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General discussion Topics related to various aspects of Champions of Regnum

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Old 07-14-2010, 12:00 PM   #31
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^^

Thanks for the update and the info regarding the hotbar. I have some bows that have various magical damage gems, but as I noted...I did not see a difference. I may have to work with my graphics settings a bit. Relative to the range, a 5m range reduction seems about right.
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Old 07-15-2010, 04:12 PM   #32
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warriors are in a disadvantage anyway so this may even the odds for them.
sound fair for me to see where the attack came from.
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Old 07-15-2010, 04:14 PM   #33
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Depending on how this is implemented, it can also work as a good way to focus archer fire to single targets. Just set a "lead" archer and hit everyone he hits.
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Old 07-18-2010, 09:57 AM   #34
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I re-tested on current Amun.

Arrow trails don't show up with shader 2.0.
With shader 4.0, i have long trails (from bow to target), please don't do it, this is awful from tactical POV.

Tracing a line between archer and his target is clearly not the way to go.
It doesn't make sense.
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Old 07-18-2010, 10:04 AM   #35
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Also only people with a good video cart has this advantage...
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Old 07-18-2010, 11:40 AM   #36
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At the moment if your the target then you know who's hitting you, but not from which direction, unless they use certain spells - which tbh is allmost guarenteed. If the trails are short enuf, say 1-2m in length, then you get additional direction info for when your being hit by normals.

This seems to me to be a sensible addition as it will only really help in a small number of cases - ie when your being flanked or attacked from behind, which you really would/should be aware off - 'oh look an arrow in my back. I wonder where that came from?'. In a fort/bridge/open field fight then the direction is pretty much always in front of you so your not gaining any extra info anyway.

From an archers point of view, you/we get a very slight nerf compared to the other classes - obviously, but not one that i can argue against as we are both attacker and target - we gain the same direction info as everyone else, but lose a small amount to the ability to attack repeatedly from the flanks/behind. But as most players scan around this is not going to alter than amount of times you can do this anyway.

As long as the trail is kept very short - so it looks like an arrow - then i also dont see how it could be used as a 'tracer' for concentrated fire, and archers allready concentrate fire.

Also, id assume that the smaller it is, the less processing it will require so more people can see them.

I'm all for it, AS LONG as the 'trails' are small enuf.
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Old 07-18-2010, 02:57 PM   #37
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yeah small trails
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Old 07-18-2010, 03:20 PM   #38
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nice idea, maje parties more eseful...
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Old 07-23-2010, 12:18 PM   #39
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Here is how arrows trail is looking for now on Amun (today).

I'm clearly against such trail, arrows are not fireworks.
It has negative tactical implications for sure.
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File Type: jpg screenshot 2010-07-23 12_40_32.jpg (65.4 KB, 43 views)
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Old 07-23-2010, 12:26 PM   #40
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Quote:
Originally Posted by Greyman_tle View Post
From an archers point of view, you/we get a very slight nerf compared to the other classes - obviously, but not one that i can argue against as we are both attacker and target - we gain the same direction info as everyone else, but lose a small amount to the ability to attack repeatedly from the flanks/behind. But as most players scan around this is not going to alter than amount of times you can do this anyway.
In the current implementation, this isn't a "very slight nerf".

As an example, i had a nice fight yesterday at doorless L4 Shaana on Horus, i hit my lovely enemies a long time before they notice me and bother to send someone to make me stop.

With current implementation of trails, my position will be so obvious i doubt i last that long.

No, some players don't scan around enough, this is their own fault. With trails, no need to scan, position is immediatly obvious.
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