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#1 (permalink) |
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Newbie
Join Date: May 2009
Location: New Stanton, PA
Rep Power: 1
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Hey there, I'm new around here but I downloaded and watched the power point presentation and did what forum reading I could. I'm really excited about MO. I'm planing to be a hunter/scout of sorts. I'm planing to use ranged weapons (namely bows unless there are more options) and hope to be able to craft ranged weapons and maps. Does the community have any links to posts or other sources of information on map crafting, ranged weapons, and the crafting of ranged weapons? Will it be possible and/or different from the way the crafting of blades was described? Thanks for any constructive feedback.
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#5 (permalink) | |
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Member
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Here is something I found that you might find interesting.
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Haha made you look |
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#6 (permalink) |
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Newbie
Join Date: Mar 2009
Rep Power: 1
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mats says a little bit about crafting ranged weps in this post: http://www.mortalonline.com/forums/1...tml#post262757
seems to be similar to melee weps. |
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#7 (permalink) | |
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Developer
Join Date: Apr 2008
Rep Power: 24
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Quote:
Crafting There will be three main categories of bows: Short, Long and Asymmetrical. When crafting a bow, you must first decide on an overall shape from one of these categories. A Short bow doesn't require much strength and can be used on horseback, but has a relatively short range. A Longbow can't be used when mounted, requires a great deal of strength but also has a long range. An Asymmetrical bow has great range and can be used when mounted, but is much harder to aim with. Next, you must decide if it's going to be a Self bow (made from one material) or a Composite bow (made in layers). Then it's time to decide the shape of the limbs. A Composite bow may have limbs that are Decurve- Flat- or Recurve-shaped. A Self bow may not use Recurve-shaped limbs though (due to the extreme strain that would be put on the one material). Decurve, Flat or Recurve limbs will determine how much strain is put on the bow (durability), but also have an impact on the required draw strength (strength requirement, focus time), the range and the damage of the bow. Each of the above choices will contribute to the characteristics of the final bow. Finally, and this is of course a very important step, it's time to choose the material (or materials) for the bow. The materials used will greatly affect the final outcome. A Self bow is made out of only one material and is rather quick and easy to craft. A Composite bow consists of two layers, the back (outside) and the belly (facing the archer) of the bow, and you also decide the ratio between these two materials. Materials also behave differently depending on if they are used for the belly or the back. Shooting It's still really too early to tell, but right now (Combat Beta) shooting is done in arcs, with traces and simulated "real" trajectories. We're really doing our best to keep it for release, but we have to run some more tests to see how expensive it really is. 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.
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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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#8 (permalink) | |
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Senior Member
Join Date: Mar 2009
Location: Kansas
Rep Power: 31
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Quote:
Also, you aid damage does less at a longer range, what if you shoot from a higher elevation?
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Last edited by Mr Winter : 1st June 2009 at 00:01. |
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#10 (permalink) | |
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Member
Join Date: Aug 2008
Location: Germany
Rep Power: 4
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Nice post Mats, good to get some info
Any hint on how the aiming will be? Just aim and shoot or will there also be some kind of wiggleing so you are not fully accurate?
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#11 (permalink) | |
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Newbie
Join Date: May 2009
Location: New Stanton, PA
Rep Power: 1
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Quote:
I'm honored to receive a reply from a developer so quickly and from my first post on the MO forums! Thank you so much for the information on the mechanics and crafting of bows. I'm really excited to see how everything turns out and has me dead set on crafting them when MO is released. |
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#12 (permalink) | |
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Junior Member
Join Date: May 2009
Location: US
Age: 21
Rep Power: 1
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Tactical & Practical
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#14 (permalink) |
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Junior Member
Join Date: May 2009
Location: US
Age: 21
Rep Power: 1
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I guess it depends of bows can really be a primary weapon. considering you may not be able to penetrate heavy armor. but I don't want to see that in either.
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Tactical & Practical
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#16 (permalink) | |
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Junior Member
Join Date: Feb 2009
Rep Power: 1
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I think by "traces" he means a trail that follows behind the arrow as it travels through the air to make it easier to spot, not a line to show you before you shoot. Such a pre-shot line would remove most of the skill from archery after all, while the trace would make archery more difficult by letting the enemy see your arrow more easily.
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I do not want to see people that are missile proof, but I would not mind a heavy shield that could easily stop an arrow. It is just about getting around the shield. A really heavy shield would be difficult to use in melee anyway. Last edited by Vincent : 1st June 2009 at 00:37. |
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#17 (permalink) |
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Junior Member
Join Date: May 2009
Location: US
Age: 21
Rep Power: 1
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I don't know if this has been covered but is there anyway of hitting between armor pieces? like at the neck or shoulder? I know there are the basic hit boxes for each armor piece but I figure a large part of medieval archery had to do with finding weak or exposed points.
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Tactical & Practical
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#18 (permalink) | |
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Senior Member
Join Date: Mar 2009
Location: Kansas
Rep Power: 31
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#20 (permalink) | ||
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Developer
Join Date: Apr 2008
Rep Power: 24
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Quote:
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Instead of shooting in a straight line until the arrow magically disappears, you shoot in an arc that takes gravity into account. This means that if you shoot from afar you will have to aim a bit higher, and that you can actually shoot volleys against your opponent. It also means that an archer can aim 45° to shoot through a hole in the wall, and that the arrow (if correctly aimed) will fly through the window, and then start to plummet (and maybe hit someone on the other side). Or that you can shoot straight up in the air, and get hit by the arrow on it's way down. With "traces" I mean that an arrow doesn't simply "trace" and hit it's target instantaneously upon release. Instead, several traces are being made, one from the shooter -> 20m, then one from 20m -> 40m, then one from 40m -> 60m etc. This means that an arrow flies in increments, and that you can actually (if you're really quick) run away from an incoming 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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#21 (permalink) | |
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Member
Join Date: Oct 2008
Location: Sacramento, Ca
Rep Power: 5
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Quote:
I think this could be simulated by creating arrow types that are better against certain types of armor. For instance an arrow that does blunt damage doing more damage to Plate Mail Armor.... (just an example) Last edited by Balkin : 1st June 2009 at 02:08. |
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#24 (permalink) | |
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Junior Member
Join Date: May 2009
Location: US
Age: 21
Rep Power: 1
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__________________
Tactical & Practical
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#25 (permalink) | |
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Newbie
Join Date: May 2009
Rep Power: 1
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#27 (permalink) |
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Senior Member
Join Date: Mar 2009
Location: Cambridge (UK) Guild: Hybrid
Age: 23
Rep Power: 20
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Thanks for the info - everytime you mention the crafting system I get a little grin on my face hah.
I'm still coming to terms with how much of this stuff is possible, I guess when you free up time from writing all the features which were considered 'standard' by so many companies, you get the chance to work on some interesting stuff. |
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#28 (permalink) | |
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Developer
Join Date: Apr 2008
Rep Power: 24
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Quote:
You can change the material of the arrow-head (and the material affects a lot), but we have to solve the visual (shape) representation of different arrow types. There will be different types of arrows, focusing on different types of damage (or even making noise). But again, right now they unfortunately all look the same, except for the material
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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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#29 (permalink) | |
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Senior Member
Join Date: Mar 2009
Location: Kansas
Rep Power: 31
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#30 (permalink) |
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Developer
Join Date: Apr 2008
Rep Power: 24
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You will probably not see any magical "streak". But you will hear and see the impact.
__________________
"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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#33 (permalink) |
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Member
Join Date: Feb 2009
Location: United Kingdom
Age: 19
Rep Power: 13
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Actually that's an interesting point, get you set fire to arrows?
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Pathfinders (EU-English ARAC) Recruitment is Open Pathfinders Promotional Video Interested in mapping the world of Mortal Online? Click Here |
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#36 (permalink) |
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Developer
Join Date: Apr 2008
Rep Power: 24
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Koshi, was the word I was looking for:
http://en.wikipedia.org/wiki/Signal_arrow
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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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#37 (permalink) | |
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Senior Member
Join Date: Mar 2009
Location: Kansas
Rep Power: 31
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#38 (permalink) | |
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Junior Member
Join Date: Mar 2009
Location: Kansas
Rep Power: 1
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#39 (permalink) |
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Developer
Join Date: Apr 2008
Rep Power: 24
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Yes, a good means of communication.
And enchanting it could be very useful, yes?
__________________
"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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#40 (permalink) | |
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Senior Member
Join Date: Mar 2009
Location: Kansas
Rep Power: 31
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Quote:
Hopefully nothing that makes your weapon look like god made it :\ Such as: ![]()
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