The purpose of this thread is to
1. voice opinions on ranged combat systems where minimum/maximum weapon effectiveness ranges have been implemented.
2. Would you like to see such a system implemented in GW2?
3. If yes, should it be implemented on just physical weapons (bows, slings, crossbows etc) or also on magical weapons (wands & staffs).
4. Should ranged skills also be subject to such a system?
Just to be clear, I'm talking about a system where, when you go to attack with a ranged weapon, the game determines how far or close you are from your target and references the equipped weapon's statistics to determine how effective your attack can be. The result is such that if you try to attack with a wand or staff at longbow range, you'll likely miss your target. Also attempting to point blank your target with a longbow (unless they skill used specified explicitely says otherwise, as with the skill "point blank") you'll likely misfire. Those are the basic concepts.
For an example of a game that does this see WoW.
Ranged Combat in GW2: Impose Min/Max effective ranges or no?
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While I like the current system in GW where it moves our character in range, it does not sound like GW2 will be able to support this fuction.
For example: ANet plans to remove the click-to-move interface and hopes to implement a much more free a fluid form of movemt (see GW2 article, or the thread here in Guru).
If there's no click to move, I doubt it would automatically move you close to the enemy to be in shooting range. It sounds like the same thing will go for melee - that you'll have to get close to them to attack.
All in all, I don't mind it. If they already have a different ranged targetting system, this is most likely what we're going to see.
For example: ANet plans to remove the click-to-move interface and hopes to implement a much more free a fluid form of movemt (see GW2 article, or the thread here in Guru).
If there's no click to move, I doubt it would automatically move you close to the enemy to be in shooting range. It sounds like the same thing will go for melee - that you'll have to get close to them to attack.
All in all, I don't mind it. If they already have a different ranged targetting system, this is most likely what we're going to see.
E
1. voice opinions on ranged combat systems where minimum/maximum weapon effectiveness ranges have been implemented:
I think that there should be a min/max range for weapons, as in 10yd-25yd or something like that, and the median should have the most damage output. I think that as you level, or whatever system they are using for character development, I think that the range should be widened. For example start at 10-25 and maybe as you get higher end up having 5-30 or something (though those are just dumb numbers off the top of my head, its the idea that I'm talking about so please don't criticize the numbers themselves).
2. Would you like to see such a system implemented in GW2?
I would love it if they put this system in GW2!
3. If yes, should it be implemented on just physical weapons (bows, slings,
crossbows etc) or also on magical weapons (wands & staffs).
Hmmm, hard to say. For the sake of balance this might work, but really I think that magic works on different logic than physical weapons do; thus, they are not hindered by things such as gravity, eliminating the range problem.
4. Should ranged skills also be subject to such a system?
To me this would make sense on paper, but I think that it would be a bit too difficult to 1) come up with these equations and 2) implement them into the game.
Another thing is that if we are abandoning the point-and-click style of targeting then the attack automatically moves us, you must be facing the target to hit it.
I think that there should be a min/max range for weapons, as in 10yd-25yd or something like that, and the median should have the most damage output. I think that as you level, or whatever system they are using for character development, I think that the range should be widened. For example start at 10-25 and maybe as you get higher end up having 5-30 or something (though those are just dumb numbers off the top of my head, its the idea that I'm talking about so please don't criticize the numbers themselves).
2. Would you like to see such a system implemented in GW2?
I would love it if they put this system in GW2!
3. If yes, should it be implemented on just physical weapons (bows, slings,
crossbows etc) or also on magical weapons (wands & staffs).
Hmmm, hard to say. For the sake of balance this might work, but really I think that magic works on different logic than physical weapons do; thus, they are not hindered by things such as gravity, eliminating the range problem.
4. Should ranged skills also be subject to such a system?
To me this would make sense on paper, but I think that it would be a bit too difficult to 1) come up with these equations and 2) implement them into the game.
Another thing is that if we are abandoning the point-and-click style of targeting then the attack automatically moves us, you must be facing the target to hit it.
lucifer_uk
Wilds Pathfinder
The Venerable Truth [TvT] The Venerable Alliance [TvH] [TvL]
R/
Joined Nov 2006
no. i would find this rather annoying.
it would simply put more strain on ranged classes and melee ones as they'd have to like constantly run when the enemy is to keep in range to deal damage wich can be quite tedious say...
youre a warrior bashing a monk well ok so the monk decides to kite you and youre chasing him using the keys or whatever now offcourse this monk can make more sudden movements to make you loose track off them
eck imo if it can be done simple why make it harder ?
it would simply put more strain on ranged classes and melee ones as they'd have to like constantly run when the enemy is to keep in range to deal damage wich can be quite tedious say...
youre a warrior bashing a monk well ok so the monk decides to kite you and youre chasing him using the keys or whatever now offcourse this monk can make more sudden movements to make you loose track off them
eck imo if it can be done simple why make it harder ?
t
While I like the Idea of having ranged weapons having an "effective area of usage," I am not a big fan of having melee characters have to move to stay in range of the target using the keyboard (true this is not in the OP but it has come up in several posts).
as for what the OP bring up. Yea I would like to see this. I'm a ranger most of the time I might add.
as for the melee? no thank you
as for what the OP bring up. Yea I would like to see this. I'm a ranger most of the time I might add.
as for the melee? no thank you
Why to?
The current system is good for one reason: Lag.
If you lag a bit, your character will get near the target and fire.
With such a 'you have to get to the range' system, if you lag a bit and fire in certain ranges, all the hits would miss.
Of course, such system would have to affect all characters, for it would be not fair warrior getting automatically to the target, but ranged characters not.
In that case, people would just need to stay moving all the time, since you won't be 'there' you won't get hit, and snares won't hit either. Rangers would only b able to hit casting targets...
Egh... sounds to boring for me.
The current system is good for one reason: Lag.
If you lag a bit, your character will get near the target and fire.
With such a 'you have to get to the range' system, if you lag a bit and fire in certain ranges, all the hits would miss.
Of course, such system would have to affect all characters, for it would be not fair warrior getting automatically to the target, but ranged characters not.
In that case, people would just need to stay moving all the time, since you won't be 'there' you won't get hit, and snares won't hit either. Rangers would only b able to hit casting targets...
Egh... sounds to boring for me.

