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Arrow are not right

Nic727
Nic727
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Hi,

Is it only me or when you move and someone (AI) is shooting you with an arrow, it follow you like a missile? It's doing kind of curve to hit you...

Thx
  • lathbury
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    yeah homing arrows were common place in the second era the technology was lost with the sacking of the imperial library.
  • BuggeX
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    How pointless would it be to use a bow iff 99% of the shoots are missing you Targets in pvp
    #makemagickadkgreataigan
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  • Gidorick
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    BuggeX wrote: »
    How pointless would it be to use a bow iff 99% of the shoots are missing you Targets in pvp

    People would just have to lean how to... you know... shoot a leading arrow.
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  • VtCwby07
    VtCwby07

    [quote="Gidorick;1975399"

    People would just have to lean how to... you know... shoot a leading arrow. [/quote]


    But, that would make the game too hard!!!

    Seriously though, if people actually had to aim it would make things a lot more interesting/entertaining.
  • PBpsy
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    Gidorick wrote: »
    BuggeX wrote: »
    How pointless would it be to use a bow iff 99% of the shoots are missing you Targets in pvp

    People would just have to lean how to... you know... shoot a leading arrow.

    That would be the answer if ESO pvp was 8V8 shooter and we were all playing on LAN.

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  • IWannaBeATiger
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    One of the saddest moments for me playing this was finding out bows softlocked. I was hoping for a skill based aiming it would be irritating for PvP but a lot more fun in the PvE.
  • VtCwby07
    VtCwby07
    One of the saddest moments for me playing this was finding out bows softlocked. I was hoping for a skill based aiming it would be irritating for PvP but a lot more fun in the PvE.

    In PVE game play it could be pretty fun. Shoot them in the legs to slow them down or go for the head and try for a quick kill
  • IWannaBeATiger
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    It isn't even that I was hoping for a bit longer range. Maybe arcing the arrow if I wanted to hit someone farther away. Make it so that poison arrow adds a buff to my shot not shoots for me.
  • Gidorick
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    PBpsy wrote: »
    Gidorick wrote: »
    BuggeX wrote: »
    How pointless would it be to use a bow iff 99% of the shoots are missing you Targets in pvp

    People would just have to lean how to... you know... shoot a leading arrow.

    That would be the answer if ESO pvp was 8V8 shooter and we were all playing on LAN.

    I think a mixture of the two could be achieved.
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • NotSo
    NotSo
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    I would have all forms of ranged attacks require aiming, even gap closers. Bringing the game closer to all other ES games.
    Edited by NotSo on July 3, 2015 5:10PM
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  • Gidorick
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    Has there ever been an MMO to incorporate trajectory bow shooting?
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    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • NotSo
    NotSo
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    That's irrelevant, this could be the first mmo to do it.
    Gar'Sol the Wanderer VR14 Khajiit Sorcerer Spellblade
  • lathbury
    lathbury
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    if this happened bow use in pvp would plummet lol
  • Gidorick
    Gidorick
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    NotSo wrote: »
    That's irrelevant, this could be the first mmo to do it.

    I'm asking because if there HAS been an MMO to do this, we know it can be done. If there hasn't, that doesn't mean it can't be done. It's just that we, as players, can't say "Grunage Online did it! Why can't ESO?".
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • Gidorick
    Gidorick
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    lathbury wrote: »
    if this happened bow use in pvp would plummet lol

    Haven't I read how bows in PVP are OP?
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • NotSo
    NotSo
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    To be fair, Star Citizen is working on doing this and that will be thousands of trajectories being traced all over the place. Well, they have already accomplished it, actually. A lot of it is softened down by one large server handling everything floating around in space then when x amount of players get close to eachother, another server spins up to take on calculations in that specific zone. It's a form of instancing but anybody flying into the same area will all be joined into the same instance. It's something we get to see whenever they open up the PTU (public test universe), not unlike eso's PTS.

    I know MAG was not an mmo but it had 256 players in a map shooting bullets all over.
    Edited by NotSo on July 3, 2015 5:54PM
    Gar'Sol the Wanderer VR14 Khajiit Sorcerer Spellblade
  • Nic727
    Nic727
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    interesting
  • Phinix1
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    Does not work in an MMO. You would have to make staff fireballs and such trajectory-based as well, and melee attacks would have to miss or do less damage if an opponent moved or you lagged.

    Also consider the lag problem when playing with so many other people with so many different latency levels.

    Plus all that has to be coded, and equates to a HUGE server load of additional calculations, which causes MORE lag, which causes MORE missing...

    Nice idea in single player TES games. Does not work in any MMO.
  • Mitchblue
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    No more hitting a moving target. Sounds fun..
    Anyone else rooting for Molag Bal?
  • Mitchblue
    Mitchblue
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    "Ooh look - an arrow coming my way." Steps aside ;-)
    Edited by Mitchblue on July 4, 2015 11:12PM
    Anyone else rooting for Molag Bal?
  • jircris11
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    BuggeX wrote: »
    How pointless would it be to use a bow iff 99% of the shoots are missing you Targets in pvp

    i personally think it would be MUCH better if i had to actually aim like in the TES RPG games.
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  • Corvusguitarb14_ESO
    This was implemented in Darkfall Unholy Wars and worked out pretty well due to everyone playing that game being obsessed over pvp skill. This game grabs at alot more demographics though and it probably wouldn't work out too well here. That being said I would love to see skill shots for projectile attacks along with gap closers implemented.
  • Nic727
    Nic727
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    But they should allow us to disable auto-lock and disarm an arrow like in Skyrim. It's ridiculous, because I killed an innocent AI when trying to disarm lol.
  • mtwiggz
    mtwiggz
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    Out of all of the issues and glitches with bow skills right now this is definitely not what I expected to see when I openned this topic.

    Kudos.
    Edited by mtwiggz on July 15, 2015 2:35AM
  • Lynx7386
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    NotSo wrote: »
    To be fair, Star Citizen is working on doing this and that will be thousands of trajectories being traced all over the place. Well, they have already accomplished it, actually. A lot of it is softened down by one large server handling everything floating around in space then when x amount of players get close to eachother, another server spins up to take on calculations in that specific zone. It's a form of instancing but anybody flying into the same area will all be joined into the same instance. It's something we get to see whenever they open up the PTU (public test universe), not unlike eso's PTS.

    I know MAG was not an mmo but it had 256 players in a map shooting bullets all over.

    Star citizen is a space combat simulator, not a fantasy RPG. There's a big difference here.

    ESO's game engine was not designed for trajectory tracking or FPS-style gameplay. It wouldnt work without a complete overhaul of game systems which would require changes to every single weapon type and ability in the game, that's far too much work for one weapon set to be a little more 'realistic'.

    Star citizen was designed with that in mind, ESO wasnt.
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  • Nic727
    Nic727
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    Lynx7386 wrote: »
    NotSo wrote: »
    To be fair, Star Citizen is working on doing this and that will be thousands of trajectories being traced all over the place. Well, they have already accomplished it, actually. A lot of it is softened down by one large server handling everything floating around in space then when x amount of players get close to eachother, another server spins up to take on calculations in that specific zone. It's a form of instancing but anybody flying into the same area will all be joined into the same instance. It's something we get to see whenever they open up the PTU (public test universe), not unlike eso's PTS.

    I know MAG was not an mmo but it had 256 players in a map shooting bullets all over.

    Star citizen is a space combat simulator, not a fantasy RPG. There's a big difference here.

    ESO's game engine was not designed for trajectory tracking or FPS-style gameplay. It wouldnt work without a complete overhaul of game systems which would require changes to every single weapon type and ability in the game, that's far too much work for one weapon set to be a little more 'realistic'.

    Star citizen was designed with that in mind, ESO wasnt.
    I understand what you are saying, but my idea is not to make a FPS.

    Arrow trajectory targeting is ok, but when you are shooting backward, there is a limit...

    For disarming I think it could be feasible if you click on "block" at the same time (like in Skyrim).
  • Penguiins
    Penguiins
    When I first starting playing with my Ranger I was disappointed about arrows locking to targets.

    When I got onto PvP I was extremely grateful.
  • Garwulf
    Garwulf
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    Not only arrows that always hit the target but they hit with the same damage right out to maximum range . Now that is some 'technology' . Meanwhile you can be hiting an archer over the head with a 2H mace and they keep firing their bows....now that is something very special....
    Edited by Garwulf on July 15, 2015 11:18AM
  • log234
    log234
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    I think they would have to let arrows do more base damage to compensate for the difficulty of using them.
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  • Enodoc
    Enodoc
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    It's a shame, but considering the current state of PvP, the lag would be dreadful if arrows had to constantly check with the server and every other player client whether they were going to hit anything or not. At least you can roll-dodge arrows. (I think?)
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