Invisible Arrows - how not to bee seen

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Dunja
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Invisible Arrows - how not to bee seen

Post by Dunja »

Would it be possible to make arrows, when shot, visible.

what i mean ist, that when you are shot at by an archer, the only way to notice it is to see your health bar decreasing or finding yourself dead.
Not the best options.... :(

yours
Dunja
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Ishans Schatten
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Invisible Arrows

Post by Ishans Schatten »

If not is there an other way to show whos attacking you? Like a blue square on the ground of the attacking player (like the red square on the target that you attack).
Astral
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Post by Astral »

Yes, this is what i had suggested before, a green (or blue) square around someone who is "locked on" to you.  I believe it will be possible sometime, but perhaps not in this server version.
Rhiko
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Invisible Arrows

Post by Rhiko »

I cant; be killed by an archers arrows now pretty much but newbs can and i want to avenge their death please make them visible
Rovac
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Invisible Arrows

Post by Rovac »

For the sake of realism you cant make arrows totally visible, because RL you aren't able to see where the arrow came from neither.
But some kind of graphic can be implemented from which direction the arrow came (at least THIS you know in RL, too), so maybe some highlighted flight path, so you know in which direction to run :)
shouldnt be too hard to implement, just a comparison of the actual player coordinates of both attacker/defender and a comparison of this vector to the 8 different direction vectors, so the sprites lead the right way..
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Post by Damien »

Seing who wears the bow AND knowing who attacks you at the moment with what kind of weapon, would do the trick. If a crowd of people surrounds you and all of them wear bows, but only one puts in an arrow, spans it and shoots it at you, you will be pretty able to SEE who is the one attacking you...
Same when you are attacked by another weapon.
Astral
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Post by Astral »

Exactly.  For example, if someone is standing in the mining fields with three people adjacent to him/her, and one of them slashes with their sword while the other two have shovels in their hands, wouldn't the attacker be instantly unveiled?  But that is not the case in this game it seems, you cant tell the difference between a harmless herb collector and a murderer.
Rovac
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Invisible Arrows

Post by Rovac »

I agree if you stand right in front of the assassin, but if the murderer is far away, using wind arrows, you normally can't say 100% if he is the one shooting at you, or someone from the same direction.. So my proposal would be: Melee Combat: Attacker is definitely marked as the one to blame; Distance Combat: The attacker is marked only to people that are close to him (just like a melee attacker would be), but people standing farer away, only see the direction where the arows came from. This way crowd-attacks wouldnt be possible any longer, but well-trained RPG-assassins (not the random-PKs!!) could still do their work (as those kind of murders are part of the game and it wouldnt be fun without them)[combined with a sneaking skill the depth of the game would increase, but thats another thread..]
martin
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Post by martin »

in fact this *is* a problem and we know it.
let's start with a few comments:
1) 8 directions would not last. there are fields one can stand on in relation to someone else without having the differencevector pointing in one of these 8 directions (N, S, W, E, NE, NW, SE, SW), e.g. consider vectors like (-2,3) or something. anyway, i don't like this solution.
2) the possibility of simply drawing a flying arrow was denied by the programmers for several reasons (i made this proposal a long time ago). this would at least help figuring out who is shooting at whom.
3) different graphics of characters in dependence of what weapon (bow/sword) they were are not planed so far. we considered that but it's much too complicated for several reasons i pointed out in another thread.
4) there are two ways i'd propose:
* if someone is targeting someone else and holds a bow, a little bow appears above the character (a sword for a sword/club/..., something else in case of crazy mages). this would only show you who wants to attack *SOMEONE* and what weapon s/he is using. i like this idea because it's mine and it just came into my mind. ;)
* only if YOU are attacked, you see a little sign above the attacking character (a blue square, a yellow star, little green pigs, the easter-rabbit, something else).

these seem to be the only two possibilities to me, which are usefull AND not too complicated to implement. bror isn't here at the moment, therefore i don't know what his thoughts are about this topic.

martin
Sharag
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Invisible Arrows

Post by Sharag »

Quote: from martin on 9:51 am on Mar. 31, 2002

* if someone is targeting someone else and holds a bow, a little bow appears above the character (a sword for a sword/club/..., something else in case of crazy mages). this would only show you who wants to attack *SOMEONE* and what weapon s/he is using. i like this idea because it's mine and it just came into my mind. ;)
* only if YOU are attacked, you see a little sign above the attacking character (a blue square, a yellow star, little green pigs, the easter-rabbit, something else).

Actually one can see very well, when someone is attacked. And not only the attacked person can see, who it is.
When there is someone attacking anotherone, he has a sign above his head, showing that he is currently attacking someone. A third person wants to help the attacked person and so has a sign above his head, too. And how can a fourth person know now, who is the evil attacker and who tries to help?
So, you have good chances, that the person, who actually is friendly and wants to help, gets killed by another helper himself. Nobody ever would dare then to help others, when people are attacked.

(Edited by Sharag at 2:38 pm on Mar. 31, 2002)
Grennard
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Invisible Arrows

Post by Grennard »

I have read carefully your ideas and what about making it this way:

- check every person that ->is attacking<-  ->us<- with a square in different color (like the red square when you check a target to attack) - one color for each weapon type: one for slashing weapons, one for distance weapons and so on, and also one for magic attack /we still can discuss the method of checking this person, like choosing a square or a little picture above the person, but in RL we sure know who is attacking us, so this is natural/

- check every person that ->is attacking<- someone but ->not us<- with the correct color (as above, one for every weapon type) but blinking /so we know that one is attacking, but not us, so again this is natural - we see it in RL/

- check every other person we see that ->is attacked<- and its ->not us<-, with a circle in a different color (but the same color for every attacked person we see, except the people we attack, because there already is the red square - a circle because there is a situation that the squares would double) /this is again natural in RL/

- i would apply the same rule (the color square checking) to all monsters, because its important sometimes to figure out if a monster attacks you or not (for example you are not a very strong warrior, but you help someone to kill a monster, when the monster focuses actually on the other person), sometimes its to late to pull back, when the only way to see if you are attacked is loosing health bar. /also natural in RL/

- so if we choose this way of checking, the squares and a circle, there will be many squares and circles all around, if the fight will be a big one, but its natural - in RL its also difficult to figure out whats going on when there are say 5-10 people fighting.

- i dont like the idea of checking people with little pictures like bows, swords above the head of the person, because i think it will greatly mess up the screen (remember there already is a huge mess when a lot of field spells where casted - you cant see anything). i think simple squares are more clear and easy to understand in a difficult role play situation

and i believe the square checking is easy to make for the programer, because there already is this red square mechanism.

- i would check every person that took something from the ground with a seperate square blinking (lets say 3 times) in another different color. i see that there is a huge problem with thieves around, i had 2 or 3 serious problems with thieves, and its sometimes difficult to say who stole and whom to chase...

And by the way i have a question - is it very difficult to make and what do you think about making field spells half transparent - it would greatly ease understanding the battlefield in action (i remember the fight with rotworms 'the mana well crusade' - i had no idea what is going on, and i couln't see who is standing where, who is in the burning field spell, all was messed up)
Grennard
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Invisible Arrows

Post by Grennard »

oh, i forgot about the sniper thing...

of course i would check an archer that i can see on the screen with the correct color square (static or blinking depending on who is he attacking), but instead of flying arrows, vector lines or so i would apply the same color rules (static and blinking thing) on the edges of the perspective view - i'd say it would be a vertical or horizontal bars and also corners (in the correct color of course) to show more or less the direction from which the arrows are coming...

...and suppose the archer is about one screen from the target, so he doesn't see his target, and there is a person standing beside the archer - this person should see of course a blinking color square on the attacker, though this person also would not see the target.

uff... =)
martin
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Invisible Arrows

Post by martin »

i guess that's all (technically) possible, but for me it gets a little bit tooooo much of blinking squares in different colors. but i could imagine your proposal to be taken into account.

just one more question: what do you mean by half-transparent fields? there are 2 ways to achieve that:
1) a sophisticated way, where the color of a pixel is determined by the "overblended" pixel and the background-pixels. that will for sure be impossible.
2) a less sophisticated way, where we simply change the graphic by e.g. deleting every second pixel of the field.

the first one surely looks better, but -- well, forget it ;)
she second one would be possible, i'll try that out today.

martin
Grennard
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Post by Grennard »

@martin: sure, if the transparency made of a picture with cutted every second pixel will look good (i think it should since the resolution is 800x600) on the screen then i'm for...
Bror
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Post by Bror »

@Grennard: You can't see in RL through high flames, which also make a lot of smoke, so you won't in game.
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