Archery June 2017
Posted: Sun Jun 25, 2017 10:24 pm
Missed shot timer
Shot cycle can be missed completely (no shot/animation) by being slightly out of the shot range for a split second. Not sure what causes this, it could be a Heaxy xbow only. Archery range is set to 12 tiles with the exception of the heavy, seems like there is a mis match for heavy as they seem to move through swing states at above 10 tiles.
Rapid Fire Miss Bug
Pretty much anyone who has fired a bow has experienced this and it is how the demo handles archery. If you move before 1 second after firing a shot you will have a 100% miss rate, an arrow/bolt will be consumed, and you will fire again after 1 second of non movement.
Outrun/Invis exploit
Arrow/Bolt shots can be totally negated by moving out of range after the shot is fired.
Arrow/Bolt shots can also be negated by using the invisibility spell or an invis item on the archers target directly after the shot is fired. This works in full range of the bow being used.
Z-Axis
Currently Z-axis diminishes a shot range greatly, I believe Anarcho fixed this already and is going to be in an upcoming patch.
Preparation delay (equipping for the first shot)
It seems that Archery has both the 1 second melee prep delay as well as the regular Archery prep delay of a full shot cycle. Both delays together make the first equipped shot of Archery take longer than the normal full shot cycle delay.
Double preparation timer delay exists, this sometimes makes your first shot take up to 15 seconds to fire. I am not sure how to recreate this but I suppose it has something to do with the "missed shot timer" I mentioned above.
Suggestion - Trying to recreate a brutal Archery bug that existed in era was a bad idea. It is not and has not played out well at all since its inception on UOSA. I suggest that archery be restored to the final pre-T2A functionality state with the addition of T2A patch notes found in March 2000.
A brief history of Archery (chronology)
Pre T2A 1 - Archery worked exactly like melee skills but with a massive range of attack. This meant that you could ride a horse without stopping while shooting, very OP. People complained about it and it was changed.
Pre T2A 2 - Movement restriction added "plant and shoot", prep delay added, damage increased, range increased, fire rate increased.
Pre T2A 3 - Movement restriction reduced (lowered time after movement to shoot), prep delay time reduced.
Pre T2A 4 - Damage decreased due to complaints of over powered.
T2A Release/Demo - Massive archery bug that was a consequence of a large game expansion (broken mechanic unintended). No patch notes address this issue until the end of the T2A era.
T2A - Archery is finally fixed and resembles the mechanics before the T2A expansion release with various damage/speed changes. This patch happened during the T2A era but after UOSA's cutoff date of November 23rd. The patch was in March of 2000 shortly before the release of Renaissance. Yes this does mean that Archery was broken for most of the T2A era, but was fixed in era.
Shot cycle can be missed completely (no shot/animation) by being slightly out of the shot range for a split second. Not sure what causes this, it could be a Heaxy xbow only. Archery range is set to 12 tiles with the exception of the heavy, seems like there is a mis match for heavy as they seem to move through swing states at above 10 tiles.
Rapid Fire Miss Bug
Pretty much anyone who has fired a bow has experienced this and it is how the demo handles archery. If you move before 1 second after firing a shot you will have a 100% miss rate, an arrow/bolt will be consumed, and you will fire again after 1 second of non movement.
Outrun/Invis exploit
Arrow/Bolt shots can be totally negated by moving out of range after the shot is fired.
Arrow/Bolt shots can also be negated by using the invisibility spell or an invis item on the archers target directly after the shot is fired. This works in full range of the bow being used.
Z-Axis
Currently Z-axis diminishes a shot range greatly, I believe Anarcho fixed this already and is going to be in an upcoming patch.
Preparation delay (equipping for the first shot)
It seems that Archery has both the 1 second melee prep delay as well as the regular Archery prep delay of a full shot cycle. Both delays together make the first equipped shot of Archery take longer than the normal full shot cycle delay.
Double preparation timer delay exists, this sometimes makes your first shot take up to 15 seconds to fire. I am not sure how to recreate this but I suppose it has something to do with the "missed shot timer" I mentioned above.
Suggestion - Trying to recreate a brutal Archery bug that existed in era was a bad idea. It is not and has not played out well at all since its inception on UOSA. I suggest that archery be restored to the final pre-T2A functionality state with the addition of T2A patch notes found in March 2000.
A brief history of Archery (chronology)
Pre T2A 1 - Archery worked exactly like melee skills but with a massive range of attack. This meant that you could ride a horse without stopping while shooting, very OP. People complained about it and it was changed.
Pre T2A 2 - Movement restriction added "plant and shoot", prep delay added, damage increased, range increased, fire rate increased.
Pre T2A 3 - Movement restriction reduced (lowered time after movement to shoot), prep delay time reduced.
Pre T2A 4 - Damage decreased due to complaints of over powered.
T2A Release/Demo - Massive archery bug that was a consequence of a large game expansion (broken mechanic unintended). No patch notes address this issue until the end of the T2A era.
T2A - Archery is finally fixed and resembles the mechanics before the T2A expansion release with various damage/speed changes. This patch happened during the T2A era but after UOSA's cutoff date of November 23rd. The patch was in March of 2000 shortly before the release of Renaissance. Yes this does mean that Archery was broken for most of the T2A era, but was fixed in era.