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You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Why ranged weapons need a minimum distance
ArchivedUser
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A minimum distance for ranged attacks, especially for the ranger are important.
It will promote smart gameplay at the same time as increasing immersion. Also, since rangers usually have high damage, this will serve as a form of balancing. This will also promote more decision making and positioning which is more fun for a player playing the ranger and more fun to play against.
With this said, this does not mean the ranger should be useless during a close meele fight. Abilities designed to help the ranger in meele ranged should be avaible. An example of this could be some kind of vault or tumble.
By not having a minimum distance some balancing and gameplay issues appear. For example a leather armored dude staying still in meele fight vs a large barbarian bashing him with simply sounds stupid. Also, this will ultimatly lead to rangers simply fighting in meele which is completly counter intuitive.
It will promote smart gameplay at the same time as increasing immersion. Also, since rangers usually have high damage, this will serve as a form of balancing. This will also promote more decision making and positioning which is more fun for a player playing the ranger and more fun to play against.
With this said, this does not mean the ranger should be useless during a close meele fight. Abilities designed to help the ranger in meele ranged should be avaible. An example of this could be some kind of vault or tumble.
By not having a minimum distance some balancing and gameplay issues appear. For example a leather armored dude staying still in meele fight vs a large barbarian bashing him with simply sounds stupid. Also, this will ultimatly lead to rangers simply fighting in meele which is completly counter intuitive.
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A warrior can charge combined with a teleport or some movement augment they are instantly in your face. You have lost your main dps against someone who excels in what they are doing. You lose. If this does happen i'll happily create a warrior/mage instead of a mage/ haven't decided, probably warrior.
There should be a damage curve for all classes imo.
Melee's damage should fall off the further out they go and they should be given the option to take ranged abilities to make up for some of that.
Ranged focused characters should fall off the closer they are and they should be given options to take melee abilities to make up for some of that.
Some classes should be balanced both ways, but not have the ability to reach the same level of DPS since their 'curve' would be flat. They should have the option for some abilities to help them focus a bit more on either.
Any way, this thread has been mulled over at least 4 times now including this one and a "one size fits all" answer has yet to be given.
Good luck @Marzzo1337
It opens-up new doorways of possibilities that would not be considered " the norm " in other MMORPGs.
You say , " it'll break immersion " ? Well, thats quite the Contradiction. But possibly a balance of the two ideals. You must remember that these Stages that we about to enter are (one of) the most Critical in alot of ways ... and i wouldn't dismiss the other possibilities of what could be - be considerate of other suggestions that (could) assist in making Combat better overall.
If not free-in-use , then AT LEAST one or two abilities that has no Parameter-limit NOR Range-Limit/ Minimum-Distance ... and not isolating/ relegating these potential abilities to solely High-levels either.
Plus ... this idea of ... " No Parameter-limit nor Range-limit " can be considered for the Bard as well; depending on how they construct the Bard ... the Bard can make great use of this concept [ of no Range-Limit/ Distance-Limit] as well
[...]
When i think of Bards i think of a lot sources.
- Casting Hallucinations
- Spells involving Hyms, Verses - similar to " Curses " .
- Spells involving Manipulation , " Periodic Damage " ,
- Possible " Voodoo Magic "
- Musical Instruments
And maybe othersBut also these videos too:
- https://www.youtube.com/watch?v=KLe34Un8OXw
- https://www.youtube.com/watch?v=SsI5B6QQqIk
The Bards can essentially be manipulators so as long as they have (more) freedom - including the Rangers" Parameter-Limit/ Range-Limit/ Distance-Limit " is
But if Intrepid Devs' minds have already decided on the worse-case-scenario ... I'd at least like to be able to play an iteration of the Ranger in which it's Range is not limited for testing
All it needs for a potential baseline of Mechanics are ...
- The Arrow will not stop until it lands on something
- ... There should be a .. " Peak-DMG " for DMG-ouput midway of the Travel-Distance of the Arrow , BUT if it travels for too long ... the DMG-output will decrease, potentially being (noticeably) weaker than it would normally be
- The in-game Wind mechanics should affect the Direction via a Random-Gust of Wind. The only issue with this one is ... I'm fairly confident that it may be a considerable Technical issue for the Server to relay this kind of info back. Plus, it'll make the Mage's Wind-Magic potentially anti to all of the Ranger's Bow-&-Arrow basic-attacks ... that's not imbued with Magic ...
- ( hence: which is why i proposed for the Ranger to have at least one or two abilities with the Freedom of shooting the Arrow this way )
And there a bunch more i can say about the Bard too ... but I'll only ask Intrepid - and anyone else on the Forums - if Intrepid considers not having aParameter-Limit/ Range-Limit/ Distance-Limit for long-range ...
because you say ... it'll " increase immersion " ... but tell me ... why is it that in tab-targetting MMORPGs ... that EVERY basic long-range attack follows its target like a heat-seeking-missile ? And its considered the norm? Something like this should've never been considered the norm - in fact, it should be more of an temporary-ability as opposed to being set to default
because we all know that "this" breaks immersion. It gives preference to long-range via " Kite-&-Spank " , while close-range has to hustle
The archer in real life is deadly because...either the enemy has to approach him and is slowed/blocked by terrain. (or ambush) Or he is with a lot of other archers who use mass fire in a (wait for it) arch so the arrows plummet down at an angle.
If a guy with a sword gets anywhere near a guy with a bow...the guy with the bow will die. He knows it, and will rout long before that happens.
He won't stand there and hope to squeeze off one last shot that may or may not hit, and may or may not stop the guy with the sword from killing him.
So immersion? Hell ya...make that guy with the bow run when the enemy gets too close.
An archer by himself is probably only good as a sniper. Take a shot at an easy target and stay hidden....or run. Not stand there while the wolf is chewing on his leg and shoot down at it. Not run around in a circle pulling arrows out of his butt and shooting at the creature that somehow cant seem to get closer running straight at you.
Or worse...running backwards while shooting forwards. These are artifacts of a computer engine, not real world archery.
In case people want to pull out the 'fantasy' card....lets look at a couple famous moments in Tolkien with archery.
Battle of Helms Deep.....thousands of orcs attack...much mayhem. Legolas with his bow kills less then 20.
Aragorn...a ranger. Not a big user of the bow in the books.
My favourite....what happens when archers meet up with a fighter who can get up to them...Boromir. Dozens of dead orcs with bows. One fighter.
Farimir and his group.. Mostly archers. FIght from ambush using terrain to keep the enemy back. Pull back before they can regroup and charge.
Not much in the way of guys with bows standing in one spot out in the open plinking away at moving targets charging them.
That's why you don't leave a ranger alone on the front lines. you need to have people protecting you and buffing you. rember ashes will not be balanced around 1v1 but as a group, so some classes will beat others easily than others.
...I want to use my best DPS no matter how close or far away I am...
...I want to be able to swiftly get away from any charge...
...I want to be able to pin/slow any melee...
...limiting me in any of these aspects is an unfair advantage to other classes...
There, again, is not a best fit answer as this is preference. Those who don't appreciate or like rangers will want them to be more realistic for obvious reasons (many are valid).
Those that prefer rangers above all other classes will want them to feel as equals no matter how the combat turns and have reasons (many valid) for expecting that.
Classes should have options to give them some ability at their unnatural range (melee for ranged and ranged for melee). Some players will choose those options and others won't. If you will lose a few times because you weren't diverse enough that was a risk you took, and I am sure it will pay off more than it will fail.
In pve they should be relying on their buddies to keep aggro off of them. In solo play, they should be equipped for the possibility of getting in melee (they should always be honestly).
Rangers do not necessarily have to be Ranged combatants all the time. They will get melee abilities and can use melee weapons so they have options. They have every oppurtunity to survive and win against primary melee combatants, they just have to play smarter than their opponent and be prepared by compensating for their weakness or bolstering their strength so much that their weakness no longer matters.
We have to wait and see but i hate seing in your face archery classes and would rather have them have a minimum range.
Legolas is an archer.. He point blank shoots Orcs n Goblins in their eyesockets, then pulls out a dagger n cuts their throat before kebabbing another 3 with a single arrow.