Shattered Kingdoms

Where Roleplay and Tactics Collide
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Do you agree?
Yay. 20%  20%  [ 2 ]
Nay. 50%  50%  [ 5 ]
Wobbuffet. 30%  30%  [ 3 ]
Total votes : 10
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 Post subject: Re: Ranged Combat Accuracy.
PostPosted: Wed Dec 17, 2014 6:55 am 
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Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
I absolutely agree that SK bow fighters are beyond any realistic expectation that one might have if they strapped on a quiver and went into combat. It's pretty wild to think that one could be dexterous enough to shoot a bow, reload and shoot again even one time in the same span as someone swinging an axe or a club.

30% accuracy completely sucks, and if it was levied upon our characters, I can only imagine the cries of "playability over realism" that would ensue. Another level of realistic penalties to bow fighters would be to add the chance to fumble your ammo ... also don't really want that feature added, either.


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 Post subject: Re: Ranged Combat Accuracy.
PostPosted: Wed Dec 17, 2014 7:27 am 
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Joined: Sun Aug 26, 2007 12:45 am
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When you think about how many times you swing a melee weapon per hour in game. Bows seem the more realistic.


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 Post subject: Re: Ranged Combat Accuracy.
PostPosted: Wed Dec 17, 2014 12:42 pm 
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Meissa wrote:
I absolutely agree that SK bow fighters are beyond any realistic expectation that one might have if they strapped on a quiver and went into combat. It's pretty wild to think that one could be dexterous enough to shoot a bow, reload and shoot again even one time in the same span as someone swinging an axe or a club.

30% accuracy completely sucks, and if it was levied upon our characters, I can only imagine the cries of "playability over realism" that would ensue. Another level of realistic penalties to bow fighters would be to add the chance to fumble your ammo ... also don't really want that feature added, either.


It may completely suck when looking at it numerically, but usually that 1 in 3 to 4 shots that land usually prove to be game ending or fatal in real life.


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 Post subject: Re: Ranged Combat Accuracy.
PostPosted: Wed Dec 17, 2014 1:45 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
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Chem wrote:
Meissa wrote:
I absolutely agree that SK bow fighters are beyond any realistic expectation that one might have if they strapped on a quiver and went into combat. It's pretty wild to think that one could be dexterous enough to shoot a bow, reload and shoot again even one time in the same span as someone swinging an axe or a club.

30% accuracy completely sucks, and if it was levied upon our characters, I can only imagine the cries of "playability over realism" that would ensue. Another level of realistic penalties to bow fighters would be to add the chance to fumble your ammo ... also don't really want that feature added, either.


It may completely suck when looking at it numerically, but usually that 1 in 3 to 4 shots that land usually prove to be game ending or fatal in real life.


Yes, you can end a life in one shot, but it typically doesn't happen that way. There have been incidences where people have been shot numerous times and have not been slowed down at all.

https://www.youtube.com/watch?v=23c7ovuSd2U

That video with a hilarious end shows why the saying, "don't bring a knife to a gunfight" is probably one of the most ridiculous things you can ever hear. Anybody within a 10 foot range of you with a knife will cut you, even if you have a firearm, and there's 0 defense against a knife attack. This is why cops shoot a billion times. They're innacurate as hell, and anybody that closes the distance will kill them.


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 Post subject: Re: Ranged Combat Accuracy.
PostPosted: Wed Dec 17, 2014 2:08 pm 
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Joined: Tue May 31, 2005 9:16 am
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SK Character: NA - Inactive
Meissa wrote:
I absolutely agree that SK bow fighters are beyond any realistic expectation that one might have if they strapped on a quiver and went into combat. It's pretty wild to think that one could be dexterous enough to shoot a bow, reload and shoot again even one time in the same span as someone swinging an axe or a club.

30% accuracy completely sucks, and if it was levied upon our characters, I can only imagine the cries of "playability over realism" that would ensue. Another level of realistic penalties to bow fighters would be to add the chance to fumble your ammo ... also don't really want that feature added, either.



It would require a tremendous boost in the lethality of ranged attacks.

If we want to stack in this realism in relation to group formations, how about the chance of mis-fires? If you're targetting somebody in the first row, and you miss, do you accidentally hit the person behind him? If you miss a shot, do you accidentally hit ANYBODY else in the target's group? If you're firing ranged-combat at somebody who is engaged in melee-combat with another person, do you run the risk of accidentally hitting the person in melee with your target or somebody else in his group? We could see more deaths due to friendly-fire in SK.... :o


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 Post subject: Re: Ranged Combat Accuracy.
PostPosted: Thu Dec 18, 2014 2:59 am 
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ninja_ardith wrote:
there's 0 defense against a knife attack.


I'd hardly say 0 defense, unless said attack was from behind sure, but the same would hold true with a gun or any heavy blunt object. Knives also don't travel at an average speed of around 2,500 feet per second either allowing people to actually dodge, catch or deflect the attack. Everything comes with it's pros and cons.


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 Post subject: Re: Ranged Combat Accuracy.
PostPosted: Thu Dec 18, 2014 1:03 pm 
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SK Character: NA - Inactive
Chem wrote:
ninja_ardith wrote:
there's 0 defense against a knife attack.


I'd hardly say 0 defense, unless said attack was from behind sure, but the same would hold true with a gun or any heavy blunt object. Knives also don't travel at an average speed of around 2,500 feet per second either allowing people to actually dodge, catch or deflect the attack. Everything comes with it's pros and cons.


Does all this chatter mean you're playing again, chemmy-poo? :)


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 Post subject: Re: Ranged Combat Accuracy.
PostPosted: Thu Dec 18, 2014 5:08 pm 
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Dabi wrote:
Chem wrote:
ninja_ardith wrote:
there's 0 defense against a knife attack.


I'd hardly say 0 defense, unless said attack was from behind sure, but the same would hold true with a gun or any heavy blunt object. Knives also don't travel at an average speed of around 2,500 feet per second either allowing people to actually dodge, catch or deflect the attack. Everything comes with it's pros and cons.


Does all this chatter mean you're playing again, chemmy-poo? :)


Experimenting. I have found, I suck at leveling though.


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 Post subject: Re: Ranged Combat Accuracy.
PostPosted: Fri Dec 19, 2014 6:18 pm 
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Joined: Tue May 31, 2005 9:16 am
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Chem wrote:
Dabi wrote:
Chem wrote:
I'd hardly say 0 defense, unless said attack was from behind sure, but the same would hold true with a gun or any heavy blunt object. Knives also don't travel at an average speed of around 2,500 feet per second either allowing people to actually dodge, catch or deflect the attack. Everything comes with it's pros and cons.


Does all this chatter mean you're playing again, chemmy-poo? :)


Experimenting. I have found, I suck at leveling though.


HA!! N00b.

Grab somebody from the who list to help you. They're probably GM with some good tips for you.


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 Post subject: Re: Ranged Combat Accuracy.
PostPosted: Fri Dec 19, 2014 8:24 pm 
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Joined: Mon Nov 15, 2004 9:03 pm
Posts: 855
Leveling is still pretty easy. I hit GM with Ascelyn in 30 hours solo for most of it which was my first Charachater in years. My current char has taken a bit longer almost 50, but I spent a lot or time RPing and having fun plus pretending I don't know where I'm going to make vets and GMs help me and give me stuff.
it's more fun then just grinding away


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