0.9.12 - Arrows will now be real projectiles
Hey guys, I just wanted to give you a quick heads up on one of the major changes in 0.9.12 that has just been completed.
As has been mentioned elsewhere, 0.9.12 will feature PvP arenas. One of the big issues that we had with PvP in our testing was the inability to dodge arrows by moving your character out of the way. Because of this, we decided to do a major rework of bow/wand skills and turn them in to real projectiles that can be evaded, much the same way you can dodge a fireball. The reason arrows worked this way previously was due to a set of design trade-offs. I'm going to attempt to give you guys an idea of what these were. In Path of Exile, we really want to try and mitigate the effects of lag so that you get the correct feeling of impact at the right moment when doing an attack. Because of this, for Melee attacks we predict what the damage will be at the point you start taking a swing and that information is sent to the client in advance. The client then predicts if it should display the damage or not at the contact point of the attack. The obvious important part of this is that you need to know in advance who the target of the attack is going to be. For a melee attack, the target is obvious. The guy standing right in front of you. For a projectile, we can't really predict who it will hit easily, and so because of this, we don't do damage prediction for projectiles. The visible damage for projectiles is delayed while you wait for the information to arrive from the server. When we came to implement bows, we were faced with the question of if we should implement them as real projectiles or as kind of ranged version of a melee attack. There were two reasons why we picked the latter option. The first reason is that we thought that the damage prediction ability of picking fixed targets in advance was more important than the ability to dodge arrows. Our stance on this has now reversed, especially in light of PvP. The second reason was that there are actions that can be performed by both melee weapons and ranged weapons, the prime example being your Default attack. It was a lot easier to implement these skills if bows worked like a melee attack with an extra delay for the arrow travel time. With the new approach, we need to have a separate implementation of any skill that can be used with either melee weapon or a bow/wand. This change has actually turned out to be quite positive for our code base because the ability to assume in a skill if it is melee or ranged has simplified quite a lot of code paths. With all of the explaining above out of the way, here is the list of practical changes that this has caused:
We will be deploying these changes to Alpha within a few days to get feedback. Path of Exile II - Game Director Last edited by Jonathan on Aug 23, 2012, 11:45:14 PM
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" In our PvP balance sessions from now on we will be testing modifications to the base arrow speed. At the very least, it will be quite hard to hit a target that is moving horizontally to you if they are far away. It's worth mentioning that arrow speed is now a much more important mod than before. We may decide to add some nodes of it to the passive tree, or potentially to some of the existing arrow mastery nodes. We also have the ability to modify the arrow speed per arrow skill, so we might decide to slow down some of the "fatter" arrows. Path of Exile II - Game Director Last edited by Jonathan on Aug 23, 2012, 11:58:51 PM
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"No. there was discussion of this, but for balance reasons and to help make attacks more distinguished from spells, multiple wand projectiles or arrows from the same attack cannot "shotgun" the same target, but most spells can. | |
"This does happen if you actually get far enough away. "Arrows are still subject to accuracy/evasion. But now if they miss, instead of hitting but doing no damage, they'll travel past the target and potentially hit something else behind them. "Yes, just the same as now. One arrow hits, and other arrows from the same attack then ignore that hit target completely, and pass through. "Apart from the fact that this is mechanicaly impossible with how totems actually work, totems are not a "pet" skill. They are a means of using your skills from a different location. They always have been using your skills, with all your bonuses, and it would make little sense to arbitrarily change that relationship now even if we could. As to stretching the imagination, I disagree. Every bow clearly already comes with an infinite number of arrows that deal a certain damage, why couldn't you put some of those in a totem, and have them deal the same damage? For those asking, yes a different totem art could be made for arrow skills, but that may not happen immediately. "Totems and traps are not, in and of themselves, spells. Skills are either spells or attacks, and totems and traps are modifiers which can be applied to those skills to change from "use the skill" to "make a thing which uses the skill". Up until now those modifiers have only been able to affect spells because we needed this chance, but they are not inherently spells themselves. Last edited by Mark_GGG on Aug 26, 2012, 7:43:09 PM
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This is a great change, I love how the visual representation of the arrow now represents what actually happens. No more pincushion monsters that have barely received damage.
Level Designer/Dungeoneer
Always post a screenshot with /debug command entered into the chat window. First stop for Common Technical Problems | |
"You're correct in general. The actual skill being used is the shockwave of the ground fire explosion. (Shockwave is not actually affected by increased spell damage. Like bear trap and detonate dead, it's technically a spell skill because it has a cast time and doesn't use a weapon, but the damage it deals is not spell damage. The fire trap explosion is a spell and deals spell damage). "There's absolutely no difference to the game. Some skills have the stats that the totem/trap support gems would give them build into the skill gem, and some don't, but can get them by being linked to the skill gem. Either way, they have the 'using this skill summons a totem with this skill' flag. |