I for one am glad Archers aren't going to be your usual tab-target fire style.
Having to aim your bow and the mechanics at play can make it quite interesting and (imo) more fun.
Also you can roll "skills" into this as well. You want to slow someone? Hit them int he leg. You want to blind/crit hit someone? Shoot them in the head, etc.
Also they can also play with arrow types which can have different affections. Even trying out new things that haven't really been done in an mmo witht hem.
Imagine for example an arrow with a rope attached to it, that allows archers to climb/get to higher up area's that some other classes can not reach or perhaps for scaling walls? Would certainly make for some interesting tactics.
Also as far as the "feel/mechanics" go for archery, if anyone here has played the excellent Mount and Blade games, they hav ea great sstem for archery, that incorparates RPG elements into it.
For example you can have it so that a higher strength character who uses bows can pull larger bows and have more power behind his arrows and keep his "aim" longer (as holding your string back takes strength and endurance).
Now a character witih lower strength, but say higher agility? They can't draw back their bows with as much power, but they can nock their arrows faster, fire faster, etc. In the time it takes the strength guy to load his arrow, draw back and fire, the quicker agile guy might have already gotten two arrows loose (or whatever feels right for balance reasons).
There are many ways you can weave in "rpg" like mechanics while still also prvoding a player aiming system like mount and blade does.
I for one am glad Archers aren't going to be your usual tab-target fire style.
Having to aim your bow and the mechanics at play can make it quite interesting and (imo) more fun.
Also you can roll "skills" into this as well. You want to slow someone? Hit them int he leg. You want to blind/crit hit someone? Shoot them in the head, etc.
Also they can also play with arrow types which can have different affections. Even trying out new things that haven't really been done in an mmo witht hem.
Imagine for example an arrow with a rope attached to it, that allows archers to climb/get to higher up area's that some other classes can not reach or perhaps for scaling walls? Would certainly make for some interesting tactics.
Also as far as the "feel/mechanics" go for archery, if anyone here has played the excellent Mount and Blade games, they hav ea great sstem for archery, that incorparates RPG elements into it.
For example you can have it so that a higher strength character who uses bows can pull larger bows and have more power behind his arrows and keep his "aim" longer (as holding your string back takes strength and endurance).
Now a character witih lower strength, but say higher agility? They can't draw back their bows with as much power, but they can nock their arrows faster, fire faster, etc. In the time it takes the strength guy to load his arrow, draw back and fire, the quicker agile guy might have already gotten two arrows loose (or whatever feels right for balance reasons).
There are many ways you can weave in "rpg" like mechanics while still also prvoding a player aiming system like mount and blade does.
NO, again....this isn't a FPS....and you can still have snares if you wish.....just "click"that attack
why should we have to arc the arrow, lead a moving target, aim using a reticle?
the classes have stats to take all that out of our hands. We play games like this to pretend we are this supreme athlete with uncanny hand eye coordination, or ultra intelligent with mythical powers.
arent these games supposed to be graphical evolution of pen and paper RPGs?(D&D)
Remember that DAoC had a kind of "hybrid" click-to-target/tab-target/aim-and-target system for Archers, too.
You couldn't tab-target enemies who were at a distance, so you had to click-to-target. You also had abilities like Volley which were aim-and-target abilities. I would like to see a system similar in CU.
Emeryc Eightdrakes - Ranger of DragonMyst Keep - Percival
why should we have to arc the arrow, lead a moving target, aim using a reticle?
the classes have stats to take all that out of our hands. We play games like this to pretend we are this supreme athlete with uncanny hand eye coordination, or ultra intelligent with mythical powers.
arent these games supposed to be graphical evolution of pen and paper RPGs?(D&D)
Remember that DAoC had a kind of "hybrid" click-to-target/tab-target/aim-and-target system for Archers, too.
You couldn't tab-target enemies who were at a distance, so you had to click-to-target. You also had abilities like Volley which were aim-and-target abilities. I would like to see a system similar in CU.
I'm fine with that, that's far from keeping reticule on target
reticule on target is okay as long as there isn't persistent server lag, that will be a nightmare if the shooter has connection issues compared to the target..even in very small doses
why should we have to arc the arrow, lead a moving target, aim using a reticle?
the classes have stats to take all that out of our hands. We play games like this to pretend we are this supreme athlete with uncanny hand eye coordination, or ultra intelligent with mythical powers.
arent these games supposed to be graphical evolution of pen and paper RPGs?(D&D)
Remember that DAoC had a kind of "hybrid" click-to-target/tab-target/aim-and-target system for Archers, too.
You couldn't tab-target enemies who were at a distance, so you had to click-to-target. You also had abilities like Volley which were aim-and-target abilities. I would like to see a system similar in CU.
I'm fine with that, that's far from keeping reticule on target
Agreed.
Emeryc Eightdrakes - Ranger of DragonMyst Keep - Percival
I for one am glad Archers aren't going to be your usual tab-target fire style.
Having to aim your bow and the mechanics at play can make it quite interesting and (imo) more fun.
Also you can roll "skills" into this as well. You want to slow someone? Hit them int he leg. You want to blind/crit hit someone? Shoot them in the head, etc.
Also they can also play with arrow types which can have different affections. Even trying out new things that haven't really been done in an mmo witht hem.
Imagine for example an arrow with a rope attached to it, that allows archers to climb/get to higher up area's that some other classes can not reach or perhaps for scaling walls? Would certainly make for some interesting tactics.
Also as far as the "feel/mechanics" go for archery, if anyone here has played the excellent Mount and Blade games, they hav ea great sstem for archery, that incorparates RPG elements into it.
For example you can have it so that a higher strength character who uses bows can pull larger bows and have more power behind his arrows and keep his "aim" longer (as holding your string back takes strength and endurance).
Now a character witih lower strength, but say higher agility? They can't draw back their bows with as much power, but they can nock their arrows faster, fire faster, etc. In the time it takes the strength guy to load his arrow, draw back and fire, the quicker agile guy might have already gotten two arrows loose (or whatever feels right for balance reasons).
There are many ways you can weave in "rpg" like mechanics while still also prvoding a player aiming system like mount and blade does.
NO, again....this isn't a FPS....and you can still have snares if you wish.....just "click"that attack
Rpg's are not defined by their "combat" systems.
By that standard you are telling me that The Elder Scrolls aren't RPGs then(post morrowind) neither is Fallout 3/new Vegas, Mount and Blade isn't an RPG, Mass Effect 1/2/3 aren't rpgs, Vampire: TMB isn't an rpg, Deus Ex, Deus Ex: HR aren't rpgs either and the Demons/Dark Souls games, + a ton more rpgs.
All of those games I just mentioned are considered "rpgs," Yes you can label them "action-rpgs" but they are still rpgs, the same as classic isometeric rpgs.
Having the abilityt to actually AIM your bow and fire the arrow where YOU want doesn't make the game "not an rpg."
IF your character is so smart why do you even need to input what skills to use then? Maybe it's becuase you're playing a game and games are meant to be fun and interactive?
PEn and Paper rpgs existed on paper, using Die rolls "to hit" because naturally, they needed a way to progress their games and allow things to happen.
Playing on a computer however, you do not need this die roll "to hit" because a computer can simulate that action and allow input fromt eh player, thus video games.
Rpgs do not have to be tied down to old pen and paper style systems which were built for pen and paper rpgs, not for video game rpgs.
Comments
I for one am glad Archers aren't going to be your usual tab-target fire style.
Having to aim your bow and the mechanics at play can make it quite interesting and (imo) more fun.
Also you can roll "skills" into this as well. You want to slow someone? Hit them int he leg. You want to blind/crit hit someone? Shoot them in the head, etc.
Also they can also play with arrow types which can have different affections. Even trying out new things that haven't really been done in an mmo witht hem.
Imagine for example an arrow with a rope attached to it, that allows archers to climb/get to higher up area's that some other classes can not reach or perhaps for scaling walls? Would certainly make for some interesting tactics.
Also as far as the "feel/mechanics" go for archery, if anyone here has played the excellent Mount and Blade games, they hav ea great sstem for archery, that incorparates RPG elements into it.
For example you can have it so that a higher strength character who uses bows can pull larger bows and have more power behind his arrows and keep his "aim" longer (as holding your string back takes strength and endurance).
Now a character witih lower strength, but say higher agility? They can't draw back their bows with as much power, but they can nock their arrows faster, fire faster, etc. In the time it takes the strength guy to load his arrow, draw back and fire, the quicker agile guy might have already gotten two arrows loose (or whatever feels right for balance reasons).
There are many ways you can weave in "rpg" like mechanics while still also prvoding a player aiming system like mount and blade does.
NO, again....this isn't a FPS....and you can still have snares if you wish.....just "click"that attack
Remember that DAoC had a kind of "hybrid" click-to-target/tab-target/aim-and-target system for Archers, too.
You couldn't tab-target enemies who were at a distance, so you had to click-to-target. You also had abilities like Volley which were aim-and-target abilities. I would like to see a system similar in CU.
Emeryc Eightdrakes - Ranger of DragonMyst Keep - Percival
RED IS DEAD!
I'm fine with that, that's far from keeping reticule on target
reticule on target is okay as long as there isn't persistent server lag, that will be a nightmare if the shooter has connection issues compared to the target..even in very small doses
Agreed.
Emeryc Eightdrakes - Ranger of DragonMyst Keep - Percival
RED IS DEAD!
Rpg's are not defined by their "combat" systems.
By that standard you are telling me that The Elder Scrolls aren't RPGs then(post morrowind) neither is Fallout 3/new Vegas, Mount and Blade isn't an RPG, Mass Effect 1/2/3 aren't rpgs, Vampire: TMB isn't an rpg, Deus Ex, Deus Ex: HR aren't rpgs either and the Demons/Dark Souls games, + a ton more rpgs.
All of those games I just mentioned are considered "rpgs," Yes you can label them "action-rpgs" but they are still rpgs, the same as classic isometeric rpgs.
Having the abilityt to actually AIM your bow and fire the arrow where YOU want doesn't make the game "not an rpg."
Loloolol
Ozek - DAOC
Niix - Other games that sucked
Yes completely stupid.
I think some people would prefer the game to play itself, no input fromt he player besides starting the game.
OH wait, they arleady have that game,
http://www.youtube.com/watch?v=0W2DyOWPbAA
IF your character is so smart why do you even need to input what skills to use then? Maybe it's becuase you're playing a game and games are meant to be fun and interactive?
PEn and Paper rpgs existed on paper, using Die rolls "to hit" because naturally, they needed a way to progress their games and allow things to happen.
Playing on a computer however, you do not need this die roll "to hit" because a computer can simulate that action and allow input fromt eh player, thus video games.
Rpgs do not have to be tied down to old pen and paper style systems which were built for pen and paper rpgs, not for video game rpgs.