This would be awesome but you could throw any object including weapons and mundane things like bottles, and you can like put skill points into a "throwing" tree or something. I look forward to things like bows and maybe crossbows? I really hope ranged and the thaumaturge things don't require far less skill than melee combat.Rocks could be fun and useful to be able to pick up and throw. Can be used to distract, aggro/scare away or deal harmful damage. would also be nice if the tossable stones could be found in different sizes, to vary the usefulness of each individual stone. if stones will be added then slingshots and slings (as you already mentioned) would also be a nice as the smaller stones can be launched with greater force.
My old yew bow did. then my bow broke. probably because it was creaking...1: Can people please stop talking about bows creaking? It hurts my brain. ;_; Bows don't creak.
Sorry if I got a little too rowdy there. I do think that sound design will be very important where it comes to bows, mostly because I'm not sure how much the devs would be able to do visually. Like you mentioned, the rasp of the arrow against wood would do a lot tone-wise. I also think the sound the string makes when released could go a long way in making a connection, that this bow is yours. For instance, I took part in the traditional portion of the archery league here, and every bow had a unique sound. (Even though most of them made their own self-bows) My recurve has a nice thrumm, but there were thwacks, bmms, and even a few kmmms. Given the way we can select our character's voice, I wouldn't be surprised if bows were each given a (nearly) unique sound.My old yew bow did. then my bow broke. probably because it was creaking...
perhaps "creak" is the wrong word. that noise you get when the arrow's being drawn, and you get a sort of harmonic tone in the bowstring under tension, before the release.
Edit: the other reason for it which I forgot to note is, simply that I'm assuming you're not the only person in the entire world who's learnt to use a ranged weapon. So those little audio clues are there, not for realism, but as warning signs and feedback that the weapon is ready to loose, for you, or that theres a ranged threat, for those that are being done by others.
its the same reason that almost all FPS videogame guns are back to front, with the cartridge ejecting out the left side, past the user's face. Its not for realism, but as a sort of visual indicator that you're firing, to help re-inforce the user interface.
99 bugs on the wall, 99 bugs on the wall.
take one down, fix it around. 147 bugs on the wall...
Damage should be determined on where you hit, not by how long did you aim. Or else it would break the whole system and make game closer to usual <bad> projects we almost always see.I.e, the better you aim the cursor, the more damage you do
I really don't understand how you got that from my post. I said "the better you aim the cursor," not how long. I imagine you'd draw the bow with a click and hold, then release when you release the mouse button (or re-mapped keyboard key). Damage could be based on how close to the center of torso you hit. Because of the isometric nature of the game, aiming vertically is difficult or even impossible if the camera is looking straight down. Crossbows were a game changer historically, with not as much skill required. I think that's going to be pretty much automatically reflected in the fact that you only need to click to shoot, not hold to draw it back like a bow. Hopefully the trade off will be that you can shoot way more frequently with the bow.Damage should be determined on where you hit, not by how long did you aim.
This was my point, "as long as it's user-skill based." I'd like the damage to be a reflection of how well you use the mouse: aiming and accounting for flight travel time and movement of the enemy, just like the melee is. The point system could help in other ways, like how fast you can reload.Also i think that aiming time must mostly depend on the PLAYER's experience, not his in-game skills. So, if you play the game very well, you would be able to hit with almost no aiming and very low in-game skills, but if you are a novice but have full skill, you still would have a very good chance to miss even after long aiming.