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View Full Version : Please fix ranged combat.. I miss my characters



ManinBlaq
02-11-2009, 03:36 AM
I rolled a human bard repeater, to support some friends I brought into the game recently. They made some tanks, so I figured what better way to get them hooked than to support them with a bard.

Unfortunately, I got her to lvl 3 - we were doing WW, and I couldn't do squat for combat. Not only was the repeater misfire bug still present (repeater sync issue causing your 3rd shot to be delayed until after reload animation) -- but several shots in general were being 'ignored' (no miss, hit or combat log to suggest that it ever took place -- other than all the lost animation frames of firing and reloading). Lvl 1 mobs were living 6 rounds longer than they should have been. (IE: requiring 6 vollies/reloads to finish off one lowly kobold).

Ranged combat is not playable.

ManinBlaq
02-11-2009, 03:45 AM
Turbine,

If you need help - I'll fix ranged combat for free (mostly). I'm proficient in C++ (amoung others), and can comply with any standards, practices you require. If the project is not in a source that I'm familiar with, learning another language is not an problem.

My only requirement: once I fix the ranged combat system - I play for free - forever: all accounts. [no more than 10]


(I think it's a pretty sweet deal for you. You should totally go for it.)

ShaeNightbird
02-11-2009, 08:47 AM
Thanks for the info. I was considering a repeater build. Now I am not.

GlassCannon
02-11-2009, 08:48 AM
I rolled a human bard repeater, to support some friends I brought into the game recently. They made some tanks, so I figured what better way to get them hooked than to support them with a bard.

Unfortunately, I got her to lvl 3 - we were doing WW, and I couldn't do squat for combat. Not only was the repeater misfire bug still present (repeater sync issue causing your 3rd shot to be delayed until after reload animation) -- but several shots in general were being 'ignored' (no miss, hit or combat log to suggest that it ever took place -- other than all the lost animation frames of firing and reloading). Lvl 1 mobs were living 6 rounds longer than they should have been. (IE: requiring 6 vollies/reloads to finish off one lowly kobold).

Ranged combat is not playable.

This is why my Repeater Deepwood Sniper is parked. Indefinitely.

negative
02-11-2009, 09:52 AM
Please fix it. My Arcane Archer, with nothing but ranged combat feats and ehancements, spends 90%+ of his time as a gimp TWF.

Raithe
02-11-2009, 11:10 AM
I don't believe the issue is tied to ranged combat alone. It definitely happens to my sorceror when casting spells like disintegrate and scorching ray, and I believe it also happens in melee quite often.

My guess is that it's some sort of timing or possibly trajectory bug where attacks are being discounted because they fall outside of some particular validity check. I usually pause, and make sure I'm targetted from a new angle when I experience this problem the first time.

GlassCannon
02-11-2009, 11:17 AM
I don't believe the issue is tied to ranged combat alone. It definitely happens to my sorceror when casting spells like disintegrate and scorching ray, and I believe it also happens in melee quite often.

My guess is that it's some sort of timing or possibly trajectory bug where attacks are being discounted because they fall outside of some particular validity check. I usually pause, and make sure I'm targetted from a new angle when I experience this problem the first time.

I avoid this by spamming the living sh*t out of the button for the spell I want to cast. It happens most with Ray spells, but occasionally happens with Fireballs, Fog, CK, Blur, Displacement, Haste... ok every spell or effect in the game.

Strakeln
02-11-2009, 11:25 AM
/signed... FIX THIS

My repeater bard found out earlier this week that her main method of attack no longer works for ****.

This is a bit too long in tooth, Turbine... FIX RANGED COMBAT IN ALL FORMS.

frugal_gourmet
02-11-2009, 12:19 PM
A simple AI tweak is all that is required here.

All monsters should immediately flee in terror at the sight of any player character, thus making ranged combat the least frustrating way of bringing them down.

When you think about it, this is the wisest course of action for any monster anyway. They should know by now that adventurers are neigh-invincible gods compared to themselves.

transtemporal
02-11-2009, 07:35 PM
I rolled a human bard repeater, to support some friends I brought into the game recently. They made some tanks, so I figured what better way to get them hooked than to support them with a bard.

Unfortunately, I got her to lvl 3 - we were doing WW, and I couldn't do squat for combat. Not only was the repeater misfire bug still present (repeater sync issue causing your 3rd shot to be delayed until after reload animation) -- but several shots in general were being 'ignored' (no miss, hit or combat log to suggest that it ever took place -- other than all the lost animation frames of firing and reloading). Lvl 1 mobs were living 6 rounds longer than they should have been. (IE: requiring 6 vollies/reloads to finish off one lowly kobold).

Ranged combat is not playable.

I have a human repeater 16bard (soon to be respecced) and like you, I'm not real impressed by ranged combat but I think ranged is busted for different reasons. Basically not compatible with melee.