» Thu Jun 07, 2012 4:31 am
First, thanks for all the comments that included the "porcupine" word, I almost died laughing... No kidding...
Replying to the original post. The problem with this game is that there are not body part differences when talking about damage and health. Also, character skill doesn't make a difference when aiming at something, as fas as I know. Player skill does.
If you want it realistic (I do), a guy should not die (no matter how many times you hit him with an arrow), as long as you hit in his hands and/or arms. No one dies with that. Maybe take a "bleed" effect for some time, which could end up in death it hit many, many times...
I once killed a bandit with a piercing in his ear. I think I took a screenshot but I'm not able to find it right now. It was pretty funny... the usual careful sneak, arrow in the head, instakill.... and when I went there the arrow was just a perfect earring. I'm not screaming "bug" and asking this to be fixed. It was ... well... a "headshot"... but as I see it, my shot should have been considered a failure. Shots in arms or legs should barely damage the victim. Shots in brain area should be instakill, and shots in chest should be serious damage. Of course, "heart" area should be instakill too.
But here we come again with the player / character skill problem. You can't rely on player skill for things like these, or the game wouldn't be fun or challenging at all. I could start a new character, archer, and go around insta-killing anything, just becase I know how to use a bow as a player, and because game considers some body-parts as instakill or high damage. In my opinion, skill should affect aim. So, my arrows should fly randomly either to where I have my pointer, or somewhere near, based on my skill in archery. The higher the skill, higher the chances to put the arrow where I have the pointer. At skill 30 it would be desperating, yes, but it would be more challenging ... I'm supposed to be a novice archer, so why hit things just because I'm pointing the mouse correctly?
Basically, what I'm trying to say is that, even if I agree that archery needs a bit more of realism, it would also need a change on how the aim is managed, to make it fun and challenging.