šŸ’„ Firearms Visual Improvements, Gameplay Changes, & New Content Oh My!

šŸ’„ Firearms Visual Improvements, Gameplay Changes, & New Content Oh My! https://forum.arcaneodyssey.dev/uploads/default/optimized/4X/e/4/0/e40571113dd421cc5155382da052aaada5f74934_2_1024x576.jpeg
effort 5.0 7 quality 4.714285714285714 7 reasonability 4.0 7

Guns and bows are both hitscan. The m1 is a fake projectile, and the damage is calculated as soon as the weapon fires, not when it hits you.

sources: personal testing and confirmation from meta

apparently the forum is out of storage space so i can’t actually put the screenshot here?? so here’s a link to it https://imgur.com/a/6T4KhmB

Well, that’s incredibly stupid and shouldn’t work like that at all. That just severely limits what content can be added for ranged weapons. What’s the point of having it appear as if the projectiles actually travel if all that’ll do is fool people into thinking they can dodge it and fool people using it into thinking they have to lead their shots? That’s just dumb, they should change that.

So I guess changing projectile weapons to not use hitscan projectiles that are faked to look like they actually travel through the air should be added to the list of gameplay changes, Jesus what a weird and unnecessary way to program them. Did always strike me as weird how bows behaved in retrospect but I thought it was bad server performance, which isn’t a great look for your gameplay.

1 Like

There we go. I never knew that was the case, I mean they hid it well, but that would definitely cause a heap of issues for projectile weapons. Don’t know why they did that if they were perfectly capable of giving so much other content real projectiles.

The M1s used to be actual projectiles in World of Magic until people realised how absurdly useless they were once people got access to leap spells as it was impossible to hit someone unless they stood still completely

They already do. Bows take longer to travel but do more damage, and longer travel time means you’re more able to prevent the damage through blocking or parrying if you get shot at during an attack.

1 Like

Delayed hitscan vs instant hitscan

Sure, however you can’t dodge them, you can’t make them home, you can’t make them bounce or ricochet (well you sort of can make them ricochet but if every attack is an automatic hit ricochets just compound that imbalanced behavior), you can’t make any real alterations to their flight path in real time, they have issues where they can hit through the environment as was shown in that testing, and any weapon with slow projectile speed will just feel buggy and weird when you can hit a target even after they’ve dodged far far away from your projectile’s flight path. Any difference in feeling with ranged weapons is an illusion, and to be honest these issues have already been bugging me without me knowing. I always felt like bows felt weird and just buggy to use and now I know why.

If an opponent dodging one’s attacks is such an issue then there are a number of solutions. Faster base projectile speeds, slight homing on projectiles, better hit detection in general for all projectiles, a lot of hard complicated work fixing the game’s serious server latency optimization issues, and/or better damage or attack/reload speed. Those are the ones off the top of my head but tens of thousands of far smarter people have worked tirelessly in the game development industry to solve similar issues or this exact one in action shooters and run and gun games. The answer is usually just putting more effort in. Like I’m doing by editing this message like a dozen times lol. I don’t think delaying a guaranteed hit feels different as much as it just feels buggy and like bad performance or hit detection, so that as a solution to it being hard to land hits with small projectiles is just a bad one. I mean I’ve been leading my shots literally this whole time in PVP, no wonder I was missing so often god damn it.

1 Like

Apologies for double dipping on replies when I already wrote two paragraphs but I inherently knew as I was designing these ranged weapons that such an issue has to have a way to be resolved. Pistols/multi pistols have ricochet, rifles have wider more indescriminate attacks, marksman rifles have very fast projectiles and/or great homing, hand cannons have bounces and small explosions as well as just decently large projectiles, automatic weapons have a ton of projectiles, and aiming exists to make everything easier to hit with that all together making it where not being able to hit with projectiles is at that point a skill issue.

From a design standpoint bows and greatbows can be given a niche to make them easier to hit with as well. Perhaps a mix of higher attack rates, homing, and skills often firing multiple projectiles at once as is already the case with rain of arrows. Might be controversial but with arrows being slower they could just be given better m1 damage than guns that are easier to hit with.

Bro still unless there hitboxes are made teir 3 scaling 1 blast size they ain’t going to hit anyone not in endlag which only lasts 1-5 seconds

image

1 Like

You ain’t fartman or dudeman

Small projectiles will always need to be used to punish end lag or predictable movement, so reward the player for their skill and timing with good damage and give then good tools to hit with through well designed skills (AKA all the skills I made above). Higher skill gameplay for higher reward in combat isn’t a bad thing. On the flip side rewarding fully nullifying skill with overpowered size and damage scaling so you don’t have to aim or hit more than 5 or 6 times in the span if 10 seconds is (warlord/conjuror/savant).

1 Like

You would have to heavily increase damage to make up for that like 150-250 a m1

Increasing damage is only one avenue. I outlined a bunch of methods above. Having real projectiles opens so many awesome possibilities for ranged weapons while only having hit scan kills creativity IE the only rare gun skill in the game being piercing shot 2 for pistols with guns having the least skills of all weapon types individually. If the mechanics of ranged weapons work well enough, if aiming is useful enough, if the skills are good enough, and/or if the base stats of such small projectiles are strong enough then there will be no shortage of people willing to put up with missing due to skill issue to play this. I know I would. If you’re so concerned about missing with them working like that, that says more about your aim than how they’re designed truth be told. Mages already have to lead their shots with projectiles as a reminder. Granted they’re bigger, but they’re also slower.

2 Likes

Yes but hitscan allows for semi easy balancing and are far more fun overall compared to rice sized and toothpick damaging projectiles

I suppose making all projectiles hit scan does make it easier to balance sure but again WAY less fun and extremely stifling for content. On the subject of fun, how is having less variety in attacks fun? That’s an opinionated statement. I mean if you don’t like dealing with missing attacks then don’t use them or make your skills all easier to hit ones, problem solved.

In order for it to be fun gun/bow need to be reduced to like 1/0.5 seconds even then

Hate to use this argument when my intention is not to insult but I don’t know man, that sounds like a genuine, 100% actual skill issue. Everything already presented should be more than good enough to compensate for small projectile sizes including the designs of the skills themselves.

Still there is 2 options for what you’re suggesting

  1. Add homing which could feel unfair for the unattacked player if they dodged by still got hit
  2. Dont add homing and make guns do far more damage to make up for it making the meta become worse

Both do not sound good

Point about the first one, it already feels unfair dodging and having a projectile land anyway because everything is hit scan but doesn’t look likeit. It just feels like bad server pwrformance.

Point about the second one, damage is not the only thing that could be changed, why would you think that?

Like… bruh.

And even then, gun and bow m1s can simply remain situational and just be used for punishing immobility and end lag because when does anybody even use m1s in combat in the first place? It’s only used on fighting styles when up close to poise break at the expense of taking damage and is basically never used with everything else.

To fast bullets basically hitscan

Increasing size of hitbox is unfair

Hit dection would require a partial rework of AO hitboxes

Homing and damage have already been stated

1 Like