kek, there were 3-4 bowies at best shooting at you.
i didnt say you should start fighting the wolves, and even then, if you cant handle 2 wolves, youre clearly wrong in opr with your current gear loadout.
they didnt all hit you at the same time, so if one hasnt your nameplate, he probably will give up shooting at you and start shooting an easier target.
The wolves have a decent aggro range, and when the wolf aggro he will do an evade jump which has iframes and then lunge towards you. Yes they are fairly quick to kill but it still takes several seconds, those seconds are years when getting pelted by a firing squad of bows and muskets.
Aggroing wolves in an area where I need to hug the wall to get cover is not an option, as soon as I get there I have to deal with the wolves and then the ranged players will jump down at me while some stay at ranged.
If they have rapiers with flourish which most good players run these days they got double stagger with grit which is also hard to deal with.
Range in general are harder to play. Except musket. Bow or FS does require manual aim. There is no mele slow to help you stay on target. No homing system aiming for you. Nothing. Just weapon, game mechanics and your skill.
Reason ppl are using bow are few:
- 4-5 man premade squads in opr makes solo play as mele a bad expeerience
- musket makes opr play a bad experience unless you use musket or bow
- opr scoring system does give a lot of points of dmg/kill while some bs numbers for taking/defending objectives
Fix this and you will see if ppl still does use bow a lot. I think we would see at least like 50% drop of musket/bow usage in opr if this issues are fixed.
WRONG. Bows got the same tracking as what melee does, the arrows are magnetic.
Check the timestamp at 0:31
Dont try to cope and say bow requires so much skill lol. The arrows will curve and hit your target. Surely a mechanic to make up for desync and such, but the arrows definitely have a homing system.
I do think the lack of fun in melee range is one of the issues that drives people to ranged.
Clump fights are just not enjoyable for a lot of players. Especially solo-Q players.
The AOE range on some melee abilities considering the size of the points we are capping is crazy. A lot of these have CC that go along with them.
And there is where you are wrong. Its not same as homing. What you see is dsync. Not some auto target build in game system.
Also true. Mele by design is easier. Mele slow, homing, pocker healers.
But good bruiser also can show skill and have fun. Even with all mele helping mechanics they could be fun but are not couse of what you metion:
Clumps
Want to know reason behind clumps? Healing.
Fix healing. Clumps will be gone = mele will be more fun to play. Easy.
Just notice how bad is bruiser experience if you dont have pocket healer vs when you have one. Reson is that couse of how healing works game forces player to fight in clumps way they fight right now. And since mele does fight in clums you cant have all fun from it and you need healer in first place.
If healing would work normaly it owuld mean that clumbs are much smaller and last very shortly. It would not make sense to stay 20 vs 20 if healing cant keep you alive there as long as it now. It would be more logic to fight in smaller groups around where you can outplay other players/groups.
Imagine clumps fight where each player can get 10k heal and after that healing drops by 50% for next 20sec. How long that would last? Also side that would land dmg better would force other side to get out. = more fun. couse after that chase starts.
No, it literally is a homing arrow, it will curve and hit targets that you should have missed.
Agreed.
At the end of the day sacred ground is the root of all evil in this game, if they just removed that stupid fucking ability many things would improve.
Lol no. If you dont belive me. Your problem.
There is no homing for arrows. When it does happen its just visual representation of dsync for bow. In fact bow and server agree that bow user hit. But couse your connection is potato you see it with delay like that.
Not just sacred. Couse single target autotarget 4sec CD skills allso make pvp crap - but on small scale like arena.
Where you have to sweat hard to do this 10k dmg to other player and healer does rever taht in 3sec with 1-2 cliks. Its stupid.
We need healing reduction like we have on cc. So madness does stop on one point. It would fix tons of game issues we have now in all pvp mods.
Just add healing debuff with each next healing that does stuck up to 50% or even 90% and last 20sec - and each next heal does refresh that cool down.
Then we can make healing even for 10k on single skill. Would not matter couse at some point enemy player “overdose” and you have 20sec kill window where healer can help him much.
It would work for AOE heals to. You would be able t ostay in aoe heal but after like 10sec if you do take lof of dmg you die or you are forced to get out of there.
Yeah my potato connection with 60MS… you clearly see the arrow homing, are you high brother? I get it you are trying to do mental gymnastics to defend the bow you so love and try to make it sound like bow is high skill weapon while melee has it easy and auto track to everything and can spam m1 to win…
But you’re living in denial. The bow has the same homing as a melee bro.
And before you try to talk about desync and visual bug and whatever, the arrow hits my character at the end of the curve, so no its not just a visual bug. The arrow CURVES.
60ms does not matter if you lose ingormation you send/recive. dont want to get into details how protocols like TCP/IP works but in general you send 100 packages and if lets say 10 of them are “lost” on their way to server - server will ask your pc to send this 10 once again. So it does create longer communication and 60ms you see does not include that.
And it works both way. You pc migth not get all information from server so it does request some information again and thats how you get dsync you see with that arrow.
Im software engiener with 15+ years of experience and diploma. Trust me on this. Its dsync.
Ur outside a city. The laggy city. I’ve missed very clearly with musket and had hits outside cities.
Additionally I used to have different internet. Recently swapped and the de-sync is much better.
You can tell its on your end because you put in clips of missing in melee range.
That said there really is an issue with desync/lag whatever you wanna call it that affects some players. I originally started playing ranged because my melee attacks miss all the time.
It’s gotten better recently I’m able to actually enjoy melee now shrug
We are agreeing it is desync, it is a desync mechanic for sure. The arrows will curve and hit to try and compensate for desync and ping differences. 100% they put it in the game for desync related issues, exactly the same reason why melee has homing, to compensate for ping differences.
So yes it is desync, but yes the arrows definitely curve and aiming and hitting shots with the bow isnt as difficult and prestigious as you think.
Wait no. The arrows curving is the same as when you get a hit with a melee waepon and the target is slightly outside of melee range.
It’s not the homing that you think it is.
I get where you can reach that conclusion but it isn’t the same
No. For player that did hit you - arrow didnt curve. And if any other player would be there and didnt have problems with network he also would see this arromow normaly.
Way they work around dsync on bow is hitbox. They made hitbox bigger to hide issues with dsync. But its different topic.
Bow is hitscan on mousebutton release, Musket is hitscan on mousebutton press, the arrow has slower projectile speed, so its easier to dodge as musket bullets. the difference seems small but it makes it so that people are confused by it, but feel free to try it out.
Listen i get it you are a software engineer and you know about packet loss which any gamer knows about. But youre not a game developer.
In gaming projectiles are calculated in a predictive way, basically every game has “sticky” projectiles to a certain extent because they have to compensate for ping differences and packet loss and all the other variables determined by the games mechanics such as immunity or shield or whatever, it can be an endless ammount of things.
Obviously in new world they have choses the “homing” method which at a certain threshold will home a projectile or a melee attack to hit regardless of what happens after that threshold because the projectile has predicted it should hit in that case.
So yes, arrows do curve. Maybe not always, but deffinitely sometimes. Its not a visual bug. That line you see in the curve is quite long right, it changes direction 2 times, so the lengt of that line is probably the length of the hitbox and within that area is the threshold for when the server determines a hit or not a hit.
I did a dodge roll so I had iframes when he initially shot the arrow, but because it curved it gained extra travel distance while curving and hit me anyway. If it hadnt curved I would have iframed that arrow.
Here is the first example I could find that explains the process of what goes into programming projectiles in games.
In online games with projectile weapons the server and the projectile has to always predict all the other players movement and has to try and guess where the player is going to be before he goes there. That is why they require mechanics for lag compensation.
This is why most esports competative games have hitscan and not projectile weapons because projectile will always have a certain level of RNG unless its played on a local net.
Lol what? Bow has normal projectile. If weapon does shot projectile that does travel and stop to travel if hits something - its not a hitscan. Its projectile weapon. Rotfl.