WrathOfInnos wrote: »Bow heavy attacks could be held at one point. I can’t remember exactly when or why it was changed to auto-attack.
Thanks for your opinions.
I see ...
What can do, will have to wait another ten years, maybe then someone will be able to implement an interesting combat system in MMORPG.
This was just the BS excuse they used. It wasn’t any harder than learning to light weave.Oreyn_Bearclaw wrote: »WrathOfInnos wrote: »Bow heavy attacks could be held at one point. I can’t remember exactly when or why it was changed to auto-attack.
I think one of the issues is that it was very hard to distinguish and time a medium vs full heavy back in the day.
It changed nothing for PVE.Oreyn_Bearclaw wrote: »It frankly simplified combat when they did it.
You could hold heavies for 3 years, it changed in 2017. It wasn’t “very” early, but it wasn’t recently.Oreyn_Bearclaw wrote: »It was changed very early in game, but dont remember exactly when.
This was the real complaint that led to a long line of Bow heavy attack nerfs before removing the functionality of being able to hold them and release when wanted.Oreyn_Bearclaw wrote: »There may have also been issues with people able to prep and hold for PVP burst combos that at the time were a bit out of hand, but I could also be making that up.
Request to the developers.
If possible, make archery mechanics more role-playing. Otherwise, it seems that are shooting from a firearm or a crossbow, all the charm of shooting is lost.
With a power attack (maximum bowstring tension), I would like to see the retention of the shot (as in Skyrim), and not the instant flight of the arrow. Such mechanics create the impression of direct participation in the game activity, which in turn enriches the role-playing component of the game. And if you add to this the free flight of an arrow to any place where the player intended, it would be even more wonderful.
Greater player control over the process creates the effect of deeper immersion in the game. Freedom creates variety, and variety ensures novelty, fun, and unpredictability. Character skills as integral elements of MMORPGs, and the ability to control the character's usual attacks like in RPG games is truly an amazing combination, which has not yet been implemented by anyone.
Perhaps this idea will also be supported by the other players...
p.s. sry for my eng.
WrathOfInnos wrote: »Thanks for your opinions.
I see ...
What can do, will have to wait another ten years, maybe then someone will be able to implement an interesting combat system in MMORPG.
I’m not sure it’s a lack of technology. FPS games have been making projectiles work with online latency for over a decade (think throwing knife in COD). It seems to be a design choice to make bows lock on, auto fire, and projectiles follow the target.
WrathOfInnos wrote: »Thanks for your opinions.
I see ...
What can do, will have to wait another ten years, maybe then someone will be able to implement an interesting combat system in MMORPG.
I’m not sure it’s a lack of technology. FPS games have been making projectiles work with online latency for over a decade (think throwing knife in COD). It seems to be a design choice to make bows lock on, auto fire, and projectiles follow the target.
I hate to burst the bubble but physics based weapons don’t exist a majority of game especially shooters. CoD uses rays, timers, and bit of math then covers over it with VFX. Do you know how inconsistent it is to use a small game object to register hitting at a fast enough speed to look realistic? 9 times out of 10, that object won’t register hitting another objects collider. We’re talking just about any engine. Even BF doesn’t use engine physics to handle bullet hit detection.
WrathOfInnos wrote: »The funny thing about ESO bows is that the arrow flight physics looks pretty convincing when firing it at no target. It's just when you're aiming at an enemy that it turns into a heat-seeking magic arrow. I'm guessing this is to avoid having to do real collision detection, which is probably a good decision based on how strange the hitboxes can be in this game.
WrathOfInnos wrote: »WrathOfInnos wrote: »Thanks for your opinions.
I see ...
What can do, will have to wait another ten years, maybe then someone will be able to implement an interesting combat system in MMORPG.
I’m not sure it’s a lack of technology. FPS games have been making projectiles work with online latency for over a decade (think throwing knife in COD). It seems to be a design choice to make bows lock on, auto fire, and projectiles follow the target.
I hate to burst the bubble but physics based weapons don’t exist a majority of game especially shooters. CoD uses rays, timers, and bit of math then covers over it with VFX. Do you know how inconsistent it is to use a small game object to register hitting at a fast enough speed to look realistic? 9 times out of 10, that object won’t register hitting another objects collider. We’re talking just about any engine. Even BF doesn’t use engine physics to handle bullet hit detection.
Fair enough. I make no claims of knowing how various game engines handle the physics and collision detection. I just know that the outcome appears realistic and is satisfying, and manages to compensate for the differences in what each player sees (from latency) in a way that feels fair.
The funny thing about ESO bows is that the arrow flight physics looks pretty convincing when firing it at no target. It's just when you're aiming at an enemy that it turns into a heat-seeking magic arrow. I'm guessing this is to avoid having to do real collision detection, which is probably a good decision based on how strange the hitboxes can be in this game.