Rifleman Archive
Thread: Specials/Bugs CU/R/B
Message Edited by Waste93 on 03-31-2005 06:38 AM
forecast for Thursday: fly-fishing.
EDIT: looks like the trout are safe (honestly, they're never in any danger from my poor simulacra of thread, feather, and wire).
TC should be CURB-certified in about 2 hours. or so.
Message Edited by lammergeier on 03-31-2005 02:26 PM
for the energetic go-getters out there:
TC is currently snapshotted and ready to be put into cold storage. what does this mean? anything that happens on the current TC won't be saved. when they start up TC again, it will roll back to the snapshot.
however:
LOS code already exists on TC (and has for a long time now). LOS will matter MOST to rifles, since we'll be drawing sight-lines across the greatest ranges. if it works at 64m, it will work at ranges UP TO 64m.
right now, the LOS code is... less than ideal. the sight-line is drawn from the base of the attacker to the base of the target. this leads to problems... from not having LOS on a fambaa that is behind a tiny rock, to lairs that can only be attacked from a position below the lair.
I encourage folks interested in the CU changes to hop over to TC and head to the keren starport. the ditches, rocks, hills, and noob spawns provide a quick example of the LOS... and with novice marksman and a CDEF, you can see some of the problems with the code.
the LOS code might change (we can hope), and it might not make it Live (as is already the case)... but it is an integral part of combat... you can't shoot what you can't 'see', and if you can't shoot it, then you're dead in the water.
this one might be a deal-breaker if it isn't polished. already, the devs have shown wisdom in leaving it on TC and not pushing this code Live.
for the record: I WANT the LOS code. I just don't want it if it isn't working.
EDIT: duck and cover, folks. TC is coming down, and will be CURB'd when it comes back up. /target Dev_Tracker.
Message Edited by lammergeier on 03-31-2005 02:31 PM
lammergeier wrote:
for the energetic go-getters out there:
LOS code already exists on TC (and has for a long time now). LOS will matter MOST to rifles, since we'll be drawing sight-lines across the greatest ranges. if it works at 64m, it will work at ranges UP TO 64m.
Message Edited by lammergeier on 03-31-2005 01:28 PM
I'm sure this is an old grief for riflemen, but I wanted to ask - in relation to what's being considered for the CU - if there had been any thought to increasing effective range? Not to draw on real-world examples overmuch, but I can hit a man-sized target at over 400 metres with a rifle (and a really good shot would do better than that), but am hard-pressed to hit the same man-sized target reliably from 40 metres with a pistol. I appreciate that some effort has been made to reflect this with the accuracy modifiers currently in place (assuming that some variation on them will survive into the CU). But surely maximum effective range needs to be addressed?
Is this a server issue, in that they don't want to have to try and track/handle players engaged in combat over a certain range, or is it a balance issue in that they want players with short-range or melee weapons to have a fighting chance against the long-range "nuker"?
Just curious.
KundoJet wrote:
lammergeier wrote:
for the energetic go-getters out there:
LOS code already exists on TC (and has for a long time now). LOS will matter MOST to rifles, since we'll be drawing sight-lines across the greatest ranges. if it works at 64m, it will work at ranges UP TO 64m.Message Edited by lammergeier on 03-31-2005 01:28 PM
I'm sure this is an old grief for riflemen, but I wanted to ask - in relation to what's being considered for the CU - if there had been any thought to increasing effective range? Not to draw on real-world examples overmuch, but I can hit a man-sized target at over 400 metres with a rifle (and a really good shot would do better than that), but am hard-pressed to hit the same man-sized target reliably from 40 metres with a pistol. I appreciate that some effort has been made to reflect this with the accuracy modifiers currently in place (assuming that some variation on them will survive into the CU). But surely maximum effective range needs to be addressed?
Is this a server issue, in that they don't want to have to try and track/handle players engaged in combat over a certain range, or is it a balance issue in that they want players with short-range or melee weapons to have a fighting chance against the long-range "nuker"?
Just curious.
I really wish I could tell you. we don't know. there was a cryptic post by TH at some point that indicated that "normal combat" would range out at 64m... which some have interpreted as "specials will exist that will extend range beyond 64m".
we don't know.
we DO know that the server load for range past 64m is an obstacle. until we see the code, we're just guessing at the rest.
but yeah... I can pop golf balls at 50m with a pistol... and I'm no crack shot. a rifle extends my range considerably beyond that.
Note to self: Don't piss off lammergeier!
lammergeier wrote:
/snip
but yeah... I can pop golf balls at 50m with a pistol...
Atobusarragra wrote:
Speed seems to be low. I did a quick calculation and rifle speed totalled to +65.
The master box has no rifle speed nor rifle accuracy, but has general speed and general accuracy. Intended or bug?
very much so intended
If you stack with other ranged professions you gain the general speed and accuracy from them as well. - one of the ways they are encouraging people to take multiple professions.
if you calculate in our general ranged speed + our specific ranged speed we have a total of 100 speed from the marksmen tree and the rifleman tree. (which should suggest to you that the speed equation is drastically different)
Atobusarragra wrote:
Aaah well I hope they have given enough thought to the skill points under the new system. I can see forced templates here.
Anyway, it would be interesting to know what this new speed formula is.
please bring this comment and what you see as forced over to our template testing thread. I don't particularly agree that templates are being forced (other then if you are ranged you pick up ranged or if you are melee you gain more effect from picking up melee) - anyway - bring the thought to this thread
combat spam sez:
Gorax attacks you with Attack using an unknown weapon and hits for 15640 points (15640 points kinetic damage). 15640 possible points damage.
no kidding. Gorax: CL300, 63k HAM.
mantigrue reaper? CL45, 2380 damage.
rogue falumpaset? CL18, 970 damage.
large chuba? 188-229 damage.
NPC faction: there is none (at least, with all the formerly factioned NPC's I killed).
creature (baby): kill gives xp.
crew of five (CL7 total) vs CL6 NPC's (single)... we got to see the lovely cloning facilities in taike. we were able to work these NPC's more effectively with practice, but NPC damage was running about 10x higher than player damage (and we still lost players with each engagement). xp per? 134. rough.
bowcaster: hm? what happened here?
rifles in general: 35m max with CDEF? then 40m at DLT20?
aggro: some mobs notice players, some don't.
player names/titles: in combat these flash yellow/red. easy to lose group members and other players.
target UI display: no state effects. can resize on one toon, cannot on another. no posture icon.
HAM bars (including stats in CTRL-C): all kinds of wonky.
combat spam: VERY spammy.
LOS: buggy.
me? tired. inventory at work today, then work all weekend. more bugs as they become apparent.