Ellaron wrote:Maybe I've missed something but 20 cp for 10 arrows seems too cheap. .
Look at it from the archer's view... you fire for example 10 arrows at an enemy to kill it [10 arrows is little unless you use an elven bow.. and you are a good shot].
That enemy's death cost you 50 coins at current prices...
you need alot of arrows for a palyerchara, more than 10, and you need more too for an npc. 50 coins is alot, so you won'T get enough money from the killed npc. That means an archer needs a craft if he want to be an archer.
Most archers are carpenters... however the items you sell to NPCs have a limit
"I dont have enough money" and you really have to get a lot...
To Garrett --> 10 arrows is indeed a small number... i was assuming they were all hits... and yr using a good bow.. and the person isn't wearing armour...
Currently to be an archer you must be a good craftman, it is impossible for a new player to come into the game and take up archery. Firstly in the skill matter which we must not speak of or be classed as Pg'ers there is the facter that a new archer will take ( if we go by the old client ) around 20 arrows if your lucky to slay a pig.
In these circumstances a player would use his starting 200 cp like so.
60 if he finds a generous carpenter for a bow
140 remaining
70 arrows
If we go by percentages majorly in your favour, and they do come about, in which case goto the casino, as you truely are in luck. The archer would have slain 4 pigs.
4 leather
4 meat
At the currant economic state ive seen. For his investment of 200cp this player has made 8 copper
Assets
Bow
The player has 8 copper to invest into his next venture.
Arrows able to afford 0.
In which case the player goes begging and finds another generous character to give him some carving tools.
The character spends his tie learning carpentry. For hours he works to be able to afford to buy a batch of arrows to slay another 4 pigs. As the skill gain from slaying the first 4 would have been to minimul to affect the slaying of the second batch.
Conclusion
Archers can only be played by experienced carpenters. Or by masters of other crafts who have enough goods to sell to be able to spend all the available coppers they own to slay pigs at thier pleasure.
Archer IMO are a fashion class who can only be played by hardcore players.
Nowadays 5 arrows can take out an enemy... but an unarmed... un shielded.. person.. with no armor... and nothing to parry things with.... and when yr done killing the newbie... he will have cost you 25 coins...
Practicing takes up a lot of arrows... last time... i lost 50 arrows during a practice... which took just 15 mins...
The cost ? 250 coins!!!! and in order to get money back i am forced to do boring jobs like mining and selling what i find... pitiful...
I had stephen learn "distance weapons"
it took him 14 arrows to kill a pig and his skills aren't great for an archer.
I assume the more he practices the better he will be.
In the old client, stephen was a 'novice' archer. And he was able to kill pigs with 6 arrows. And the fighting system has evolved a bit since then. Obviously if your an archer and your trying to fight someone with a large tower shield you will rarely get an arrow through to hit him, so your outmatched. That is realistic, not unless your an incredible archer and he is bad at parry.
That is why you should invest in daggers and short swords.
Well I say invest in short swords and what not so that your character will not get destroyed by any guy with a shield. Of course, archers are ment to be fast and unwieghted down, so maybe running away won't be a terrible choice.
Garett Gwenour wrote:Well I say invest in short swords and what not so that your character will not get destroyed by any guy with a shield. Of course, archers are ment to be fast and unwieghted down, so maybe running away won't be a terrible choice.
Its not the shield.. its the cost which matters... are you ready to waste 100 coins worth of arrows to kill something [that works out to be 20 shots].... archers are tortured here... nobody else needs a weapon replace so quickly
Well, maybe they could make it so you could reuse arrows that are in "very good new" shape and then after the first use it is down to "bad old" shape and then it is destroyed after the second use.
There will come a change in producing arrows, which will make them cheaper ... but that's a question of time for the scripters.
We have at the moment only two of four staff members scripting due to private happenings. And those two should write scripts for magic system, for fighting systems (has to be rewritten in LUA, too, without this, magic system can't be implemented), for ... , finding bugs ...
only a question of time ... nothing more.
Hadrian_Abela wrote:Cant you just lower eliza's price?? it would be faster... i dont think you even need to rescript much...
The problem in lowering only Elizas price will be, that carpenters can't earn money with arrows, because in the moment, they need to many resources to make it cheaper than 2-4 copper each arrow.
If Eliza is cheaper, a way of profit is gone.
And one principle of Illarion was always to engage player trade before npc trade.
I think the catch is that RL arrows just aren't single-shot weapons. As a long term solution, I'd suggest that every arrow that did not hit the target just drops to the floor somewhere behind the target, so it can be picked up after fight. Of the arrows that hit the target, a random number should be dropped when the target dies, the others should be considered broken.
As this would require a change to the combat system (and some of it like counting the number of arrows hitting might be very difficult to implement), this is not suitable for a short term solution.
To balance the game better as it is, I changed the carpentry script to produce arrows in sets of 5. This should allow carpenters to sell them for a reasonable price, outselling the NPCs.
The change is currently only on the test server.
Nop wrote:I think the catch is that RL arrows just aren't single-shot weapons. As a long term solution, I'd suggest that every arrow that did not hit the target just drops to the floor somewhere behind the target, so it can be picked up after fight. Of the arrows that hit the target, a random number should be dropped when the target dies, the others should be considered broken.
As this would require a change to the combat system (and some of it like counting the number of arrows hitting might be very difficult to implement), this is not suitable for a short term solution.
To balance the game better as it is, I changed the carpentry script to produce arrows in sets of 5. This should allow carpenters to sell them for a reasonable price, outselling the NPCs.
The change is currently only on the test server.
Morrowind would be a good example too mister Ziel, and since Morrowind is, in my eyes, VERY honorable game to play, I think this is good. Is Nop one of tha new coders by the way?
To balance the game better as it is, I changed the carpentry script to produce arrows in sets of 5. This should allow carpenters to sell them for a reasonable price, outselling the NPCs.
The change is currently only on the test server.