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#85 (permalink) |
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Member
Join Date: May 2009
Rep Power: 2
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That said, if we can keep it, needless to say it's going to have a large impact on archery. Although not very apparent when shooting at close-distance objects, it really makes a huge difference when shooting mid- to long-range. Also, right now it's actually possible to shoot the arrow straight up and hit yourself on it's way down(!), if you're very "lucky"
The damage from an arrow will decrease according to velocity or range, meaning hitting a nearby target will do more damage than hitting one at a greater distance I can see the dmg mod you mention at mid range however wouldnt you think that after a greater distance of travel adding in the arc and gravity you would still do a fair amount of DMG? As a bow hunter irl the close hit will be the best of course but I have shattered arrows in the tops of houses and other targets attempting to hit a target at great distances. Thus my question... lol |
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#87 (permalink) |
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Senior Member
Join Date: Oct 2008
Location: Spain
Rep Power: 21
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I dont know how Mats and rest can sleep in the night...I mean.....the game they have...how many big AAA developers would pay big money to get their hands on it?
And there it is..unprotected in their office in small Sweeden town...someone has left the window open...and a shadow is slowly approaching.....buuuu!
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#88 (permalink) | |
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SI VIS PACEM PARABELLUM |
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#89 (permalink) |
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Lifetime Member
Join Date: Mar 2009
Location: USA
Rep Power: 2
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Every winter I go white tail deer hunting with my bow when its hunting season, so over the years my compound bow has seen a lot of use (target practice + hunting). And through the years the only thing I've had to replace on my bow is the draw string since it eventually begins to fray and runs the risk of snapping.
So my question is, when a bow in MO breaks will the actual bow break or the draw string? A bow really can't be repaired, but a draw string can be mended or replaced. |
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#93 (permalink) |
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Developer
Join Date: Apr 2008
Rep Power: 26
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Yes, it will still do a fair amount of damage. In other words the damage range doesn't go from 100% all the way down to 0%.
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"Is it the sparkling, canned dialog supplied by the NPC when you click on the little talk icon that makes it so interesting?" -Archaaz |
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#95 (permalink) | |
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Newbie
Join Date: Mar 2009
Location: Portland, OR
Age: 19
Rep Power: 2
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You mentioned that arrows that pierce would be the most effective against armored targets. Is there any reason why anyone would use a different type of arrow for lightly armored targets? Do these arrows fly slower (which they shouldn't, unless they're heavier), or are they more expensive?
Is damage calculated by the speed of the arrow, or difference in elevation between shooter and target? Do arrows change speed at different points in the arc, or would that be too taxing on processing? Quote:
Why exactly is calculating trajectory difficult? Are you finding that the calculations are putting excessive strain on the processing budget? Does the arrow graphic and animation match up with the actual game location of the arrow? What are the specifics on the mechanic you just described? Once you fire the arrow, does it "teleport" from your bow to the point 20M away, wait a few ms, then "teleport" to the point 40M away? Or does it travel at a steady rate in a straight line from one point to the next? About how fast do these arrows fly? I've played some games where it was nigh impossible to hit a moving target at any decent range because of the arrow speed. I assume you're using this point mechanic as a way of simplifying the arc trajectories, presumably to save processing. Approx. how many points are used? One point every 20M doesn't really seem like enough to me to aim properly, if you wanted to fire through a small space. Or was that just an example? Also, I appreciate your activity on this thread; archery is my favorite subject in a game, especially if done right. So thank you! My 2 cents about damage: I think you guys have it backwards. The farther an arrow goes, the more damage it should do, not less. Arrows gather momentum as they fall, and should do more damage at the bottom of a fall than at the top of an arc. Not to mention that archery is way harder to aim at long distances, and successful shots should be rewarded rather than punished.
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#96 (permalink) | ||
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Join Date: Aug 2008
Location: Germany
Rep Power: 4
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#99 (permalink) | ||
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Join Date: Apr 2008
Location: Germany
Rep Power: 2
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So in the end it would be starting velocity - air resistance i guess. Quote:
They also were bigger than the actual archer in many cases though. |
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#100 (permalink) | |
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Newbie
Join Date: Dec 2008
Rep Power: 2
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#101 (permalink) |
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Senior Member
Join Date: Oct 2008
Location: Spain
Rep Power: 21
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Guys please lets not dig too deep into details.
MO is not a medieval archery simulation game. Archery is just one TINY bit of what the game has to offer. We can not expect to have a fully realisitical archery in a MMO game with RT combat together with all the rest huge number of unique features. I mean...we have fullly customizable bows...different kind of arrows...ability to block arrows in RT....arc trajectories...different dmg types...WHY DO WE NEED MORE? There are ton of other things devs should work on...so let us say THANK YOU for gettig such great range system to work in a mmo game for first time in history and leave them in peace so they can keep on working....
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#102 (permalink) |
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Member
Join Date: May 2009
Location: Israel
Rep Power: 2
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I sure hope they don't drop the combat realism concept and take it to the extreme. A guy on foot with a melee weapon and heavy plate armor should have no chance against a mounted archer for example, a guy with light armor should never have a chance against a good sharpshooter standing in a decent distance him, and when an archer and a melee meet face to face that archer should die etc etc
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#103 (permalink) | |||||||||
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Developer
Join Date: Apr 2008
Rep Power: 26
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Regarding aiming, it's something you'll have to learn and get used to anyway (meaning even in the 3-point example you would learn how to aim through that small gap). However, the numbers are only examples (they're not evenly distributed) and we do calculate up to 10 points if it's necessary. Quote:
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No, speed is not taken into account, as there is no "speed".
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"Is it the sparkling, canned dialog supplied by the NPC when you click on the little talk icon that makes it so interesting?" -Archaaz Last edited by Mats Persson : 1st June 2009 at 19:59. |
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#104 (permalink) | |
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Member
Join Date: Mar 2009
Location: Finland
Age: 28
Rep Power: 6
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This is looking pretty sweet... My only concern (well, not concern.. just fishing for information
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Last edited by dzyan : 1st June 2009 at 20:18. |
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#105 (permalink) | |
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Member
Join Date: Aug 2008
Location: Germany
Rep Power: 4
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Uhmm.. maybe i just don't have the knowledge, but why don't you just send packets with the calculated start postion and angle (and the other information needed) and let him calculate the flight path and also let him calculate if the arrow would hit something in between and show it accordingly (What the client actually show is just an image, the real calculation if something gets hit is made on the server), that way we at least would see the arrows.
I don't like the idea of a few archers standing there shooting arrows and i don't see any arrows at all... Also you could at a small time (200 ms?) where the player can't move or change the aim anymore, that way you get some time to send the data needed to display the fly path to the clients.
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#106 (permalink) | |||
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Newbie
Join Date: Mar 2009
Location: Portland, OR
Age: 19
Rep Power: 2
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I survived Forumfall flames. |
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#107 (permalink) | |
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Newbie
Join Date: Mar 2009
Location: Portland, OR
Age: 19
Rep Power: 2
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EDIT: sorry for double post.
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I survived Forumfall flames. |
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#108 (permalink) | |||
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Member
Join Date: Aug 2008
Location: Germany
Rep Power: 4
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Quote:
Imaging you are walking through a wood and you suddenly become hit by arrows. There are 3 archers on different postions shooting at you. You'll never be able to tell from where the arrows come, the only thing you can see is the damage indicator which shows you from which side the damage comes, but there are 3 archers and thats why the indicator always will show different directions. It even could be that an archer is right in fron of you shooting through some bushes and you won't be able to tell that the arrow comes from there because you don't see coming from there... Quote:
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#109 (permalink) | |
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Developer
Join Date: Apr 2008
Rep Power: 26
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I'm very sorry, but technical discussions like this tend to be pointless, at least on my part. It usually ends with me having to write walls of complicated explanations, when I could instead try to explain other stuff about the game. It's not like we don't know what we're doing (although we'll have to see about that, the game is not out yet
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"Is it the sparkling, canned dialog supplied by the NPC when you click on the little talk icon that makes it so interesting?" -Archaaz |
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#110 (permalink) | |
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Newbie
Join Date: Mar 2009
Location: Portland, OR
Age: 19
Rep Power: 2
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That sounds perfectly reasonable to me. If you're being shot from 3 directions by arrows, you're going to be confused no matter what. Quickly moving arrows are near impossible to see in real life even. Unless you fire the arrow and know where it's going, and sometimes not even then.
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I survived Forumfall flames. |
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#111 (permalink) | |
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Developer
Join Date: Apr 2008
Rep Power: 26
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Quote:
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"Is it the sparkling, canned dialog supplied by the NPC when you click on the little talk icon that makes it so interesting?" -Archaaz |
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#112 (permalink) |
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Developer
Join Date: Apr 2008
Rep Power: 26
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The best way would be to look at the impact points of the arrows (on the trees around you). The arrow will face in the direction of the shot.
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"Is it the sparkling, canned dialog supplied by the NPC when you click on the little talk icon that makes it so interesting?" -Archaaz |
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#113 (permalink) | ||
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Member
Join Date: Aug 2008
Location: Germany
Rep Power: 4
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Then don't bother anymore and give me a hint how the aiming will work.. will the bow wiggle when targeting so you have to release the arrow at the right time to hit the target? Or will it just be static? (I hope you know what i mean)
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#114 (permalink) | |
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Newbie
Join Date: Mar 2009
Location: Portland, OR
Age: 19
Rep Power: 2
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The best you can do is beyond good enough for me, considering how promising this game looks in every area.
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I survived Forumfall flames. |
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#115 (permalink) |
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Junior Member
Join Date: May 2009
Location: Texas
Age: 45
Rep Power: 1
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WoW this sounds so great, i hope they can do all this. I love archery and will definately be crafting bows and arrows.
I just cant wait to get in and start testing this game.
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Played most of the big names and lots of the llittle names and still looking for something to compete with UO. |
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#116 (permalink) |
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Member
Join Date: Nov 2008
Location: Wiesbaden Germany Guild:Aegis Imperium
Rep Power: 3
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Mats can you compare the Age of Chivalry archery/trajectory system compared to MO's?
Is it similiar,better or simplier. What is different about MO's archery and AOC. It's taken me some time to get used to AOC but I have to say aiming at someone moving at long distance and hitting them is quite rewarding. If MO is able to bring archery to the level of AOC or better then I'll be more than happy. I would like to see though a real reason to want to use different arrows to just the the heavy piercing damage ones. Reading up on modern archery on the net I notice thinner lighter arrows are used for long range shooting.Heavier less ranged arrows used for bringing down heavy game. I hope the two examples above are in game as it would be good to have to make archers think about what tactics they want to use and what arrow types they want to carry. In Gothic they use explosive tipped arrows and flame arrows are we to see these types of arrows as well.As an after thought I guess the explosive ones may be negated due to no gunpowder age in MO. I really hope the trajectories system you've got working can make it into release.
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#117 (permalink) |
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Senior Member
Join Date: Oct 2008
Location: Spain
Rep Power: 21
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Also I think even if the archery system in launch is lacking polishing it doenst mean it will stay this way. In future updates (and as technology advances) we may see very more complex archery.
Right now I think there are much morethings that are also important that need to be worked on...cough lore cough
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#118 (permalink) | ||
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Developer
Join Date: Apr 2008
Rep Power: 26
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"Is it the sparkling, canned dialog supplied by the NPC when you click on the little talk icon that makes it so interesting?" -Archaaz |
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#119 (permalink) |
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Newbie
Join Date: May 2009
Location: Torino, Italy
Age: 22
Rep Power: 1
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I don't see the problem. I think it's not so important to see an arrow flying around if not for the extreme realism.
If you want to dodge an incoming shot you can simply watch where the archer is aiming. If you don't see the archer you can't dodge the shot in any case (perhaps due to luck while moving). Also in real life it's hard to gaze an arrow flying very fast. Instead an arrowtrail is usefull for the shooter.
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