Combat changes needed (Archery)

For ideas on how to make Second Age a better shard. Can it get any better? Maybe.
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Faust
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Re: Combat changes (Archery) and More..

Post by Faust »

Wait for the new swing timer to be patched and evaluate combat skills.

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Loathed
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Re: Combat changes (Archery) and More..

Post by Loathed »

aww, wonder how all these screwballs carryin around hallies with their 1.5 sec reswing times are gonna apply themselves now. :))

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Psilo
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Re: Combat changes (Archery) and More..

Post by Psilo »

Loathed wrote:aww, wonder how all these screwballs carryin around hallies with their 1.5 sec reswing times are gonna apply themselves now. :))
They're going to have to learn to play the mage, lol.

Looking forward to the patch!

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Re: Combat changes (Archery) and More..

Post by nightshark »

The thing I find about UO pvp is that it doesn't really matter how many patches a shard goes through, or how many eras, the top PvPers always stay as such.

The people who are utilising the current combat mechanics to their full advantage will be the people who utilise them to their full advantage no matter what patches go through. The same people will always cry about how something is unfair even though they have access to the same exact game mechanics. This was pretty evident as the years rolled by on official OSI servers.. from T2A through UO:R and publish 16.. top pvpers stayed top (or quit) and scrubs usually stayed as scrubs.
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Psilo
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Re: Combat changes (Archery) and More..

Post by Psilo »

nightshark wrote:The thing I find about UO pvp is that it doesn't really matter how many patches a shard goes through, or how many eras, the top PvPers always stay as such.

The people who are utilising the current combat mechanics to their full advantage will be the people who utilise them to their full advantage no matter what patches go through. The same people will always cry about how something is unfair even though they have access to the same exact game mechanics. This was pretty evident as the years rolled by on official OSI servers.. from T2A through UO:R and publish 16.. top pvpers stayed top (or quit) and scrubs usually stayed as scrubs.
Yes but currently mage pvp is a joke, because people are abusing the 35 dex/hally spam. It doesn't take any skill to do, no timing. When every mage fight is a mana war because people spam the hally it creates more "luck" in fights. Mana conservation will still be important after the patch, but it won't be beyond your control because some idiot wants to hally spam you 20 times in 30 seconds(or whatever).

After this patch mages are going to need to change the way they fight and there will be less luck involved overall.

Btw hally spamming creates more running, so that's another reason it sucks. I find it funny that people will flame someone for off-screening but the same people that say that are the same people that don't give you a rest with the hally spam. They sit there and spam you with hally hits consecutively 10 times in a row. EVERYONE does this, there's no end. It feels like I am fighting a dexer. It's no wonder people have to off-screen cause they run outta mana or need their gheal pot to refresh cause it's simply too much DPS. I think vanqs/powers/force hallies will be more balanced after the patch too cause instead of spamming insane damage, it will be more timed and people are really going to need to be more creative with mage combat if they want to win a fight.

Can't wait for new patch, get this rolling on fast!

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Re: Combat changes (Archery) and More..

Post by Sandro »

nightshark wrote:The thing I find about UO pvp is that it doesn't really matter how many patches a shard goes through, or how many eras, the top PvPers always stay as such.

The people who are utilising the current combat mechanics to their full advantage will be the people who utilise them to their full advantage no matter what patches go through. The same people will always cry about how something is unfair even though they have access to the same exact game mechanics. This was pretty evident as the years rolled by on official OSI servers.. from T2A through UO:R and publish 16.. top pvpers stayed top (or quit) and scrubs usually stayed as scrubs.
great post
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Blaise wrote:Man, you guys are really stepping up your game now that you're not living in the shadow of cr3w

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Re: Combat changes (Archery) and More..

Post by MatronDeWinter »

I think a majority of the population will switch to some sort of med-dexer, swing while you run is a big boost for them. I do think that something needs to be done about casting, disruption very soon. If this timer goes in, and the ability to mini-heal stays the same, mage combat will be an excercise in futility.

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Re: Combat changes (Archery) and More..

Post by nightshark »

@ psilio

I respectfully disagree.. imo mana conservation will in general be not very important after the patch since you can only swing every 5 seconds or so. Even if you don't actively use the meditation skill, you will gain enough mana back naturally to overcome the DPS on a hally (on average).

11 mana = 11 seconds non actively meditating, heals 45-50 damage
11 seconds = 2 hally swings * 50% hit miss = ~45 damage every 10-11 seconds if you get a good hit.

Mini heal is going to completely trump hally/magery damage in damage healed per sec, with the uber long delay on hally and heal through poison, forcing death on someone is going to become very hard. 1v1 field is going to be pointless unless you have a nice magic hally, some lightning wands/gexp pots.

Yes the current system is full of luck - every UO combat system ever has had an element of luck (currently UOSA more than most). But tank mage PvP to become is going to be very dumbed down imo. But yeah I'm not complaining about the changes, I'll play them just the same, PvP is not why I play UOSA.
<green> grats pink and co. .... the 3 of you f---ing scrubs together can blow up a bard. IMPRESSIVE

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Psilo
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Re: Combat changes (Archery) and More..

Post by Psilo »

Yes the current system is full of luck - every UO combat system ever has had an element of luck (currently UOSA more than most). But tank mage PvP to become is going to be very dumbed down imo. But yeah I'm not complaining about the changes, I'll play them just the same, PvP is not why I play UOSA.
Dumbed down? It might be harder to kill people after the patch, who knows. But one of the main reasons it is is because of:

1. GM Resist
2. Everyone plays defensively
3. And....of course the fact we aren't 100% accurate yet. We still need "equip casting". That allowed mages to really nuke the hell outta another player with a sick hally hit in between the spells. You can't do that on UOSA currently.

In 1999 more often mages played offensively, people weren't afraid to die like many of the pvpers on here. Which I'll never understand. You won't get better at pvp if you don't take risks and lose items here and there, people need to let their EGO go.

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Re: Combat changes (Archery) and More..

Post by Izual »

PvP is not why I play UOSA
Most people here don't.

I think this is why the Population is suffering. It could easily double with the right implimentations/fixes. ( I know at least 100 PvP'rs that would play this server if they agreed more with some of the mechanics).

The PvP population ceases to exist.

The UO Demo is just not a good place to pull all of the mechanics from. I remember it being way different even back then.

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Re: Combat changes (Archery) and More..

Post by Bruno_Steelhart »

Izual wrote: ( I know at least 100 PvP'rs that would play this server if they agreed more with some of the mechanics).


Lies.

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Re: Combat changes (Archery) and More..

Post by nightshark »

Izual wrote:
PvP is not why I play UOSA
Most people here don't.

I think this is why the Population is suffering. It could easily double with the right implimentations/fixes. ( I know at least 100 PvP'rs that would play this server if they agreed more with some of the mechanics).

The PvP population ceases to exist.

The UO Demo is just not a good place to pull all of the mechanics from. I remember it being way different even back then.
Though the shard may be able to pull in different player types by altering the PvP mechanics, at what cost? Would it be better to have 1000 PvPers here who do nothing but leet PvP all day? How long do you think the current players who don't play here for PvP would feel about that, when they're getting ganked 100x more in dungeons by people who have no interest in playing the game any other way?

The shard's goal of accuracy indeed pulls in a different kind of playerbase, and I find the playerbase here very refreshing compared to what I experienced on other shards like IPY and UOGamers (where I admit, I did nothing but leet PvP/PK all day). Even one of the admins (nighthawk, I believe), mentioned on the death notice of IPY, that the entire playerbase that IPY attracted completely killed the spirit of what UO was supposed to be.

This shard is not supposed to cater to PvPers..

So we can't just say "hm i remember xxxx being a lot more powerful, we should probably tweak it like this", or "1v1 pvp is broken, this is how it can be fixed", like other shards do. We just have to accept the era for what it is and not "fix" mechanics to make 1v1 PvP more viable. It's the entire goal of the shard. Almost that exact wording is on the main page of UOSA.
<green> grats pink and co. .... the 3 of you f---ing scrubs together can blow up a bard. IMPRESSIVE

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Re: Combat changes (Archery) and More..

Post by Izual »

Bruno_Steelhart wrote:
Izual wrote: ( I know at least 100 PvP'rs that would play this server if they agreed more with some of the mechanics).


Lies.
The Entire IPY/Redemption/Trepidus/Divinity PvPers would play, which consists of well over 500 people.

My guild on those servers consisted of well over 30 people alone. And none of them play here either because they probably don't agree with the mechanics.
Last edited by Izual on Tue May 25, 2010 12:47 am, edited 2 times in total.

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Re: Combat changes (Archery) and More..

Post by Izual »

Would it be better to have 1000 PvPers here who do nothing but leet PvP all day? How long do you think the current players who don't play here for PvP would feel about that, when they're getting ganked 100x more in dungeons by people who have no interest in playing the game any other way?
Hehe you love to argue and get the last word i noticed on every post;p

Im not going to debate. You have your opinion and I have mine.

I don't even PvP on this server now. Im just saying theres more action on the Forums than in-game
This shard is not supposed to cater to PvPers..
Did I say it was ..

Nobody should be catered to. The PvPers nor the crafters.

This game has freedoms.

That freedom comes with a cost for every player.

The freedom to kill anyone, the cost of Statloss.

The freedom to go anywhere, the cost of loosing your items.

Thats something everyone has to deal with like it or not.


I hit a a Snake for 4 damage with a bow.. everytime.

PvP needs to work right just as every other aspect needs to work right.

Bottom line.
Last edited by Izual on Tue May 25, 2010 4:50 am, edited 1 time in total.

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nightshark
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Re: Combat changes (Archery) and More..

Post by nightshark »

i was unaware bows were doing 4 damage to snakes, that's definitely not era accurate. i think they were nerfed due to cA archer bots?

all i was trying to say is that the shard is trying to replicate t2a mechanics, whether they be judged good or bad is irrelevant. i have expressed my dislike for the pvp system here but i wouldn't suggest something be changed unless there is proof of it being different
<green> grats pink and co. .... the 3 of you f---ing scrubs together can blow up a bard. IMPRESSIVE

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