Author Topic: Idea for ranging in Ps  (Read 1955 times)

Gondric

  • Hydlaa Citizen
  • *
  • Posts: 313
    • View Profile
Idea for ranging in Ps
« on: September 12, 2006, 09:25:05 am »
Ok basically it is a bit of a first person shooter idea...

you walk around with your bow as if it is any other sword or something like that then when you start combat you go to a first person view with a crosshair or wateav in the middle and thats how you aim. somewhere there would be a indicater stating which way the wind is going and wateva else you can think of that will affect your shot.
im presuming you wouldnt be able to move when you are shooting so once you start combat you cant move until you cancell it.
or... you can move but the mouse click is only used to shoot your arrow...
Ranged lvl impact the if you get your hit on target it will not necessarily hit where u aimed on the body. depending on your ranged lvl will be how acuarate you are in hitting the weak spot on the enemies body. also it would affect the damge you inflict on your enemie.

Mindari

  • Hydlaa Resident
  • *
  • Posts: 176
    • View Profile
Re: Idea for ranging in Ps
« Reply #1 on: September 12, 2006, 09:40:51 am »
crosshair?? urgh. what do you want a crosshair for?

Santiago

  • Hydlaa Resident
  • *
  • Posts: 124
  • "Scandal is gossip made tedious by morality."
    • View Profile
Re: Idea for ranging in Ps
« Reply #2 on: September 12, 2006, 10:12:09 am »
PS uses the standard RPG or D&D type of combat, so aiming and crosshairs seem a little out of the question. It could still be used, but aiming would not affect your shot, wind speed would not be factored into your accuracy, and damage would be calculated purely on your statisticss and those of your target.

Gondric

  • Hydlaa Citizen
  • *
  • Posts: 313
    • View Profile
Re: Idea for ranging in Ps
« Reply #3 on: September 12, 2006, 10:16:19 am »
So what your saying is it has to purely count on your characters skill and not on the actual players?
crosshair?? urgh. what do you want a crosshair for?
something to aim with.

PS uses the standard RPG or D&D.
whats wrong with being different.

Santiago

  • Hydlaa Resident
  • *
  • Posts: 124
  • "Scandal is gossip made tedious by morality."
    • View Profile
Re: Idea for ranging in Ps
« Reply #4 on: September 12, 2006, 10:22:55 am »
Not to say whether I agree with the current combat systems. But I imagine there will not be any massive redesigning of them at this point, and this is a very complex suggestion that would require plenty of alteration to the coding of the game. Simply put, I do not see it ever going beyond the simple "Target, attack, wait for it to die" system.

Not to mention the difficulties of implementing such an advanced targetting system in an online game designed with low and mid-spec machines in mind. In a singleplayer game, this would be a must-have feature.

neko kyouran

  • Guest
Re: Idea for ranging in Ps
« Reply #5 on: September 12, 2006, 10:40:43 am »
I believe the devs are building a combat system that tries to reduce the amount of player skill in ivolved, in favor for basing it on character skill.  Afterall, a novice warrior, shouldn't be taking down ulbers.  I could be wrong though, and I'll get corrected if I am.

Gondric

  • Hydlaa Citizen
  • *
  • Posts: 313
    • View Profile
Re: Idea for ranging in Ps
« Reply #6 on: September 12, 2006, 11:09:31 am »
oh ok i did not realise how hard it was for a multiplayer game. i see your point now.
also is there a ETA for ranging ingame?

Krann Omins

  • Hydlaa Resident
  • *
  • Posts: 94
    • View Profile
Re: Idea for ranging in Ps
« Reply #7 on: September 12, 2006, 02:43:12 pm »
i think judging by how much magic is intended to be implemented the more ranked in combat characters' players skill could come down more to what magic you use & how you use it, once implemented...that sort of strategy thing as oposed to who has better hand-eye coordination, or a full mouse rather than a pad, seems the more likely direction...
(be neat to have a spell that trades stats & combat skills temporarily--helpful vs for mages who rather dedicate to magic than violent training, just an afterthought)

* Krann Omins casts door

peeg

  • Testers
  • Hydlaa Notable
  • *
  • Posts: 560
    • View Profile
Re: Idea for ranging in Ps
« Reply #8 on: September 12, 2006, 04:20:51 pm »
*snipsnap*
also is there a ETA for ranging ingame?

Same ETA like always:
soon(tm)  ;D
[ PSde ] - Join the german community!
Peeg Chaoswind - Mentor in The Rangers Of Yliakum

zanzibar

  • Forum Legend
  • *
  • Posts: 6523
    • View Profile
Re: Idea for ranging in Ps
« Reply #9 on: September 12, 2006, 07:50:10 pm »
What you're proposing would be good for an arcade game, but Planeshift is a RPG.
« Last Edit: September 12, 2006, 11:20:36 pm by zanzibar »
Quote from: Raa
Immaturity is FTW.

Nikodemus

  • Prospects
  • Veteran
  • *
  • Posts: 1808
    • View Profile
Re: Idea for ranging in Ps
« Reply #10 on: September 12, 2006, 08:20:20 pm »
But maybe it isn't that bad idea to make every possible thing stats based? I mean, when you roleplay writing text into the chat window, is it stats (char) dependent? ;P No matter which type of game, you still have to use your brain. Maybe there should be some factors in combat which you have to estimate by yourself (not your char), instead of making another stat or multible stats for estimating these factors? Maybe it should be up to player with what angle he want to shoot? How should he change the direction depending from the wind and similiar stuff. Still, have skill which will help him to do so, so that it will be still very much skills dependent. Maybe not exactly these factors, I don't know, but these which require from you using brain instead of manual skills with moving mouse and pressing keys.
At least you shouldn't develop special mechanism for firing arrows everywhere you want, not only at enemy.
Arrow in the ground being a clue for somethink.
Fire arrow shoot as a signal.
Making stats for every possible thing is just imposible and very time consuming if you want to do it for 99% of things. Can you imagine writing into chat box stat dependent? Or giving your guild mates orders... planning tactics? I can't.



What you can failure tommorow, failure today.


Better click for shiny stylez Help me with images!

zanzibar

  • Forum Legend
  • *
  • Posts: 6523
    • View Profile
Re: Idea for ranging in Ps
« Reply #11 on: September 12, 2006, 11:28:15 pm »
You have a point, but you're still wrong.



Ability to aim a bow with your mouse isn't a choice.  It's an arcade skill.  I agree with you that choice should be an important part of the game along side stats, but I think that you don't understand what that can really mean.  Our characters aren't described just by statistics.  Choice doesn't mean which statistics you choose to train.  Statistics merely help determine the outcome of the choices we make, and the choices we make are ideally determined by how we wrote our characters.

To me, making a choice isn't aiming the bow and firing it quickly.  A good example of making a choice might be choosing between shooting at that horde of bandits coming at you, or running away, or staying and talking it out, or maybe you kill your comander and ask to join the bandit horde.  Or let's say some really nifty piece of information falls into your lap.  You then have a choice of what to do with it and who to give it to (if anyone).  It's those kinds of choices that can make an RPG interesting.
Quote from: Raa
Immaturity is FTW.

Jauffre Martin

  • Traveller
  • *
  • Posts: 18
    • View Profile
Re: Idea for ranging in Ps
« Reply #12 on: September 12, 2006, 11:43:30 pm »
You could always use slider bars for power/angle estimations to calculate hit/miss/damage. Doesn't have to rely on a crosshairs and mouse clickage. Might work, as they have a slider for magic power.  :sorcerer:

Nikodemus

  • Prospects
  • Veteran
  • *
  • Posts: 1808
    • View Profile
Re: Idea for ranging in Ps
« Reply #13 on: September 13, 2006, 01:20:45 am »
Zanzibar. I never wrote i want to aim with mouse ;P What i wrote is as long as your manually skills in using keyboard/mouse don't come into play then it is good i suppose. Although we still move with keys/mouse so the berder which should which shouldnt isnt so clear.
I can fully agree with the choise which you have gave as example but each of these theree options can still have suboptions, like some player influence on aiming, but repeating myself: as long as your manual skills don't come into play (We need some more or less clear border along which we build ideas, common sense doesnt always work and i'm not speaking about anyone in particular)

Wow, this post is becoming semi-long.

As another example where manual skills doesnt really count and where you use your brain:
Exploring. Your char don't actually remember the way through some kind of skills/artificial memory. You do. if you forget, your character has to forget too if you don't want your character to lie when he will be actually asket for the way.
We could have maps as some kind of char memory. Furher, we could have window with places and just click to move there (fully automatically, if you get lost skill dependent and so on). But we don't have this system. We don't have maps. It has been said very clear. Why? thy avoid this apportunity to decrease player factor?
I think, first of all, because it is not fun. Second, because it is not good to decrease the player factor too much, because we spoil roleplaying by decreasing apportunities to it. It would be much more time consiming to code it to the point where you still loose marginal  opportunities, but a lot less. You loose also realisim which also influent RP.
Look at current way how you fix weapon. Simple system and players found loads of possibilities to use it. Devs could spent the same amount of time developing repairing at NPC. but you wouldnt lend item. You wouldnt talk with NPC while the repairing process (They are dump ;P) The player based economy wich is IMHO good would suffer.

We need  rather clear border, which will tell us which actions can be player dependent and how far.
I gave mine. Whats yours planeshifters? ;) (hah! good old term :)) Give some reasons and examples if you want your idea to have any weight ;P (A problem of many people in this community, but still beter than in some other game communities )



What you can failure tommorow, failure today.


Better click for shiny stylez Help me with images!

Croconil

  • Hydlaa Notable
  • *
  • Posts: 642
  • <3 Peacer!
    • View Profile
    • Talk Box
Re: Idea for ranging in Ps
« Reply #14 on: September 13, 2006, 06:56:27 pm »
You have a point, but you're still wrong.



Ability to aim a bow with your mouse isn't a choice.  It's an arcade skill.  I agree with you that choice should be an important part of the game along side stats, but I think that you don't understand what that can really mean.  Our characters aren't described just by statistics.  Choice doesn't mean which statistics you choose to train.  Statistics merely help determine the outcome of the choices we make, and the choices we make are ideally determined by how we wrote our characters.

To me, making a choice isn't aiming the bow and firing it quickly.  A good example of making a choice might be choosing between shooting at that horde of bandits coming at you, or running away, or staying and talking it out, or maybe you kill your comander and ask to join the bandit horde.  Or let's say some really nifty piece of information falls into your lap.  You then have a choice of what to do with it and who to give it to (if anyone).  It's those kinds of choices that can make an RPG interesting.

I have to say I do agree with Zanzibar. Aiming with the mouse will make the game into a more 1st person shooter style, rather than RPG. It takes no skill to do that.