Visibility enhancement in narrow Dungeons
Moderator: Gamemasters
- Adano Eles
- Posts: 2436
- Joined: Sat Aug 17, 2002 2:48 pm
- Location: Eiris sazun idisi, sazun hera duoder...
Visibility enhancement in narrow Dungeons
Some days ago I noticed that it's hard for archer characters to fight in narrow dungeons because the walls are blocking the visibility of the target marker. One can easily attack their own friends by accident without them even knowing who hit them if they're in battle already.
Therefore I propose to enhance the visibility in narrow dungeons by either adding a function which turns all walls transparent or by automatically turning the walls around the selected target transparent.
Therefore I propose to enhance the visibility in narrow dungeons by either adding a function which turns all walls transparent or by automatically turning the walls around the selected target transparent.
I don't know. The way that it is seems to model something fairly reasonable and logical. What's gained by removing the limitation on archers? How does making them more powerful *improve* things?
In other words, why do you think that it's a good idea to fire arrows into a crowded space with limited visibility? "Because it's fantasy" isn't a good answer, unless you can site particular examples from the fantasy genre which you think it would model better.
In other words, why do you think that it's a good idea to fire arrows into a crowded space with limited visibility? "Because it's fantasy" isn't a good answer, unless you can site particular examples from the fantasy genre which you think it would model better.
... Archers aren't powerful, they're crap, that's why NOONE plays one. Improving archers is a GOOD thing.Elsi wrote:I don't know. The way that it is seems to model something fairly reasonable and logical. What's gained by removing the limitation on archers? How does making them more powerful *improve* things?
In other words, why do you think that it's a good idea to fire arrows into a crowded space with limited visibility? "Because it's fantasy" isn't a good answer, unless you can site particular examples from the fantasy genre which you think it would model better.
Imagine illarion was 3D and you're an archer in a corridor. You can see your targets along the corridor, right? Now let's flip it back to 2D, where your character who is in the game world would not think "Oh damn, those isometric walls are really annoying". You can't target them, because the bottom walls are in the way. The walls are not obscuring the CHARACTER'S view at all, but you can't attack your enemy because it's obscuring YOUR view.
I personally think being able to click a button and all walls become translucent would be a great feature.
- Pellandria
- Posts: 2604
- Joined: Fri Oct 04, 2002 6:06 pm
- Location: Running around
- Contact:
I'm not saying there's a power balance issue with it. I'm saying there's a reality issue with it.AlexRose wrote:... Archers aren't powerful, they're crap, that's why NOONE plays one. Improving archers is a GOOD thing.Elsi wrote:I don't know. The way that it is seems to model something fairly reasonable and logical. What's gained by removing the limitation on archers? How does making them more powerful *improve* things?
In other words, why do you think that it's a good idea to fire arrows into a crowded space with limited visibility? "Because it's fantasy" isn't a good answer, unless you can site particular examples from the fantasy genre which you think it would model better.
Imagine illarion was 3D and you're an archer in a corridor. You can see your targets along the corridor, right? Now let's flip it back to 2D, where your character who is in the game world would not think "Oh damn, those isometric walls are really annoying". You can't target them, because the bottom walls are in the way. The walls are not obscuring the CHARACTER'S view at all, but you can't attack your enemy because it's obscuring YOUR view.
I personally think being able to click a button and all walls become translucent would be a great feature.
I think firing a weapon into a melee where you have friends should mean you have a real chance of hitting your friends. I think there are some issues with archery - if a good archer targets you at range you shouldn't be able to charge him or her, even if you are wearing really good armor (Agincourt, anyone). If you want to make the skill more 'useful' fiddle with that aspect.
- Adano Eles
- Posts: 2436
- Joined: Sat Aug 17, 2002 2:48 pm
- Location: Eiris sazun idisi, sazun hera duoder...
- Juliana D'cheyne
- Posts: 1643
- Joined: Sat Jan 06, 2007 9:14 am
- Contact:
I would love this feature, not being able to target something near a wall got my char ghosted yesterday.......not an archer, a mage trying to heal. If the wall could only be partially transparent, say 40-50% for a small radius, or adjusted to show the target, this would be very helpful not only to archers but others. Keep in mine, I am not too interested in "reality" in game, but if you venture closer to a dark area, or hard to see area in real life, you can usually see it much better.
- HolyKnight
- Posts: 762
- Joined: Sat Dec 02, 2006 10:52 am
- Contact:
I say take it a step further and make the walls in a huge area transparent 70% for not only targeting NPCs and party members but also these arse hole criminals that hide behind the buildings. And make it more then a 2 or three tile thing...make it the entire wall.
@ Alex you know as well as I do that you can still heal yourself with MES PEN without unlocking your target. All you have to do is click the spell then drag the cursor over yourself and click and release. And even if your target is hidden by a graphical wall just ctrl+click the nearest skeleton and because of the delay of targeting the red cursor will fall almost immediately then you can spam MES PEN to heal yourself.![Razz :P](./images/smilies/icon_razz.gif)
@ Alex you know as well as I do that you can still heal yourself with MES PEN without unlocking your target. All you have to do is click the spell then drag the cursor over yourself and click and release. And even if your target is hidden by a graphical wall just ctrl+click the nearest skeleton and because of the delay of targeting the red cursor will fall almost immediately then you can spam MES PEN to heal yourself.
![Razz :P](./images/smilies/icon_razz.gif)
- Pellandria
- Posts: 2604
- Joined: Fri Oct 04, 2002 6:06 pm
- Location: Running around
- Contact:
theres alot of discussion about visibilty due to walls lately.
Would it be possible to create a wall item, that is very low, but implies there is a wall. And whenever your in a cave this item takes the place of all south and west walls. And once you enter a building, all the south and west wall pieces are replaced by this smaller wall.
Would it be possible to create a wall item, that is very low, but implies there is a wall. And whenever your in a cave this item takes the place of all south and west walls. And once you enter a building, all the south and west wall pieces are replaced by this smaller wall.
You've obviously never tried to fight 2 necromancers and 2 reds on overspawn. When someone runs off, you cannot spam MES PENs on yourself, nor can you MES PEN SIH because you keep getting hit too much. When there are that many monsters you don't have time to move your mouse away from your spellbook, and you usually panic and don't think to do that. Also, I'm talking about you're both running away, you and your target. You can't untarget them because you can't see them, targeting something else is risky and all you want to do is run and spam heals, but you can'tHolyKnight wrote:@ Alex you know as well as I do that you can still heal yourself with MES PEN without unlocking your target. All you have to do is click the spell then drag the cursor over yourself and click and release. And even if your target is hidden by a graphical wall just ctrl+click the nearest skeleton and because of the delay of targeting the red cursor will fall almost immediately then you can spam MES PEN to heal yourself.
![Razz :P](./images/smilies/icon_razz.gif)
Re: Visibility enhancement in narrow Dungeons
I like that idea. In fact, I liked it so much that I just implemented it. In client version 1.1, the area around the attack marker will become transparent, just like around the character.Adano Eles wrote: Therefore I propose to enhance the visibility in narrow dungeons by either adding a function which turns all walls transparent or by automatically turning the walls around the selected target transparent.
- Juliana D'cheyne
- Posts: 1643
- Joined: Sat Jan 06, 2007 9:14 am
- Contact:
Re: Visibility enhancement in narrow Dungeons
VERY nice, thank you!Nop wrote:I like that idea. In fact, I liked it so much that I just implemented it. In client version 1.1, the area around the attack marker will become transparent, just like around the character.Adano Eles wrote: Therefore I propose to enhance the visibility in narrow dungeons by either adding a function which turns all walls transparent or by automatically turning the walls around the selected target transparent.
- Adano Eles
- Posts: 2436
- Joined: Sat Aug 17, 2002 2:48 pm
- Location: Eiris sazun idisi, sazun hera duoder...
Re: Visibility enhancement in narrow Dungeons
Sounds nice, thank you!Nop wrote:I like that idea. In fact, I liked it so much that I just implemented it. In client version 1.1, the area around the attack marker will become transparent, just like around the character.
I guess this will help distance fighters (if they find their wished target behind high walls...).
Will there be more changes in Client 1.1?
Re: Visibility enhancement in narrow Dungeons
YesMiklorius wrote:Will there be more changes in Client 1.1?
![Razz :P](./images/smilies/icon_razz.gif)