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Found 46 results

  1. Right now, for the most part, archery in Wurm is relegated to killing horses and other uses at long-range ...would be interesting if it were re-worked to make it is powerful in short ranges as something like this.
  2. One type of character one rarely sees in PvE is archers. This is mostly because a longsword is a lot easier to make and a lot quicker to learn. That and you're not constantly having to make more arrows... To balance this extra effort, in PvE (since bows in PvP are essential they already have a function there) why not buff the damage bows to do mobs in PvE? Something that means a player who spends the hours making the arrows actually has a use for them that doesn't involve killing other players.
  3. So aside from the changes that we all hate that went live, archery still is a broken mechanic. I have taken what people have said and my own opinion to suggest changes outside those that have already made it into the game (which should be reverted). People mentioned "exploiting" archery skill. This has been done in many ways that may or may not technically exploiting, such as shooting alts, shooting saddled horses (w/ healers and Fo priests), leading horses, and others. This is in response to the change that made animals have some kind of AI and run when you shoot them. This is frustrating because creatures run away with your arrows, and some strong creatures tend to run directly away and out of archery (and local) range. Arrow loss is a huge downer to PvP, and is one reason that archery skillgain does not need a nerf. To counteract arrow loss, thus making legitimate hunting more attractive, I suggest the following: > All arrows land in the target corpse, regardless of hit, miss, glance, etc. > If you pass by an arrow on the ground, you should automatically pick it up without player input (possibly a client setting - on/off). > Animals should not move around when they get shot. They don't move when I engage them in melee, they shouldn't run away full of arrows. Also, remove the stupid fleeing mechanics for deer. > Allow archery skill gain for targets across fences and through windows, as well as from different stories or from boats as long as the target is outside the optimal range for the bow being used (5 tiles for shortbow, 10 for medium, 20 for long). Justification: a lot of creatures can swim, so boat restriction isn't necessary. Optimal range reduces situations where pens would be useful. Above all, the feeling of power is fun for many players. > Increase the creature count on Chaos and Xanadu. Chaos is 4 times the size of Exodus and should have 4 times the creature cap. Xanadu is 16 times the size of Exodus and should have 4 times the creature cap. Also consider increasing the cap on PvP servers overall above the current values. This will hopefully make training archery the legitimate way more attractive and more fun.
  4. 4s per 1000 (10ql) 5s per 1000 (19ql) Will deliver anywhere on freedom if you buy all (excludes chaos). Otherwise pickup from L25 Xanadu
  5. http://en.wikipedia.org/wiki/Arrowslit Not entirely sure what impact windows and doors (let alone low walls) have on archery exactly; however, even an arrow slit can be fired into from the outside. Better defense to peeps inside than the aforementioned walls and fences... blah blah. Offhand would say stone only; though, the other wall material types would probably be fine. EDIT: Oddly enough, dont see this come up often.
  6. iv been playing this game for a couple of months but i feel like chariots could change combat completely I don't know if anyone else has ever thought of this but i think that you should be able to use a bow and arrow to shoot out at a target from inside a large cart. doing this could open up a small 'doorway' into the development of chariots for this game which would bring about new tactics for all sizes of battles however if this did happen then in order to make it more realistic by changing things like the accuracy for both the charioteer and anyone that's shooting at the chariot (its hard to shoot when you're moving and its hard to shoot at a moving target) if you have any ideas as to why this should or shouldn't happen then please feel free to leave a comment
  7. Selling this rare willow longbow that I got in my training to reach 50 Bowyery. I can improve it to 50ql if the buyer wishes. Otherwise you can leave it at low QL for extra experience at the archery target or seek one of the many master bowyers to improve the bow. The Details: Starting Bid - 5s Minimum inc. - 0.5s Sniper protection - 1 Hour Buyout - 12s Transfer of the bow will be arranged after completion of this auction. I would prefer the buyer to pick it up however. (With the removal of gift wrapping there is no longer a way to mail longbows, sorry!) The auction ends in 3 days, so Happy bidding and good luck
  8. Arrows

    Anyone on Pristine who is selling many cheap Arrows (QL ablout 4-5)? Pls PM me
  9. -Very recently placed, in Puzzle Plaza Market: "The Fletching Stall". A trader dedicated to sate your needs of Q50 arrows at an affordable, yet not exploitive price. -For the hunter - Q50 War Arrows at 3c. but most importantly, crafted with love. On the side I take requests for arrows, by unit or quiver, up to Q50 (can imp higher, but its not worth the effort) Q30 - 1c 50i Q40 - 2c Q50 - 3c Free Delivery within the Deliverance west coast, south coast, and Green Dog area. (for purchases equivalent to 1s or higher)
  10. Hello, I was wondering if it was known precisely which walls / fences can and cannot have archery be conducted across them. The Wurmpedia is vague and incomplete on this topic. Before I went about constructing an elaborate experiment I wanted to check to see if the knowledge was already out there. My understanding is that shooting is possible across low stone walls. It is not possible over TSWs, however; I validated that myself. Even if you are on a very high elevation and can actually see a target on the other side, attempting to target the item gives you the message "you cannot draw a line of sight to the target." How about tall iron fences, for example? I would expect you could shoot through the gaps in the iron bars.
  11. Starting bid: 30s Reserve: none Buyout: none Min inc: 1s Pickup from northern Deli (5y20x), containers provided. Happy bidding
  12. Hello everyone, I was just wondering if anyone could give me an idea how much the following bows would sell for: A Rare Willow Longbow (30 QL) A Rare Pinewood Shortbow (30 QL) Thank you for your time, Aleric EDIT: Oops, just noticed that the title states Rare Longbows yet I'm also looking for a pricecheck on Rare Shortbows...
  13. Base Auction Rules - No uneven bets, keep them to whole numbers - Minimum bets are increments of 1s (like above) - 30 minute sniper protection - Pickup is at Greendog in Deli or Captain's hideaway on the West coast - Delivery is negotiable 50c Deli, 1s Indy/Exo, and 2s+eternal gratitude for anywhere on Celebration (If on Deli I think both can be mailed for 20c in mailing costs) #1 Supreme Normal Bow, Pine Ql 14.56 - No enchants Starting bid: 6s Buyout: Only by private offer buyout #2 Rare Short Bow, Cedar Ql: 18.82 - No enchants Starting Bid: 2s Buyout: 4s
  14. What should be balanced. Archery - I used hunting arrows & willow bow on a pig, (both of above 20ql) and scored 2,5-3,4 DMG changing to war arrows(>20ql) made dmg 3,0-3,5. Shouldynt it be more damaging ? Morover when i used longspear 18ql i scored 6,2 dmg minimal. It seems that bows / arrows are cute addition but rather useless, especially that "shooting" time takes as long as 10s compared to 4s of atack timer of spear. Fences - Crude fence takes same amount of planks shafts and nails, only differnce is visual apearance, make it craftable with pegs instead of nails. add new fence - low palisade use logs instead of felled trees, since palisade vary in height from 5-15feet. Craftable logs, shafts and pegs. Roundpole fence both low and high roundpole uses same amount of materials...strange. Houses - it was mentioned before, a log cabin would be nice to see. It can be made like a palisade. & crude lock made of peg, and holes.(visual effect). Trash bin - make it fuctional not only to get rid of stuff. While filled with organic material it should yled fertilizer (yup mentioned before). Rare tools - should yeld a rare chance apart from increased QL Yet therefore QL raise should be equal to 1+ 1/10 of rare tool ql. (to make it more balanced - less skill gain while using rare tools) supreme 2+1/10(t ql) legendary 3+1/10(t QL) Other - New trees Walnut - nuts and good amount of decent wood. Chestnut - nuts and yet therefore best wood for fishing rods and bows. (yes... willow is a fragile wood due to short wood fibres - i studied landscape architecture and actually never slept on dendrology classes. Lindenwood - linden flower tea (harvestable) soft and easy to carve wood + it would require wood sculpting (totems and statues and other decorations attachable to walls /altars and so on. Fir tree - good construction wood, and fir cones - sprout replacment and fuel especially good for ovens. Moss - Moss instead of marsh should expand quickly. Marsh should apear onlny on tiles partially sumbergeged (unattended reed farrms) Moreover peat shoud also player made, dropping dirt on moss, it should turn to peat after some time. Affinity - i must admit i got worst affinity ever - gardening. It would be nice to have affinity allow f2p players extend their skill above 20. let say 10 points per one star(yet therefore only one star of affinity should be avaiable per skill).
  15. [17:36:48] An unstringed small bow. This is a very rare and interesting version of the item. It is made from cedarwood. You notice some notches you must carve away in order to improve the short bow. Shortbow Ql = 18.82 Starting Bid: 1s Minimum increments: 50c Buyout: 2s - Buyer pays COD - Private bids accepted
  16. I suggest the creation of a wooden scaffold like this ...to be used inside of tall walls (or any case that fits player's creative plans). It should be created on tile not border and allow a second line of tall walls adjacent to it on the other side of border tiles (like a sandwich) so that the effect of walking on the outer walls is also accomplished. Should someone chooses not to build a 2nd line of walls, they could have the option to add wooden fence or wooden parapet (so that it fits the design) on the open side. A 2nd scaffold piece should be added in the form of stairs going up. Since we may build the walls either on North-South axis or East-West, the stair-scaffold should be able to build towards the direction you're facing. As far as Height is concerned... And below is a rough representation in planner.. (scaffold-stair represented by tables ) If done correctly (mechanics-wise) it should also be used as a bridge between multistory houses, or to cover terrain slope differences (where the floor 2 is on same level to a raised slope and you want an entrance directly from elevated tile-into-upper-floor) PS. The scaffold has no defensive value whatsoever, nor it adds obstacle to a catapult. PS2. Archery should be allowed from ontop of scaffold, regardless whatever walls may exist past it (since it is such an elevated position). Only houses cannot be shot over.
  17. OK, so I have a dream and that dream is that archery needs to be severely penalized to anyone who is wearing plate and a great helm or even removed to people wearing plate. I want to see the armour types used more in pvp. If you get penalized using archery in plate it will cause more people to go out in leather, that way you will still need people to archer horses and the likes but now not everyone can do it. So I think people wearing great helms get a message like "The greathelm makes it hard to see." and for people in plate i don't think they should be using archery at all. Next, remove the ability to use longbows on horseback, I dont know how many people use archery in real life but it would be way too difficult to use it. Shortbows and medium bows will become more popular aswell. Lastly, I don't know how many will agree with this one, but at a certain level in shortbow, say around 60 or 70? I think a passive should be around to the effect of you being able to use it while moving on horseback, not too accurately but just so its usable and effective.
  18. I've been grinding many of my carpentry skills and with fletching being one of my better subskills. Recently I saw someone in server chat looking to buy arrows from someone so I figured I'd post and see if I had any takers. I can craft arrows for you, they wouldn't be super high quality arrows, but I can do them in bulk and load up quivers for you. If you'd like to make an order, let me know on here how many you'd like, around what quality you'd be expecting, and your in-game name and I'll let you know if I can fulfill the request. I am on Independence, in the northern Crystal Lake area, and willing to negotiate on prices!
  19. Greetings there. I would like to suggest a idea for a quickswap item as to make swapping between melee weapons and ranged weapons easier. The problem is most fighters and pvpers have is switching beween their bow and melee equipment fast in hectic combat. Instead of making it a interface feature, why not make it a item, like the toolbelt, that is a addition to your interface? I was thinking of three items that can be used for such a occasion and can be crafted and would give another addition to leatherworking and tailoring: a.) A sword scabard that can be equipped on the legs to sheathe in your sword, have it as a container to store in either a longsword or a short sword. b.) A sash made either out of cloth or leather where you can place in your shield or bow and interchange them. The sash could as well be used to store a 2h sword. c.) A bandolier which stores all weapons for interchanging, shield+sword and a bow, or a 2h and bow. It is made with a mixture of cloth tailoring and leatherworking, like the toolbelt, it would be improved by leatherworking or cloth tailoring. There can be a keybind that can be used to quick change between weapons/bow or the item can be put on the toolbelt and used. Quality of the item would depend how fast it switches between your weapons, low ql being almost as fast as how a player would interchange manualy, higher quality of these items would make switching faster. Rare or superiour items of that quality would improve weapon switching even more. This can as well have visual representations if the graphics team is willing. A shield and 2h on the back or shield on back and sword sheathed in the scabard or the bow over someone's torso. Uploaded with ImageShack.us Here is as well a fast scetch to visualy represent how that would look like.
  20. I had the oportunity to make some tests yesterday, and was a little surprised about the outcome. Basically i tried to compare the performance of a medium bow with a two handed sword. Test Subjects: -Fat adolescend Calfs Weapons: - War arrows (34ql) and a medium Bow (40ql) at 10 tiles distance without height difference - Two Handed Sword (37ql) Skills: - Archery 34, Medium Bows 20 - Two Handed Swords 5, Normal Fighting 5, Fighting 5 Results: - About 11 arrow hits until test subject died - About 4 sword hits until test subject died Conclusion: What is wrong with archery? Compared to the Sword and keeping the skills in mind, it should take about two arrow hits instead of 11 to kill a calf. As you may have noticed, i really just started to use a two handed sword there, or close range weaponry at all. And i was very surprised of the damage output of the sword. I really would like to use bows, but as it stands now, there seems to be no point in it besides maybe as a support weapon. And why do bows take no damage when being used? Is there even anything else in Wurm that doesn't take damage when being used? In my opinion archery needs some serious love! What do you guys think about it?
  21. As the title says, often arrows will simply disappear after hitting and damaging the target. It does this with no relation to the quality of the arrow: 50QL arrows will disappear as often as 70QL will. This bug has been around for a long time.