Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Bow PVP Mechanic #16

Open
Xavter opened this issue Mar 9, 2015 · 11 comments
Open

Bow PVP Mechanic #16

Xavter opened this issue Mar 9, 2015 · 11 comments

Comments

@Xavter
Copy link

Xavter commented Mar 9, 2015

So I was playing with bows on civtest and I found that as of right now they're already very powerful. Bows already instant kill when fully drawn on players with no armor, and instant kill sometimes when you have full gold armor. In vanilla diamond armor, a bow can take around half the hearts of player in one hit; however, in prot 4 it only does 1-2 hearts of damage. Right now proj prot 4 does the same amount of protection for arrows, more or less.

This leads me to believe that prot armor only needs to take the same damage as vanilla armor currently does. Either I can try making a PR for next weekend or someone can change it before then. This would create a dual class PVP system where archers would trump sword users at a distance and sword users could absolutely eliminate players at close range.

Additionally, we could very slightly nerf bows(if the current damage multiplier we have on bows is 2, then we'd change it to 1.75 or 1.5) in exchange for slowness on prot 4. In my eyes, it should take 3 arrows if someone isn't wearing proj prot to kill them, but right now in vanilla diamond armor it takes about 2.

Both of these changes seem pretty simple code wise but it would change a lot in terms of PVP mechanics, so let me know what you guys think.

@ttk2
Copy link

ttk2 commented Mar 9, 2015

so up heart damage and lower dura damage for bots?

On Mon, Mar 9, 2015 at 6:03 AM Xavter [email protected] wrote:

So I was playing with bows on civtest and I found that as of right now
they're already very powerful. Bows already instant kill when fully drawn
on players with no armor, and instant kill sometimes when you have full
gold armor. In vanilla diamond armor, a bow can take around half the hearts
of player in one hit; however, in prot 4 it only does 1-2 hearts of damage.
Right now proj prot 4 does the same amount of protection for arrows, more
or less.

This leads me to believe that prot armor only needs to take the same
damage as vanilla armor currently does. Either I can try making a PR for
next weekend or someone can change it before then. This would create a dual
class PVP system where archers would trump sword users at a distance and
sword users could absolutely eliminate players at close range.

Additionally, we could introduce a mechanic that would have bows become
very slightly nerfed(if the current damage multiplier we have on bows is 2,
then we'd change it to 1.75 or 1.5) in exchange for slowness on prot 4. In
my eyes, it should take 3 arrows if someone isn't wearing proj prot to kill
them, but right now in vanilla diamond armor it takes about 2.

Both of these changes seem pretty simple code wise but it would change a
lot in terms of PVP mechanics, so let me know what you guys think.


Reply to this email directly or view it on GitHub
#16.

@ttk2
Copy link

ttk2 commented Mar 9, 2015

bows*

On Mon, Mar 9, 2015 at 3:15 PM justin kilpatrick [email protected]
wrote:

so up heart damage and lower dura damage for bots?

On Mon, Mar 9, 2015 at 6:03 AM Xavter [email protected] wrote:

So I was playing with bows on civtest and I found that as of right now
they're already very powerful. Bows already instant kill when fully drawn
on players with no armor, and instant kill sometimes when you have full
gold armor. In vanilla diamond armor, a bow can take around half the hearts
of player in one hit; however, in prot 4 it only does 1-2 hearts of damage.
Right now proj prot 4 does the same amount of protection for arrows, more
or less.

This leads me to believe that prot armor only needs to take the same
damage as vanilla armor currently does. Either I can try making a PR for
next weekend or someone can change it before then. This would create a dual
class PVP system where archers would trump sword users at a distance and
sword users could absolutely eliminate players at close range.

Additionally, we could introduce a mechanic that would have bows become
very slightly nerfed(if the current damage multiplier we have on bows is 2,
then we'd change it to 1.75 or 1.5) in exchange for slowness on prot 4. In
my eyes, it should take 3 arrows if someone isn't wearing proj prot to kill
them, but right now in vanilla diamond armor it takes about 2.

Both of these changes seem pretty simple code wise but it would change a
lot in terms of PVP mechanics, so let me know what you guys think.


Reply to this email directly or view it on GitHub
#16.

@Xavter
Copy link
Author

Xavter commented Mar 10, 2015

Easier, just include in the prot buff code a damage multiplier for arrows so they do the same damage as they as they do on vanilla armor. That way we'd not need to buff prof prot armor.

@Xavter
Copy link
Author

Xavter commented Mar 12, 2015

Anyone want to check out the new commit?

@ttk2
Copy link

ttk2 commented Mar 12, 2015

its in the changelog for today. Not sure that its the best way to go about
our goal but that's to be discussed

On Thu, Mar 12, 2015 at 5:12 AM Xavter [email protected] wrote:

Anyone want to check out the new commit?


Reply to this email directly or view it on GitHub
#16 (comment).

@TealNerd
Copy link

If bows do 5 hearts of damage per hit there won't be two classes there will be archers and more archers and thats it, nothing else will be viable

@ttk2
Copy link

ttk2 commented Apr 16, 2015

what do they do now?

On Wed, Apr 15, 2015 at 10:42 PM biggestnerd [email protected]
wrote:

If bows do 5 hearts of damage per hit there won't be two classes there
will be archers and more archers and thats it, nothing else will be viable


Reply to this email directly or view it on GitHub
#16 (comment).

@TealNerd
Copy link

Like 1-2 hearts. That's OP as shit already because if you can't get into cover you're fucked and if you lag you're fucked and basically it's really easy to die. Bows also do a lot more durability damage than swords

@Xavter
Copy link
Author

Xavter commented May 9, 2015

I don't think the way to reach a 2 class system is by buffing bow damage further or making proj prot tankier, but rather by making it better to wear proj prot in one scenario and normal prot in another scenario. I.e. make archers more lethal from a distance while making them useless at close range. Right now it's easier to pearl to someone with a sword and jitterclick them to death than it is to use a bow at a distance. When someone is wearing full proj prot, their bows should be able to add a slowness effect. Additionally, the bow buff we have on now should be disabled unless proj prot is being worn. This adds a lot of inherent advantages for archers who wear proj prot when they have a safe distance between them and the attacker, while also making them very vulnerable when someone gets close to them with a sword. Obviously we would need to test/tweak the exact mechanics quite a bit, but I think this is the best solution for a two class combat system.

@Xavter
Copy link
Author

Xavter commented May 9, 2015

1-2 hearts isn't a ton when I have regen going and health pots. I can rush an archer with a god bow right now very easily with no cover, if he has knockback then it's quite a bit harder but still doable. A god bow is no substitute for a god sword in almost every single combat scenario.

Durability damage needs to be turned down a lot for bows, too. It needs to be comparable dura damage to what a sword does.

And lag/ping will always be a factor in competitive gameplay like this, it shouldn't be used as an argument that combat mechanics are broken/not broken unless you think we should make combat slower to compensate for differences in latency.

Blegh, if you want to continue this discussion bring it up on the changelog tomorrow, this is a throwaway git account so it's hard for me to give quick responses to things here.

@ttk2
Copy link

ttk2 commented May 9, 2015

ok then, I will bring it up there, I still want to make a multiclass
system, I don't think either of us knows enough about BergyPVP to figure
out how it could factor into doing this.

On Sat, May 9, 2015 at 9:33 AM Xavter [email protected] wrote:

1-2 hearts isn't a ton when I have regen going and health pots. I can rush
an archer with a god bow right now very easily with no cover, if he has
knockback then it's quite a bit harder but still doable. A god bow is no
substitute for a god sword in almost every single combat scenario.

Durability damage needs to be turned down a lot for bows, too. It needs to
be comparable dura damage to what a sword does.

And lag/ping will always be a factor in competitive gameplay like this, it
shouldn't be used as an argument that combat mechanics are broken/not
broken unless you think we should make combat slower to compensate for
differences in latency.

Blegh, if you want to continue this discussion bring it up on the
changelog tomorrow, this is a throwaway git account so it's hard for me to
give quick responses to things here.


Reply to this email directly or view it on GitHub
#16 (comment).

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

4 participants