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.
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.
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.
Well pubg is rlly good example of projectile based shooter with amazing implementation. But even there it took years to “handle” dsync issue.
And for me its is visual representation of dsync. Agree its not a bug. But issue exists couse of your network is potato. I have like 3k hours in game and have seen how arrow curve maybe 3 or 4 time and like 10 times spear curving on corrner and other crap like that. But its very rare and expected.
It is though, maybe the threshold is smaller, I can agree to that. But it will home. It has a threshold for where it may compensate for ping differences and as we all know the spaghetti coding in this game probably makes this threshold way higher than what it should be in some cases.
I play a lot of bow, I know I have hit many shots I clearly missed. I noticed this especially when I was editing pvp montages and looking at my clips and watching them in slow motion seing how I am clearly missing a player but I hit them anyway. The arrows 100% have homing. No doubt about it. Especially in OPR where there are so many players around.
And I am playing on an ethernet cable with a 500mb/s fiber connection. I had 60 ping and the player I fought said he had 60 ping. This was 4am in the morning and no people around us and barely anyone inside the city.
Yea but its not homing. Maybe you right that some of this arror bend cases are result of to aggresive compensation when they try to estimate where everwhere will be when arrow does travel. But i still think most cases its simple a dsync.
I think that compensation system goes crazy when he does not get information on time from one of the player and moment he does get them, he calculates remaining part of path with new data and this is the result.