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Runis
- Eagle Knight
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- Posts: 791
- Joined: Feb 17, 2007 01:00
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by Runis » Feb 13, 2010 02:55
Eclipsed wrote:But it all depends, most would prob just want volley to disappear, taking away another tool for archery.
Another block of text by eclipsed. If volley is wrongly implementated, it should be fixed. Simple as that
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Musikus
- Phoenix Knight
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- Posts: 1753
- Joined: Jul 22, 2007 00:00
- Location: Achau (bei Wien)
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by Musikus » Feb 13, 2010 03:02
Blue wrote:Best thing will be to provide a Volley implementation by myself. Volley shots should be normal shots at higher rate which dont hit 100% if a target is in groundtarget area. I don't like the current implementation at all.
the fat marked sentence is just nonsens...the actual implementation of volley has NOT a 100% hit chance. ask camulos he can comfirm that.
also the chance to block volley is VERY high.
i habe 45 bow+17 and against a solo shield char i have about 60% blocking against me.
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Silverleaf
- Myrmidon
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- Posts: 173
- Joined: Mar 25, 2009 01:00
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by Silverleaf » Feb 13, 2010 03:17
Runis wrote:Eclipsed wrote:But it all depends, most would prob just want volley to disappear, taking away another tool for archery.
Another block of text by eclipsed. If volley is wrongly implementated, it should be fixed. Simple as that
So should all the other issues archer have to deal with here but hey... people are crying like babies so we gotta do something right?
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Silverleaf
- Myrmidon
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- Posts: 173
- Joined: Mar 25, 2009 01:00
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by Silverleaf » Feb 13, 2010 03:20
Uthgard volley does not have 100% hit chances but many will tell you it does if only you will listen...
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Glacius
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by Glacius » Feb 13, 2010 03:21
Eclipsed wrote:The main issue people are crying about is the solo capablities of uthgards volley. While volley's use vs a grp is useless, since if there is 4 enemys in the GT, youl prob hit each one once or twice and a healer will fix that with spread heals, which makes the current volley useless for defending, which was its origenal intent. And of what ive seen some way on live , that it was deadly vs grps when they sieged. They would all go running, while i dont see how that is possible with are volley. Best you can do with volley during a siege is focus the volley on a single target , and if other get hit, they will heal in time and your volley will do nothing. So after what i read on some things about volley, here is an idea to keep volley useful, well at least for keep defense / vs grps. This is just an idea, based on on somethings i read and what would make volley still useful after the solo volley nerf.
First make the base miss rate for volley 100% with no enemys in GT, then 25-30% chance to hit for each enemy in the GT range. Meaning 1 = 25-30%, 2 = 50-60%, 3 = 75-90% and 4 or more = 90-90% capped. Basic defense still play a role like blocking. Now such a system will really suck with firing 1 arrow at a time, because firing at a grp with one arrow at a time, would mean nothing because most grps of 3-4 normaly have some kinda healer. So each " turn " where before it was 1 arrow, it should be like 4-5 arrows per turn. So with volley 1 would fire like 4 arrow, 4 arrows, 4 arrows = 12 total. Now that would sound OP but vs a solo enemy each arrow only has a chance to hit of like 25-30% which non may even hit, if the enemy even stays in the GT. If there is two enemys it would make the arrows have a 50-60% chance to hit, which even then only a few till hit and that is between the two of them and if both stay in GT range, and vs 3 enemys it would have 75-90% and would start hitting better, but blocking still counts and if they scater, you cant fallow your GT on all 3 of them and keep that higher hit chance, making it only useful on none moving enemys. Higher lvls of volley will increase the number of fire turns as it does alrdy. So with volley 4 = 6 turn , and 4-5 arrows per turn = 24 or 30 arrows into a grp. That being used on a grp during a raid would give them a reason to scater and making a healer use up much more mana, then how the current volley works. The system would work like this PER turn, which the turns are like with volley 1 has 3 turns, volley 2 = 4 turns, volley 3 = 5 turns volley 4 = 6 turns.
Ranger with Volley 1 = 3 fire turns , 4 arrows per turn fired
3 enemys are standing still, ranger finds a safe place and readys volley under them, he presses fire ( Volley checks and see 3 enemy = 75-90% chance to hit with each arrow on first fire turn of 4 arrows, arrows are fired into the air each of the 4 arrows are determined by the 25-10% miss chance , then block checks are done for each shot ) Of the 4 arrows fired into the air, 1 of 4 miss , alb1 gets hit twice, alb3 get hit once. Ranger waits 1s to fire next volley turn ( Volley checks and see 3 enemy = 75-90% chance to hit with each arrow on first fire turn of 4 arrows, arrows are fired into the air each of the 4 arrows are determined by the 25-10% miss chance , then block checks are done for each shot ) Of the 4 fired into the air none miss, alb1 blocks an arrow, alb2 gets hit, alb3 gets hit twice. Ranger waits 1s to fire last volley turn into the air while he watches the 3 albs scatter, alb 1 and 2 go the same way, while the other stands still. ( Volley checks and see 1 enemy in GT radius = 25-30% chance to hit, which is a 75-70% miss chance ) Of the 4 arrows fired into the air 3 of 4 miss and the 4th arrow is blocked by the one alb in the GT.
Just a situation and how it would work. Maybe instead of having each volley level being number of turns, maybe all volley has the same number of turns like 4-5 turns and volley 1 = 3 arrows fired per turn, volley 2 = 4 arrows per turn and so on. What ever would work. But remember because the only real chance to hit something is vs a grp, it would make volley only useful in non solo situations.
But it all depends, most would prob just want volley to disappear, taking away another tool for archery.
I dont even know why u bother with block check.. and so on:) its about hit/ not hit. Musikus wrote:Blue wrote:Best thing will be to provide a Volley implementation by myself. Volley shots should be normal shots at higher rate which dont hit 100% if a target is in groundtarget area. I don't like the current implementation at all.
the fat marked sentence is just nonsens...the actual implementation of volley has NOT a 100% hit chance. ask camulos he can comfirm that. also the chance to block volley is VERY high. i habe 45 bow+17 and against a solo shield char i have about 60% blocking against me.
Musikus , Volley shots hit all 100% now , the fact that you can block an arrow doesnt matter, u dont count it as a miss . You shouldnt hit a shield class with your bow in the 1st place, thats why they got shield..to block!  What Blue said its correct.
Last edited by Glacius on Feb 13, 2010 03:27, edited 1 time in total.
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Glacius
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by Glacius » Feb 13, 2010 03:29
Silverleaf wrote:Uthgard volley does not have 100% hit chances but many will tell you it does if only you will listen...
It doesnt ha? i died to 5 shots..i gues he would have maked the 6th
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Eclipsed
- Alerion Knight
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- Posts: 1870
- Joined: Apr 27, 2007 00:00
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by Eclipsed » Feb 13, 2010 03:45
Volleying at a minstrel in DF, First arrow missed, second hit, third hit a randomly moving grey that entered the radius. Yes it does have a chance to miss. But currently volley has the same miss rate as normal shot or any other melee / range skill has.
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Eclipsed
- Alerion Knight
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- Posts: 1870
- Joined: Apr 27, 2007 00:00
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by Eclipsed » Feb 13, 2010 03:51
If anyone disagrees with how volley works, Then give your suggestion on how it should work and be specific on how it should work, like miss rates and all. Lets see how badly you want to see it nerfed and how many of you even understand volley. At least i gave some kinda idea to change it and keep it useful and solving the soloing with it issue. If you know it doesnt work this way on live, then tell us exactly how it should work. Not this, o with shouldnt hit a single target, well why . Whats the miss rate, why should it work a way you think it should. Those who dont know how to contribute a solution shouldnt be crying.
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Silverleaf
- Myrmidon
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- Posts: 173
- Joined: Mar 25, 2009 01:00
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by Silverleaf » Feb 13, 2010 04:01
Glacius wrote:Musikus , Volley shots hit all 100% now , the fact that you can block an arrow doesnt matter, u dont count it as a miss . You shouldnt hit a shield class with your bow in the 1st place, thats why they got shield..to block!  What Blue said its correct.
No it does not. And what if that tank with a shield get shot from behind or from the side or even from the front when he is not looking or otherwise engaged? His mighty shield should block all that then huh?
Saying that archer should never hit a person with a shield should clarify to everyone just what level you are thinking on here.
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Silverleaf
- Myrmidon
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by Silverleaf » Feb 13, 2010 04:08
Well when you get all 6 shots hitting perfect every time for 1000+ volley's on film give me a ring.
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Eclipsed
- Alerion Knight
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- Posts: 1870
- Joined: Apr 27, 2007 00:00
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by Eclipsed » Feb 13, 2010 04:26
[03:27:04] You are no longer hidden! [03:27:04] Your are no longer camouflaged. [03:27:04] You prepare to unleash a volley of arrows! [03:27:04] You prepare to fire. (3s to fire) [03:27:07] You are ready to fire! [03:27:08] Your shot arcs into the sky! [03:27:08] You prepare to unleash a volley of arrows! [03:27:08] You prepare to fire. (1s to fire) [03:27:08] Cognato blocks your attack! <============= ( Shot 1 ) [03:27:08] Your shot sails clear of all targets! [03:27:08] You are not ready to shot the arcs in the sky. [03:27:08] You are not ready to shot the arcs in the sky. [03:27:08] You are not ready to shot the arcs in the sky. [03:27:08] You are not ready to shot the arcs in the sky. [03:27:09] You are not ready to shot the arcs in the sky. [03:27:09] You are ready to fire! [03:27:09] Your shot arcs into the sky! [03:27:09] You prepare to unleash a volley of arrows! [03:27:09] You prepare to fire. (1s to fire) [03:27:09] You are not ready to shot the arcs in the sky. [03:27:09] Cognato blocks your attack! <============= ( Shot 2 ) [03:27:09] Your shot sails clear of all targets! [03:27:09] You are not ready to shot the arcs in the sky. [03:27:09] You are not ready to shot the arcs in the sky. [03:27:09] You are not ready to shot the arcs in the sky. [03:27:10] You are not ready to shot the arcs in the sky. [03:27:10] You are not ready to shot the arcs in the sky. [03:27:10] You are ready to fire! [03:27:10] Your shot arcs into the sky! [03:27:10] You prepare to unleash a volley of arrows! [03:27:10] You prepare to fire. (1s to fire) [03:27:10] You are not ready to shot the arcs in the sky. [03:27:10] You miss! <================== ( Shot 3 ) [03:27:10] Your shot sails clear of all targets! [03:27:10] You are not ready to shot the arcs in the sky. [03:27:10] You are not ready to shot the arcs in the sky. [03:27:11] You are not ready to shot the arcs in the sky. [03:27:11] You are not ready to shot the arcs in the sky. [03:27:11] You are ready to fire! [03:27:11] Your shot arcs into the sky! [03:27:11] All arrows fired. [03:27:11] You prepare your shot (3.5s to fire, target is in range) [03:27:11] You shot Cognato with your bright duskwood Heavy Recurve Bow and hit for 159 (-34) damage! <=========== ( Shot 4 ) End Volley [03:27:11] You hit Cognato for 24 extra damage! [03:27:11] You can't see your target! [03:27:11] You can't see your target! [03:27:12] You can't see your target!
I volleyed this enemy while i was up top AMG wall, he was on the outside sitting down. He didnt know i was there. He blocked 2, i missed one, and hit once. Wow and you guys say it never misses or blocking has no effect on this, bull.
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Musikus
- Phoenix Knight
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- Posts: 1753
- Joined: Jul 22, 2007 00:00
- Location: Achau (bei Wien)
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by Musikus » Feb 13, 2010 04:32
well eclipse..you know i do not agree often with you..
but in this point we go confirm..
all people who say volley never miss simply has no clue what they talk about.
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Blue
- Developer

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- Joined: Apr 22, 2005 00:00
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by Blue » Feb 13, 2010 05:28
Musikus wrote:Blue wrote:Best thing will be to provide a Volley implementation by myself. Volley shots should be normal shots at higher rate which dont hit 100% if a target is in groundtarget area. I don't like the current implementation at all.
the fat marked sentence is just nonsens...the actual implementation of volley has NOT a 100% hit chance. ask camulos he can comfirm that. also the chance to block volley is VERY high.
You misunderstood me and others completely. I meant that the chance that a player in the GT area is attacked should never be 100%. I know that volley shots can be missed or blocked. Somebody tested that before.
The point is that a volley shot should hit a certain point in the area and if there are no players at that point the shot should not *attack* anybody. Currently its enough that a player is in the volley area to get attacked *everytime* if that player is the only one there.
To make it even more clear, if you see a chat message that you missed player XY, that player was selected to be the target for the shot. If that player is the only one in the area, that player will be selected as target over and over with 100% chance in the current implementation. My proposal is that single players in the area dont get selected as target 100% of the time. Moreover the area should be divided in sections.
If a player has no block available then the only thing he gets to prevent to be hit is 15% miss chance. And really 6 attacks with 15% miss chance is nearly a hit on every shot. Take a caster as possible target and you understand that you nearly land all shots on him.
It's done when it's done. Thanks for your patience. Every bug gets fixed. Sooner or later.
"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."
Blue says, "you used macro tools or macro keyboard" Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand" [Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????" BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."
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Eclipsed
- Alerion Knight
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- Posts: 1870
- Joined: Apr 27, 2007 00:00
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by Eclipsed » Feb 13, 2010 06:30
Im not sure how your going to make volley work so advanced, with arrows hitting sections and stuff when you consider in lag and stuff like that. What if two players are very close to gether, do they both get hit then or just one if that spot is selected. I mean if its cut into like 16 sections, you have a 1/16 chance to hit a single enemy = 6.25% chance to hit that player. If there is 2 = 12.2%, 3 = 18.7%, 10 in the GT range = 62% chance to hit one of them. That would be insanely useless to use volley then.
I think the only way to do is like i discribed, adding a to hit bonus of like 25% or what ever for each enemy in GT radius. But only with my idea of how volley would work. If you greatly reduce volleys chance to hit, even with 50 bow spec and 6 arrow volley, vs a few enemys its useless and vs a full grp or what ever at a keep is still useless. Spreadheals will just heal in 1 or 2 casts, no reason to scater, making volley useless.
If your going to redesign it, consider its actual use of it and if it will be effective or not. If its going to be made to not be useful at all, just disable it and move on to other archer bugs.
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Seyha
- Phoenix Knight
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- Posts: 1726
- Joined: Apr 25, 2009 00:00
- Location: Schadenfreude City, USA
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by Seyha » Feb 13, 2010 06:49
Eclipsed wrote:Im not sure how your going to make volley work so advanced, with arrows hitting sections and stuff when you consider in lag and stuff like that. What if two players are very close to gether, do they both get hit then or just one if that spot is selected. I mean if its cut into like 16 sections, you have a 1/16 chance to hit a single enemy = 6.25% chance to hit that player. If there is 2 = 12.2%, 3 = 18.7%, 10 in the GT range = 62% chance to hit one of them. That would be insanely useless to use volley then.
I think the only way to do is like i discribed, adding a to hit bonus of like 25% or what ever for each enemy in GT radius. But only with my idea of how volley would work. If you greatly reduce volleys chance to hit, even with 50 bow spec and 6 arrow volley, vs a few enemys its useless and vs a full grp or what ever at a keep is still useless. Spreadheals will just heal in 1 or 2 casts, no reason to scater, making volley useless.
If your going to redesign it, consider its actual use of it and if it will be effective or not. If its going to be made to not be useful at all, just disable it and move on to other archer bugs.
My guess is that Blue will implement a formula so that each volley shot only has [x]% chance of targeting a player in the AoE for a hit. So, for example, if the chance was only 50%, and there is only one player in the AoE, then on average half your volley shots will hit nothing.
Again, I'd like to point out to all my Midgard friends that this volley nerf will harm Hunters and Scouts a lot more than it harms Rangers.
So, yeah, thanks. Thanks a bunch.
Luzifa: freak Luzifa: delete your freak Luzifa: seyha why you always coward? Luzifa: running valkyn freak
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