should probably be re-examined in light of these changes. Quivers and pouches appear to be significantly more rare than bows and slings, which, beyond making little sense, severely hampers the ability to improve damage potential. The balance of the talents has been altered as well, with Volley of Arrows, for example, becoming even more undesirable compared to Scatter Shot than it already was.
Lastly, the reload skill is a bit weird and should explained at bit more or altered. Perhaps just a sustain that reloads during waiting, resting and moving?
Sorry if this comes off as a little rant-y. I reiterate that I approve of trying new things and I understand it's all part of development. Cheers and thanks to Darkgod and the devs!