• Hail Guest!
    We're looking for Community Content Contribuitors to Stratics. If you would like to write articles, fan fiction, do guild or shard event recaps, it's simple. Find out how in this thread: Community Contributions
  • Greetings Guest, Having Login Issues? Check this thread!
  • Hail Guest!,
    Please take a moment to read this post reminding you all of the importance of Account Security.
  • Hail Guest!
    Please read the new announcement concerning the upcoming addition to Stratics. You can find the announcement Here!

Weapons and Distance

  • Thread starter RavenWinterHawk
  • Start date
  • Watchers 1
R

RavenWinterHawk

Guest
Id like to see the Dev incorporate distance into damage and effectiveness of weapons.

Weapons themselves have no variation beyond damage, SS, and specials. They all functionally operate the same but the distance weapons. Therefore distance weapons shouldnt operate the same in close quarters.


What I propose is advantages.

A dagger can hit from 1 tile and a long sword can hit from 2 or 3 tiles.

A bow can do great unerfed damage at a distance but within 2 tiles it becomes a less effective bashing weapon.

A lance from 3 tiles but a slow bashing weapon at 1 tile.

As is now... all weapons operate the same in close quarters but archery and throwing work from distance. Even magic gets disrupted at close quarters. Maybe archer should get disrupted.

Might be time to add some realism to the game. Spare me the game realism BS arguement with there is magic blah blah and nothing is real. I know its a game but weapons can have more realism to them.

A mounted knight can swoop threw ranks of archers in close range. Make it so in game.

Archer for distance. Trhowing for distance. Bashing in close quarters.

A dagger and cleaver are faster but the longsword is slower but can hit a few tiles back. Maybe small weapons like dagger get dual weilding ability in close quarters.

Think about it.
 

Damien Softstep

Visitor
Stratics Veteran
Stratics Legend
Id like to see the Dev incorporate distance into damage and effectiveness of weapons.

Weapons themselves have no variation beyond damage, SS, and specials. They all functionally operate the same but the distance weapons. Therefore distance weapons shouldnt operate the same in close quarters.


What I propose is advantages.

A dagger can hit from 1 tile and a long sword can hit from 2 or 3 tiles.

A bow can do great unerfed damage at a distance but within 2 tiles it becomes a less effective bashing weapon.

A lance from 3 tiles but a slow bashing weapon at 1 tile.

As is now... all weapons operate the same in close quarters but archery and throwing work from distance. Even magic gets disrupted at close quarters. Maybe archer should get disrupted.

Might be time to add some realism to the game. Spare me the game realism BS arguement with there is magic blah blah and nothing is real. I know its a game but weapons can have more realism to them.

A mounted knight can swoop threw ranks of archers in close range. Make it so in game.

Archer for distance. Trhowing for distance. Bashing in close quarters.

A dagger and cleaver are faster but the longsword is slower but can hit a few tiles back. Maybe small weapons like dagger get dual weilding ability in close quarters.

Think about it.
Wow did you think of that all by yourself or have you been reading uohall and reading what like 10 other people have stated?
 
R

RavenWinterHawk

Guest
No they made throwing.

They havent looked at all weapons.

Projectiles could be a 2ndary skill set.

Be nice to have some depth with weapons and ways to attack with them.

Also be nice to only be able to carry 3 weapons for battle.

Battles could be more interesting. Archers, spears, longswords. Various match ups. But heck...


Groups of players taking on battle roles.
 
S

Stupid Miner

Guest
No they made throwing.

They havent looked at all weapons.

Projectiles could be a 2ndary skill set.

Be nice to have some depth with weapons and ways to attack with them.

Also be nice to only be able to carry 3 weapons for battle.

Battles could be more interesting. Archers, spears, longswords. Various match ups. But heck...


Groups of players taking on battle roles.
...so instead of just having Throwing suck, we can have them *all* suck! :thumbup:

Either way, you realize this would require a HUGE overhaul to weapons and everything would have to be rebalanced.

Groups of players taking on battle roles.
Fundamental flaw of regimented combat in an online game is... No one wants to be a nameless grunt taking orders.
If they did, RP groups with GM item restrictions would flourish.
They don't, which signifies no one wants this.
(Typically the only people who want this are the people who plan on being the commanders)
 
R

RavenWinterHawk

Guest
I dont think all would suck. Do you?


Different uses.


Might even be a way to bring back real mounts. The mounts could hold lances, heavy axes, long bows.


Don't be afraid of change.

Embrace it.
 
S

Stupid Miner

Guest
I dont think all would suck. Do you?


Different uses.


Might even be a way to bring back real mounts. The mounts could hold lances, heavy axes, long bows.
As I said, this would take a complete restructuring of the combat system and would take several more years to work out the bugs and exploits and balance issues it would introduce.

Why did they take out eating requirements? Because it's tedious and no one wanted it.

"Ideal distance" was a terrible idea to begin with.

Don't be afraid of change.

Embrace it.
Propagandizing with abstract messages conveying subjective meaning based on the connotations of catch-phrases doesn't actually work.
 

G.v.P

Stratics Legend
Stratics Veteran
Stratics Legend
Id like to see the Dev incorporate distance into damage and effectiveness of weapons.
Fun idea, itching, really, agree w/ polearms, but those being the only for 2-tile, but problem is speedhacking and other stuff. Until or unless UO has anti-cheats in effect the range idea would just create more problems for everyone. Threads like "I was a clear half-screen away and got killed by a guy with a hally!"

Fundamentally, no one-hand should have range.
 
R

RavenWinterHawk

Guest
Fun idea, itching, really, agree w/ polearms, but those being the only for 2-tile, but problem is speedhacking and other stuff. Until or unless UO has anti-cheats in effect the range idea would just create more problems for everyone. Threads like "I was a clear half-screen away and got killed by a guy with a hally!"

Fundamentally, no one-hand should have range.
Hacks are always a problem.

And it appears no one really wants to let go of their templates and weapons.

My thought... Maybe throwing doesnt really suck. Maybe it is operating as it should but... maybe it shouldnt be a 120 point skill.

Maybe have a Range Attack skill.

But as someone posted it would require a lot of reworking. I suppose thats an issue.

Heres my other idea. Crafters can hand craft a really cool looking weapon vessle. Encrusted gems. Unique handles. Whatever. And imbuers can transfer the weapon into it. Straight up change. Nothing special.

But you could end up with unique guild weapons. I mean since it doesnt really matter what weapon you hold or use, we might as well be able to create cool weapon vessles to swing.

Transfer your dagger into a long sword vessle. Still acts like a dagger formula wise. But looks nifty in your doll.
 
U

UOKaiser

Guest
Hacks are always a problem.

And it appears no one really wants to let go of their templates and weapons.

My thought... Maybe throwing doesnt really suck. Maybe it is operating as it should but... maybe it shouldnt be a 120 point skill.

Maybe have a Range Attack skill.

But as someone posted it would require a lot of reworking. I suppose thats an issue.

Heres my other idea. Crafters can hand craft a really cool looking weapon vessle. Encrusted gems. Unique handles. Whatever. And imbuers can transfer the weapon into it. Straight up change. Nothing special.

But you could end up with unique guild weapons. I mean since it doesnt really matter what weapon you hold or use, we might as well be able to create cool weapon vessles to swing.

Transfer your dagger into a long sword vessle. Still acts like a dagger formula wise. But looks nifty in your doll.
No trowing definetely sucks 120 or not. Range base skills that you incur penelties because of your range when you can have any other weapon give you max damage at any range is just a hadicap. By making everything range base you make trowing usable cause everything else will suck. Precise range base combat does not work in UO open end world system with moving targets that if they hit you you die and only run away when there low on energy. Not to mention tight spots of many of the areas that they constantly cast spells at you in the mean time.
 

Pawain

I Hate Skilling
Governor
Stratics Veteran
Stratics Legend
UNLEASHED
I dont think all would suck. Do you?


Different uses.


Might even be a way to bring back real mounts. The mounts could hold lances, heavy axes, long bows.


Don't be afraid of change.

Embrace it.
How many characters do you use that have throwing as a skill?

I'll embrace it when I see you kill hmmm something easy, like a renowned wyrm with throwing.
 
R

RavenWinterHawk

Guest
How many characters do you use that have throwing as a skill?

I'll embrace it when I see you kill hmmm something easy, like a renowned wyrm with throwing.
Should you be able to kill anything with everything? Probably not. Maybe throwing should do more distance damage and be useless.


I wouldnt wait for me to do much for you to live your life.

Think bigger. Range attacks. Close quarter attacks.
 

Pawain

I Hate Skilling
Governor
Stratics Veteran
Stratics Legend
UNLEASHED
Should you be able to kill anything with everything? Probably not. Maybe throwing should do more distance damage and be useless.


I wouldnt wait for me to do much for you to live your life.

Think bigger. Range attacks. Close quarter attacks.
I did not ask you to use throwing to kill Slasher of Veils. I chose a creature that many other templates that use a single fighting skill to kill. I have seen many different templates kill this renowned while I stand back with my dog and watch.

Why shouldn't a thrower be able to kill something higher than an ettin?

Your range attack ideas are sound. I do not trust that the developers could implement ranges.

They failed with their first attempt. If they had not of failed, your ideas would create more enthusiasm here in this thread.

When throwing works, we can move to other range attacks. Throwing does not work.

When a knowledgeable player decides to make a new ranged character and throwing is weighed near even to archery, then we will know throwing has been fixed.
 
Top