Range users would be an an incredible disadvantage otherwise.
Range users would be an an incredible disadvantage otherwise.
KitLightning wrote: »Range users would be an an incredible disadvantage otherwise.
Uhm no, though they of course would have to master how to aim at where the target may be, depended on the travel time of the arrow and the targets current path and speed.
Its ridiculous to see an implemented aim-bot in the game, since that takes away a rather significant portion of skills from the player.
Um, you're not playing a single player game, nor are you playing counter strike.
You would never not dodge range attacks. Range use would be pointless.
KitLightning wrote: »Range users would be an an incredible disadvantage otherwise.
Uhm no, though they of course would have to master how to aim at where the target may be, depended on the travel time of the arrow and the targets current path and speed.
Its ridiculous to see an implemented aim-bot in the game, since that takes away a rather significant portion of skills from the player.
KitLightning wrote: »Um, you're not playing a single player game, nor are you playing counter strike.
You would never not dodge range attacks. Range use would be pointless.
I'm not even addressing whether it was for a single player or online game at all. I've played MechWarrior, Battlefield, Crysis and the likes online, so I know of aiming at range at a fast moving target. Its the same mechanics that's applied to arrows, given that it just have a higher arc to reach its target.
Though of course the range in ESO is quite small so I would surely assume that a player would dodge a ranged attack, that's normal adaptation of play-style if you know that your opponent has the ability to attack beyond melee. Running straight at a target is pure suicide, hence why the player need to anticipate where the target will be at, when the projectile hits.
And dodging a target should give the target the ability to avoid an attack, not as it is granting the shooter with an aim-bot ability.
R1ckyDaMan wrote: »I agree OP, but to appeal to the mmo crowd it needed to be this way, the same as why the ui had to be so minimal to appeal to the pure TES crowd.
Raidenz258b14a_ESO wrote: »Are you comparing small scale controlled environment FPS games to an mmo?
KitLightning wrote: »Range users would be an an incredible disadvantage otherwise.
Uhm no, though they of course would have to master how to aim at where the target may be, depended on the travel time of the arrow and the targets current path and speed.
Its ridiculous to see an implemented aim-bot in the game, since that takes away a rather significant portion of skills from the player.
It's not a standard in all MMO's and the idiot asking if it's your first MMO doesn't know wtf he's talking about.
and I agree being able to avoid projectiles makes for a much better and much more strategic experience.
R1ckyDaMan wrote: »I agree OP, but to appeal to the mmo crowd it needed to be this way, the same as why the ui had to be so minimal to appeal to the pure TES crowd.
BS. it does not need to be this way. Darkfall does it properly, using real world physics and archery takes skill and is actually fun to use. It does decent damage too.
Archery here is nothing more than just another form of magic spell with a different looking wrapper on it. Its a cheap dev cop-out, its not a standard, nor something that has to be done, its laziness
I used to play oblivion and one of the things I liked was that I could avoid projectiles by simply getting out of their way. I also had to try and anticipate the movement of my target when casting spells. That was real fun. Do we know why did ZOS abandon this logic when creating TESO?