[suggestion] volley

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Healowner
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Postby Healowner » Feb 12, 2010 17:58

Considering all the debates going on atm, about how volley isn't live-like, would it be possible to have it redone according to the research of (lets say) two players?

One of them could be a ranger and the other a neutral player. That way the staff can filter/compare sources and decide based on the specific information and evidence provided by these two. :)

I feel this needs to be done because it affects the solo action quite a lot, in a way that visible players have next to no chance against an archer that's good with GT.
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Blue
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Postby Blue » Feb 12, 2010 18:35

Zippity already collected infomations but still there are unknowns.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

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Seyha
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Postby Seyha » Feb 12, 2010 18:45

Suggestion, declared custom change:

Increase the delay between volley shots from 1 second to 1.5 seconds.
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Amadeth
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Postby Amadeth » Feb 12, 2010 18:46

Seyha, why nerf yourself? :(
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Blue
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Postby Blue » Feb 12, 2010 18:48

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.
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 ..."

Nymeros
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Postby Nymeros » Feb 12, 2010 18:50

You're not the only one. ^^

P.S. lol Blue you play a Theurgist? :D

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Seyha
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Postby Seyha » Feb 12, 2010 18:55

Amadeth wrote:Seyha, why nerf yourself? :(


I don't like volley. It doesn't feel like classic daoc archery. It is OP against solo, low defense targets. I defend it because it's the only reason to spec high bow on Uthgard.

I have another idea for balancing archery on Uthgard, but it would require a more drastic custom change. This would be simple to implement without nerfing volley into uselessness.
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Seyha
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Postby Seyha » Feb 12, 2010 19:06

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.


So it would be the same as it is now but with a chance to randomly miss the target in your GT?
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Heli
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Postby Heli » Feb 12, 2010 21:46

Maybe better build the real volley and fix crit shot damage? :P Think that would help and everybody would be ok with it.
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Cespx
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Postby Cespx » Feb 12, 2010 21:53

Heli wrote:Maybe better build the real volley and fix crit shot damage? :P Think that would help and everybody would be ok with it.


I would say fix bow dmg in general.

I also wonder why 10 ppl whining can make GMs "fix" volley but 5 rangers/scouts/hunters arent enough to at least let them check why bow dmg is so low on Uthgard.

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Postby Zarkor » Feb 12, 2010 23:00

Or what about fixing the RA system in its whole?

We all know what we have now is rather ridiculous in it's whole.

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Force
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Postby Force » Feb 12, 2010 23:31

Didn't a player test and determine that all 2H dmg was a bit low on uthgard?


Bow is unstyled 2H dmg so that might be the cause?

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Postby nixian » Feb 12, 2010 23:35

Force wrote:Didn't a player test and determine that all 2H dmg was a bit low on uthgard?


Bow is unstyled 2H dmg so that might be the cause?



zippity found an abnormality in all dmg on uth being about 10% off compared to live

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Postby Glacius » Feb 13, 2010 01:52

nixian wrote:
Force wrote:Didn't a player test and determine that all 2H dmg was a bit low on uthgard?


Bow is unstyled 2H dmg so that might be the cause?



zippity found an abnormality in all dmg on uth being about 10% off compared to live


No . Warior tests compared with live showed same dmg . Other dmg table clases next to come.

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Eclipsed
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Postby Eclipsed » Feb 13, 2010 02:49

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.
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