----- Original Message ----- From: "Yann Chachkoff" > Some thoughts about all those ideas... > > The bow problem: > ---------------- > Bows are indeed not very useful, mostly because other, better ranged attacks > are easily available to anyone (ranged spells). > Bows should never be used in conjunction with another weapon (in game terms, > both being applied at the same time). Seems rather difficult to hold a sword > and use it efficiently when wielding a bow in your other hand... > Either you have your bow, ready to band it for fire (then you can consider it > 'applied', and thus also preventing the use of another weapon), or you have it > in your bag/sac/back and you've something else in your hands (a shield and a > sword for example - the bow is then 'unapplied'). You get only the bonus/malus > of what you're currently using (in game terms, what is currently 'applied'). > Note that simulating this with the 'body slot' system shouldn't be too > difficult; you then just need to make bows two-handed weapons. > > I'm also not sure changing the way bows are handled could create big changes > in their usefullness. I don't use bows simply because they're too weak > compared to other means of doing ranged damage. Maybe the average attack > strength of bows should be aligned with effectiveness of other common ranged > attacks of comparable level (thrown items and common ranged spells)? > I don't know if making bows more powerful is the best way to encourage their use, maybe magic is too powerful or it is too easy for players to get powerful magic. If you keep upping the ante things tend to inflate, although maybe some tweeking is necessary. Ranged combat should be less powerful than melee since the risk is lower and you should have more time to attack where with melee you need to hit hard and be able to take damage. Maybe making ranged weapon skills like bows and throwing agility skills rather than physical skills would help since they wouldn't dip from the same pot so to speak. This would also have the effect of greatly increasing the other agility skills for ranged weapon users (which may then need some adjustment). Magic should be like a cross between the two, a mix of powerful attacks and ranged attacks to give magic users an equal footing. If every one can get really powerful in melee and magic, there is not much use for ranged combat. Perhaps amulets should have caps on magic levels or a lower ratio of SP than the players with the magic skill to make it harder for non magicians to get powerful spells while still allowing lots of character customization. Maybe there should be more distinction between the classes for magic, ranged weapons and melee skills which would encourage different styles of play.