Fencer Archive
Thread: *Compilation of Fencer Issues 9/24/03*
Great list. There is only one problem. I read it and think that all of these should be submitted, When we are in general less useful than one CH pet, I think we need a bigger makeover.
Raphayl wrote:
I just wanted to post a brief reminder that currently we are still just collecting the ideas. Let's give this a couple days to finish before we start holding votes for the top 5 issue so we don't have future submissions left out of the vote. Let's stay focused.
Yeah sorry, just got carried away ![]()
And I see I have to appoligize for miss spellings and bad gramma, but english is my second language
Raphaylwrote:
2. Begin combat stutter. When beginning combat, or in some cases switching targets immediately after the previous one falls, Fencer come to a complete halt to assume a pre-attack animation stance. This stutter does not exist in the ranged weapon animations. This is an undesirable animation effect and delays our attacks by several seconds.
Just FYI, this does happen to carbineers. It's very annoying. I believe it might also happen to riflemen.
Oh, and as long as you're doing a spellcheck .. it's spelled "niche" not "nitch"
Best of luck!
Possibly an addition to weapon selection, some weaponsmiths have pointed out that loot dropped weapon enhancements and components such as sword cores and rancor teeth are actually worse than standard player-crafted components.
Swords and other kinds of melee weapons should have enhancements that compare to what is available for ranged weapons.
1) Given the wide range of giant, armored creatures, it would be appropriate that as many, if not more, creature parts would be suitable for use in a melee weapon as a ranged weapon.
2) As NPCs such as Nym Guards use both melee and ranged attacks, it stands to reason that they would possess enhanced components for both kinds of weapons.
Raphayl wrote:
A suggestion would be to add a command called /stick with an optional range parameter. By default, /stick allows you to "stick" to a selected target at a static range of 1m. This "stuck" status is kept server-side so that even if on our clients we see a discrepancy between where the client thinks we are and where the server thinks we are, we could still attack properly. By allowing a range parameter to be included, a Fencer could /stick at a preferred distance from the target. For example, if our best accuracy was at range 4m, we could type in /stick 4. If the target backed away we would remain locked at 4m unless the target could move away faster than we could close. If the target attempted to close the gap we would automatically backpedal to maintain our desired distance to the target. NPCs already do this, so the basic mechanics are most likely already in place.
Excellent post, Raphayl. Appreciate the time that it must have taken you to get it all together. I do, however, have a comment about a /stick command.
I definitely think something like this would help us out, but I would ask that it just work at a set range, say 3 or 4 meters. To put in a variable range component might be nice for hitting ideal ranges on our weapon of choice, but for that slight gain, the negatives could be horrendous. The range limits would have to come into examination. How far would /stick work out to? 64m? 15? 10? Ifitwas designed to workat any range outside melee, it would just amplify our existing problem of not being able to close on a target. If it only worked within melee ranges, then it's there sheerly for melee to maintain an ideal range for, and get a bonus from, their weapon. This is a bit lopsided. While a ranged person can generally set up a first shot at an ideal range, they do not have the luxury of maintaining their ideal range all of the time. Just my 0.02.
It's nice to have a correspondent again. ![]()
-Onei Linn
Thanks Raphayl!
If you think this is appropriate, I'd liketo seesomething put in for a better /follow command...
I'd like to see a /follow command that's somehow adjustable for us (or any melee/range) to be within weapon mod bonus range. As you know our weapons have mod range stats - ie. Curved sword often has +10/10/10 - however unless we manually move our characters in any of those ranges, it's quite impossible it seems to fully take advantage of a weapon's Range Mod bonus' and hence a higher chance for us to "miss"...
I myself fit /follow into all my combat macros so that I don't have to concentrate on moving around but like I've stated above as of right now the /follow command puts us right in the face of the target - unlike a say Carbineer who's carbine prolly has a bonus at 35m (example)and can line up his opening shots WITH range mod bonus'.
Cheers.
Omg, I'm so sorry I reposted what you wrote on the topis of /stick already
I so need more coffee heh.
There was an old post that made about a month back that covered "fencer" issues, I'll go hunt for it and compare it to your list...
next time tho, don't use that beige/aqua/fuchsia color scheme, it's bad for my eyes. At least make the main text White or fully Yellow.
"Fixed knockdown/stun exploit with AI by clearing dizzy state on knocked-down AI when it attempts to stand" on the Test Center. So NPC's will stay down on our next LIVE update. They also lowered HAM costs to 2H sword and Polearm AGAIN, but no change for 1H or Unarmed. grrr....
Major Kudos to you for a wonderful post Raphayl !!
Icouldn't hash it out any better than what you have already done! All I can really add is that I think the devs need to take into account our professions base skills before trying to fix us through weapons alone. Fix thehand that wields the blade first, before sharpening the blade, no?
I do have to also mention, as brought up by fellow posters in this thread, we need to be able to catch up to those who kite us. Whether the kiting issue would be resolved by the addition of anumber of the points you listed or not, this needs to be an issue pressed along with changes to our skillset(s).
Just my 2 cred on some issues.
Lyaphar,
Thanks so much for this most excellent compendium of the main issues that plague us fencers. Your efforts to be applauded. I can think of nothing else to add--- let's just hope that the Devs lend an attentive ear!
Seena
DeathBecomesYou wrote:I love you and want to bear your children!
Hmmm.. how do you suppose that would work, Raph?
Freakin awesome post Raph, I salute you. You are obviously the right choice for correspondant.
*salutes*
Nice Very Very Nice!
The only things I can think of to add is more non-earthish weapons like Gaderiffi batons, maybe something gangunish.
Also as a pistoleer/fencer I'm not really wild about your Dodge recommendation.
[VOOR