Re: Combat changes (Archery)
Posted: Mon Jul 26, 2010 10:54 pm
Who said archery damage did not account for tactics?
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you play an archer with no tactics on live server?lotus39 wrote:Does this explaion why archery damage on the production shard sucks so bad?
nightshark wrote:... lol
you play an archer with no tactics on live server?lotus39 wrote:Does this explaion why archery damage on the production shard sucks so bad?
anatomy and tactics give the same bonus for archery as they do for melee weapons
This has been a not very uncommon misconception; I think rooted in the fact that an "accurate" ranged weapon gives a bonus to the weapon skill rather than to tactics; I believe this is a hold over from early pre-T2A as most of the major changes to weapons in 1998 and 1999 were only to melee weapons, and ranged weapons remained unchanged including this. Tactics does apply to all physical weapon damage though, both melee and ranged.lotus39 wrote: I could swear I read somewhere it doesnt, looks like I got some bad info
Welp off to macro tactics
The code we are using for archery is the OSI code without modification, it's belived to be 100% accurate to era; but I encourage anyone with doubt to look for any indication that archery changed at all (outside of damage changes, and the change from Dex to Stam based speeds) between June 1998 and Nov 1999. We've found no indication archery was modified at all but I'm open and welcoming to the possibility we're wrong.Eaglestaff wrote:I was going to test the accuracy of this on the demo but I couldn't get it to work. Ive noticed on test center that if you fire a bow shot at someone while they are in range and then they move out of range before the damage applies the shot always misses. Is this accurate? Also, if they move out of range when the shot is fired and then they move back within range you dont do the the rapid fire phantom arrows thing, it just wastes the shot with no chance of hitting. Is this era accurate?
Refer to the following post on JoinUO to make it work: http://forum.joinuo.com/viewtopic.php?f=32&t=574PM me if you did all steps there and it still doesn't work.I was going to test the accuracy of this on the demo but I couldn't get it to work
ugh. I know I'm sounding like a broken record here (with my active Qstaff thread) but archery just got made so much less effective and I don't believe it's accurate. I don't remember ever shooting this slow, the hit delay being this long or not being able to run right after you shoot. Today I was messing around with an archer/mage on my archer dexer and he appeared to be shooting the heavy xbow as fast as I was shooting the bow. And one time I waited a full six seconds before shooting him at near-full stamina. But as you mentioned before there may be a problem with all combat weapons that needs to be fixed.Derrick wrote:The code we are using for archery is the OSI code without modification, it's belived to be 100% accurate to era; but I encourage anyone with doubt to look for any indication that archery changed at all (outside of damage changes, and the change from Dex to Stam based speeds) between June 1998 and Nov 1999. We've found no indication archery was modified at all but I'm open and welcoming to the possibility we're wrong.Eaglestaff wrote:I was going to test the accuracy of this on the demo but I couldn't get it to work. Ive noticed on test center that if you fire a bow shot at someone while they are in range and then they move out of range before the damage applies the shot always misses. Is this accurate? Also, if they move out of range when the shot is fired and then they move back within range you dont do the the rapid fire phantom arrows thing, it just wastes the shot with no chance of hitting. Is this era accurate?
Agreed. My computer is a clunker and I have never been able to field on this shard because of that. With these new changes I am able to keep up on the field with my crappy computer. Players still often out run me but with the combat changes, it forces them to stay within a certain range; and with mount fatigue I easily keep up. However I am still very choppy and lag behind towers and certain areas of cities. Other then that I am having more fun then ever in the last two years of playing UOSA.Iced Earth wrote:Archery is working as I remember it back then. (For a 100 dex, anat, tactics guy)
You always had to stop and fully watch the animation and damage report before you could move, BUT at least it was across the screen AND it takes out big chunks of their health.
The Bow shoots pretty nice and fast at 100 dex as I remember it as well.
The changes to archery are Superb.
All of the changes are, really. I still wish that you could truly Swing on the Run (You still have to stop moving to some degree in order to swing your weapon at someone, although the timer to swing recharges while running now which is great.) It would be nice if the swing registered with no delay right when you moved into range. May not be era accurate though, but it's smoother. Ovefall though? Excellent. UOSA has easily become the PvPers Shard after this patch and the mount fatigue patch.
Work out what little kinks are left and send out a load of mailers letting people know how awesome the mechanics are now. Fun, fun stuff guys.
Archery bug:Derrick wrote:Between a small bug that was found in the implementation of the "no swing advance while moving", and the lag that was plaguing us until this morning, prior experimentation may be outdated. Can you update us on how weapons are operating now? Both Ranges and the other issue you raised regarding quarterstaff's?
Thanks!!
Iced Earth wrote:Man, I hope you are in the minority. Combat now is wayyyy better.
I play mostly warriors, mage on occasion. I can say now that my favorite template, the Archer Fencer, is gonna have a lot more success with archery functioning this way. Everything is just much much better. I am excited about it and I hope that word gets around that this place has fun mechanics.