JesterOI wrote:
Realistically if you shoot his eyes he should be dead in 1 shot, 2 at most.
Ok, I'll rephrase it...
In game world realism, he's gonna be able to tell which direction the shot came from by the direction the arrow is sticking out of his <body_part>.
...actually now that you bring it up, even more so in the game world because with the hp system, one shot would barely phase a mid lvl character while in real life, there would at least be significant pain/bodily impairment to make it more difficult to determine the direction of the shot.
If you are able to kill something without it even knowing you are there how much "experience" are you really gaining? Idealy if it isn't a challenge then it shouldn't be worth any xp. This is also why the xp curve drops off as you gain levels over the lower level creatures.
MLoki wrote:If you are able to kill something without it even knowing you are there how much "experience" are you really gaining? Idealy if it isn't a challenge then it shouldn't be worth any xp. This is also why the xp curve drops off as you gain levels over the lower level creatures.
MLoki
Ok fine, but I believe if something can potentially kill you then you ought to get XP for it no matter how small the amount, RP wise if it can kill you then you obviously haven't learned enough about it to avoid death. I am referring to the wolves in particular. They still have the ability to take down a 30+(w/o evasion) if you run into the wrong clump.
to answer that question loki, you gain experince and knowlege on "how to kill things without them knowing your there" and to me that is some pretty darn good experience to have.
Don't forget that an archer's point is to kill things from a distance.
Being able to hit things from farther and farther distances should technically give at least the same amount of xp as if the target were close by.
It's easy to hit things that are closer.
It's harder to hit things that are farther.
Therefore it makes sense for more XP for farther targets.
Would be nice if range were taken into account with the game engine, as far as modifying the AB of the attacker or AC of the target.
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I think Called Shot is mandatory for archers. I am able to solo the mountain with my aa at the moment. At worst I get chased by 4 or 5 giants outside the caves and called shot run called shot run and eventually they all fall.
When its one on one it's easy every attack I call shot and they are barely moving towards me I then switch to rapid shot and they fall.
Sure it would be nice to sit on one end of the screen and ping away but that's not the way it should be.
Now here's a thought how about giving AA's with 20+ levels a haste token; not every archer is Dex-Based and has access to Blinding Speed!
Tres Nawt {CLAD}, Tres Baf {CLAD}, Tres Leyana {CLAD}, Tres Q'sara {CLAD}
As for all the posts from people that think AA's need help...
I have played a few AA's on NS4 and they all do spectacularly by themselves. It's all in how you play it.
Besides, if you're a bard/aa (or even wiz/aa) you SHOULD have enough buffs to keep you from getting hit.
I haven't found a problem with an archer being in melee as long as they take Point Blank Shot (which all AA's need anyway..). Besides, if melee attackers are that big of an issue to you dexer AA's, get a shield and wpn finesse. Works almost as well. As far as Zen Archers that get engaged in melee - you have heavy armor on already, not to mention a plethora of buffs (usually).. makes sense you'd be hard to hit regardless.
that should be looked into, it wasnt always that way if it has been changed.
i do remeber once upon a time a druid taking people up the mountain and casting all sorts of nasty spells then zoning for the party to collect all the xp.
From what I can tell, allowing anyone in party on a map with an AA in party (no range to experience) would make it even EASIER to exploit than having a range.
As far as melee'ing, I was simply giving advice on how I play(ed) my AA's. To guarantee experience.. you have to get close.. get close.. and monsters might see you. Hence, melee!
Bottom line the range area will not be extended, there are logical arguements but the fact remains that it was so exploited by a few that it had to be changed since the number of people enjoying the totally free no risk gain, archers were growing. Same logic applies to casters, it may not be perfect but even in an RP sense if an arrow hits you from the south you will go see who shot it and the bioware engine isnt the best unless we go through and change every npc in the game they just dont react when you are to far.
"Wheresoever you go,
go with all your heart." - Confucius
Is it possible to apply an extension patch to the function/whatever controlling the AIs? Or perhaps recode it so that all the AI stuff passes through a standard filter which includes directional detection against ranged attacks before moving onto the NPC's native AI?
my word, what a load of pointless jargon.
try:
could we add a bit to the AI script so that if it's damaged and can't see where it's coming from it moves slowly in the direction of the nearest enemy regardless of whether it can see it?
[/programming graduate tech-talk]
that wouldn't really change anything though, you're essentially just extending the perception range of the NPCs.
how's this for a strategy: shoot them from too far away until they're Near Death, then move in and finish them off from within xp range.