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Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
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dpeg wrote:Klown & WalkerBoh: To achieve which differentiation from spellcasting?
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Mulzaro wrote:Ammo always mulching would indeed be fine. The most tedious thing for me when playing a ranged character is the fact that I have to loot my precious ammo back.
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DracheReborn wrote:Actually, I think always-mulch ammo steps on wands rather than spellcasting. There will still be differences of course, since you can reduce the delay of launchers with training and you also get ammo brands. Did someone already mention how strong ranged combat is?Mulzaro wrote:Ammo always mulching would indeed be fine. The most tedious thing for me when playing a ranged character is the fact that I have to loot my precious ammo back.
Well, there's an auto-loot proposal that if implemented will address that problem, at least.
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Mulzaro wrote:the other one is that sometimes during a tough fight I have crapload of ammo just lying around the floor which I cannot access at that time.
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Timbermaw wrote:In other words, early crossbow ammo supply (which is nonexistant) needs to stay a bit more competitive with other ranged weapons ammo supply in the starting areas.
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Timbermaw wrote:Myself, i only think there is a problem with crossbow hunters, specifically. They can't live with the starting bolts until yaktaurs show up (which is a long time until, beyond lair, orc and possibly after their first rune).
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Wahaha wrote:But really I think that if you picked hunter you intentionally wanted to play a class that uses a shitty melee weapon most of the time while putting points in a ranged skill and avoids using that skill as much as possible. That seems to be the design goal so there's no problem there.
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crate wrote:Adjusting ammo isn't entirely about balance, really. It's about keeping ranged combat different from melee and spells: melee has unlimited uses and no cost; spells have unlimited uses long-term but a short-term limitation; ranged has limited uses long-term but effectively unlimited uses per fight.
If you do not run out of ammo, then ammo is not actually doing its job and it should just go away entirely (and then ranged becomes unlimited uses with no cost, like melee). You can argue that that might be better, but it's certainly not obvious. Personally I would actually argue that there is too much ammo in the game, if anything, since right now it is awkward in that you only ever run out of ammo early on and then later it's unlimited (for bows and xbows, at least).
Launchers are not "mediocre end-game weapons", by the way, especially when you account for the xp investment compared to melee or conjurations.
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damiac wrote:Well right now ranged combat is differentiated by melee by the fact that it's ranged, and weaker.
So I really think just flat out removing unbranded ammo, and allowing bows to shoot unbranded arrows on their own would not affect game balance significantly, but would remove so much of the annoyance of ranged characters. As people keep saying, what difference does it make to game balance if I kill rats and bats with my 0 skill short sword, or with my bow?
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galehar wrote:If you remove ammo, you might as well remove ranged combat as unlimited ranged combat would be quite broken and boring.
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TeshiAlair wrote:Here's an idea: Let's think about what makes the fantasy of playing a ranged character appealing, beyond its power level.
1. The idea of hunting monsters.
2. The idea of being a marksman rather than just bashing/blasting the hell out of things.
Suggestions with these in mind:
1. Allow for increased damage or accuracy if you stay still for a few turns before firing. This would create a tension between kiting versus lining up a great shot.
2. Make ranged weapons weaker, but allow them to stab- this would enable a "sniper" type playstyle distinct from magic or melee, and make a hybrid ranged/mage build viable.
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galehar wrote:Why do you keep ranting about balance? crate already told you already that ammo is about differentiation, not balance. Ranged without ammo is just like spellcasting with unlimited MP. Ammo is what makes ranged combat. If you don't like managing ammo, maybe don't play a hunter. If you remove ammo, you might as well remove ranged combat as unlimited ranged combat would be quite broken and boring. There may be issues with ranged and ammo, but removing ammo would just make it worse. Reducing it could help though.
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Sar wrote:Plenty of spells are relatively quiet. I'm not even sure ranged is quiet.
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damiac wrote:You know what's boring? Z, A enter X 50.
damiac wrote:The biggest issue with ranged combat is that it feels like the devs just want to get rid of it, and the game is punishing you playing a ranger. And now the devs want to reduce the amount of ammo in the game? So is ranged intended to just be a noob trap? It sounds good, but it's undependable, so you have to train another damage skill anyway. So why am I training ranged again?
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dck wrote:Also slaying doesn't even affect ranged normally I think. Although who really knows with ranged code being as "special" as it is.
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duvessa wrote:if that entry is actually correct then damage slaying also only adds half as much average damage as it does for melee weapons. But it does have a (quite significant) effect.
// Dexterity bonus, and possible skill increase for silly throwing.
if (projected)
{
if (wepType != MI_LARGE_ROCK && wepType != MI_THROWING_NET)
{
exHitBonus += you.dex() / 2;
// slaying bonuses
if (wepType != MI_NEEDLE)
{
slayDam = slaying_bonus(PWPN_DAMAGE, true);
slayDam = (slayDam < 0 ? -random2(1 - slayDam)
: random2(1 + slayDam));
}
exHitBonus += slaying_bonus(PWPN_HIT, true);
}
}
// returns bonuses from rings of slaying, etc.
int slaying_bonus(weapon_property_type which_affected, bool ranged)
{
int ret = 0;
if (which_affected == PWPN_HIT)
{
ret += you.wearing(EQ_RINGS_PLUS, RING_SLAYING);
ret += you.scan_artefacts(ARTP_ACCURACY);
if (you.wearing_ego(EQ_GLOVES, SPARM_ARCHERY))
ret += ranged ? 5 : -1;
}
else if (which_affected == PWPN_DAMAGE)
{
ret += you.wearing(EQ_RINGS_PLUS2, RING_SLAYING);
ret += you.scan_artefacts(ARTP_DAMAGE);
if (you.wearing_ego(EQ_GLOVES, SPARM_ARCHERY))
ret += ranged ? 3 : -1;
}
ret += min(you.duration[DUR_SLAYING] / (13 * BASELINE_DELAY), 6);
ret += 4 * augmentation_amount();
if (you.duration[DUR_SONG_OF_SLAYING])
ret += you.props["song_of_slaying_bonus"].get_int();
return ret;
}
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Siegurt wrote:What you're missing there is that "SlayDam" (Which was rolled once) is rolled *again* where the final damage is calculated in the generic "bolt/ray firing" code.
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and into wrote:[You train ranged for the same reasons you'd train evocations or many of the other skills in the game that you can't solely rely on to kill 100% of your enemies. Having some ranged damage capabilities is usually really important, that can come in the from of some combination of magic, evocations, launchers/throwing. Yes, you do have to think about what you use in each situation and (outside of extremely good equipment) you usually cannot just use one tool to take care of everything. That's good.
...
By contrast, "Stuff in Zot is hard so I had to adapt and actually make use of what spawned in the dungeon and some awesome equipment drops" is not a problem. If you are aiming to win, you have to do this to some degree with every character.
Finally: triple sword of freezing is among the best weapons most species can use, so comparing a longbow to it is pretty silly. (You'll also find that, e.g., fireball's damage sucks compared to firestorm. However, fireball is much more common and requires far less training to use well.)
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Sar wrote:Orbs of fire are cold resistant.
damiac wrote:And no, I wasn't shooting OOFs with flame arrows, I used venom or cold arrows to overwrite the brand. But even against the draconians it was rather weak. This was with 27 skill with heroism on.
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and into wrote:Actual damage formula for ranged is really complicated and I won't pretend to understand it.
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some12fat2move wrote:Sar wrote:Orbs of fire are cold resistant.
freezing ammo + flaming launcher = plain projectile, unless that's been changeddamiac wrote:And no, I wasn't shooting OOFs with flame arrows, I used venom or cold arrows to overwrite the brand. But even against the draconians it was rather weak. This was with 27 skill with heroism on.
You sure we're talking about LONGbow, not bow? Because that is not at all my experience with longbows in zot (even without slaying).
PS: With okawaru you have no excuse for not using velocity, since all other launcher brands (including flame) are inferior.
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damiac wrote:All limited unbranded ammo accomplishes is to occasionally screw over rangers in the early game.
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galehar wrote: Picking it up is automated
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