Elven Archers

A place for Genesis Wizards to share their latest projects and updates.
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Greneth

Re: Elven Archers

Post by Greneth » 12 Apr 2015 13:23

Laurel wrote:Sadly it's as impossible to play as Ranger/necro (Aragorn).
*Read that as Archer/Necro at first, was about to say it's very possible. Ranger Necro would be quite funny.

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gorboth
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Re: Elven Archers

Post by gorboth » 12 Apr 2015 13:42

Fair enough! I'll lay off of mattack changes with Mercs. Good to know they can adapt with bow already. It's nice when people remind me of the things I already did.

*blush*

G.
Mmmmmm ... pie ...

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Zhar
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Re: Elven Archers

Post by Zhar » 12 Apr 2015 17:50

Laurel wrote:Arman - the only really good bow REQUIRES elf race or barely accepts half-elf. THAT is the main reason why anything to do with archery in Genesis of today would be quite race-related.
I loved the concept of the hobbit Ranger using bows. Sadly it's as impossible to play as Ranger/necro (Aragorn).
Well, we sure need some more bows that people could gather. Corrupted mithril and this elven one simply aren't enough to possibly sustain any reasonable amount of players using them.

Sadly, in my personal opinion, Genesis simply isn't ready for bows in player hands. At least not in the current state of affairs. The code isn't as good as it should be and the infrastructure doesn't quite meet current meta-game standards.

Anyway, fixing the Elven Archers is but one of the many steps it'll take to make bows an attractive option for the players.
Time is precious. Waste it wisely.

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Zhar
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Re: Elven Archers

Post by Zhar » 10 May 2015 04:15

Just a small update on why it's taking so long and all...

1. I'm a lazy bastard (that's true, I won't deny it)
2. Bows are not cool code-wise - there's a ton of extra things you have to take into account when doing anything involving them (bar the skills there's the bow, bowstring, arrows etc.), which complicates things, as a bonus, there are some bugs and exploits present that need to be fixed
3. Different demands - in reality, in order to please everyone I'd have to make this guild into 3 or more separate guilds. I can only do 1 occ + 1 lay (if that)

I know it might sound grim, but keep tight. I'm working on improving the code and providing the basic features (revamped spells, ability to switch between lay/occ freely without losing gexp etc.) and will move on to figuring out the rest in due time.

Please don't post any more about the specials you'd like to see and other ideas (ideas unrelated to mechanics, like emotes and thematic stuff are still welcome) until we fix the missile system to the point where we can work with it without introducing new hacks to the sytem.
Time is precious. Waste it wisely.

Kvator
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Re: Elven Archers

Post by Kvator » 17 Sep 2015 11:23

any update on this?

my thoughts on the subject (after spending some time with the guild):

- there is no need to revamp ranged combat completely - there is only need to buff it (significantly) - when used from the backline
- ranged combat should be more bow-dependant than arrow dependant (fun > realism)
- Elven Archers guild have its guildhouse, titles, emotes all the stuff - there is no need to start from the scratch here - it would be cool to add some things (emotes, titles maybe) though
- I am not sure if there is need for layman option (as long as mercenary attack won't work with ranged weapons)
- Guild is completely useless now (no dmg, no tankiness, almost no utility) in my opinion it should be dps-based guild similar to Calian Warriors (crappy on frontline, but when it's on backline it should hurt), with move behind option (with changed description). It shouldn't give as much dps as Calia ofc, but it should provide some utility in exchange (current spells are quite ok, hide/sneak should be increased though)
- The guild give no special attacks currently. In my opinion the easiest options would be:
* move behind (as stated above)
* multiple shot (basically few 'normal' ranged attacks in a row)
- number of shots in 'multiple shot' should be dependant on skill responsible for that (so if we want to keep layman option with 'multiple shot' skill at 50/60 it should give less shots than occ version with skill at 100, like 2-4 in full trained lay vs 5-7 in full trained occ)
- implementing these things doesn't sound THAT complicated, and time-consuming (I am not a specialist on this field so I can be wrong here), but can make this guild a viable option, option that I consider needed in Genesis (elven archer is kind of
iconic figure in most fantasy universes)

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Re: Elven Archers

Post by Avatar » 17 Sep 2015 11:51

Kvator wrote:any update on this?

my thoughts on the subject (after spending some time with the guild):

- there is no need to revamp ranged combat completely - there is only need to buff it (significantly) - when used from the backline
- ranged combat should be more bow-dependant than arrow dependant (fun > realism)
- Elven Archers guild have its guildhouse, titles, emotes all the stuff - there is no need to start from the scratch here - it would be cool to add some things (emotes, titles maybe) though
- I am not sure if there is need for layman option (as long as mercenary attack won't work with ranged weapons)
- Guild is completely useless now (no dmg, no tankiness, almost no utility) in my opinion it should be dps-based guild similar to Calian Warriors (crappy on frontline, but when it's on backline it should hurt), with move behind option (with changed description). It shouldn't give as much dps as Calia ofc, but it should provide some utility in exchange (current spells are quite ok, hide/sneak should be increased though)
- The guild give no special attacks currently. In my opinion the easiest options would be:
* move behind (as stated above)
* multiple shot (basically few 'normal' ranged attacks in a row)
- number of shots in 'multiple shot' should be dependant on skill responsible for that (so if we want to keep layman option with 'multiple shot' skill at 50/60 it should give less shots than occ version with skill at 100, like 2-4 in full trained lay vs 5-7 in full trained occ)
- implementing these things doesn't sound THAT complicated, and time-consuming (I am not a specialist on this field so I can be wrong here), but can make this guild a viable option, option that I consider needed in Genesis (elven archer is kind of
iconic figure in most fantasy universes)
Great post.

I haven't played my archer in ages, as it simply is no fun. I love the whole theme of the guild, but it really is impossible to manage as an archer.
Angmar! ANGMAR!! ANGMAR!!!
Pulp Znuga! PULP!!!!

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Zhar
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Re: Elven Archers

Post by Zhar » 01 Oct 2015 16:09

Speaking about fun > realism thingie. How about removing arrows completely? Bows would work like your regular melee weapons, losing endurance with use.
Time is precious. Waste it wisely.

Kvator
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Re: Elven Archers

Post by Kvator » 01 Oct 2015 19:32

Zhar wrote:Speaking about fun > realism thingie. How about removing arrows completely? Bows would work like your regular melee weapons, losing endurance with use.
In my opinion it will be to much, just change the dmg ratio, like 80% bow, 20% arrows, so when you have turbo-dynamic-platinum-bow then you just need to grab handful of arrows of any kind and you are ready to rock. If you want just a little edge then you try to find premium arrows.
Just my opinion though.

Wyork
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Re: Elven Archers

Post by Wyork » 02 Oct 2015 18:08

Bows wouldn't feel like bows without them. I really disliked it when they made that change in Dark Age of Camelot.

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Re: Elven Archers

Post by Resnick » 02 Apr 2016 05:44

Greetings all. Was the Archers recode completed, or is it still ongoing?

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