Ranger's arrow position weirdness

I’ve been playing the ranger for a few hours now and liked it quite a lot, but something bugged me a bit right from the start:
It feels like the arrow-hand is quite off as soon as you put the arrow into your bow (it seems to be shifted about 5 cm to the side) which makes it rather weird to aim with the arrow.

In contrast, if i compare the bow-mechanics to a pure archery game like Holopoint, the arrow and bow pretty much stay at the position where their respective controllers are, which i feel is the way it should be to feel accurate.

Even though i kind of get used to the offset after a while of playing, it still feels quite unnatural, so i wondered if anyone else experienced this issue? I’m playing on the Vive, in case that makes a difference.

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This was done intentionally so that you don’t end up hitting yourself in the face with your controller when you draw the arrow back, I believe.

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I’ve noticed it as well, and it felt quite off to me too. I hope they improve the archery experience at some point. Holopoint is fantastic.

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Lol. Though I must say the arrows offset helps break the immersion for me. It’s too offset and feels unnatural.

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Huh, doesn’t work for me. I hit myself very often :smiley:

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That’s interesting, i never even thought about this problem in any archery game before Orbus (not that i never hit myself in the face because of VR :smiley: ).
Since at least a couple of people seemed to agree with it breaking immersion, maybe you devs could take an example from Holopoint, the Lab or other games with bows in general, to improve the archer in a later update?

Oh and one more thing that occurred to me (but isn’t as immersion breaking as the offset) is the fact that you basically have unlimited arrows in your hand at all times… Maybe the arrows could be pulled one by one from something like a quiver on your back? I’ve seen some other people in the forums talking about the damage mechanics of the ranger and i feel like this could be an easy way to fix the “machine-gun”-like arrow spam you can do right now, without actually having to adjust too much of the damage each arrow does (using this mechanic would also support a similar way with damage output being dependent on the player’s speed and skill just like the runemage’s casting is) .

In other archery games I do not be leave there is a offset and it works very well. I personally think that the over exaggerations that they have added to the game are completely immersion breaking. The over exaggerated Arch to the arrow fight is the one that troubles me the most.

How the arrow looks like it rest in the palm of the hand would be and not at the end of the controller, in fact IRL located somewhere around where a trigger release would be, this one for myself seems to be particularly annoying because of the game mechanics do not have you draw an arrow from a quiver every time, so why make it look like it is so far away from the end of the controller or the hand? I be leave that’s just a cosmetic thing and the does not effect nock the arrow, it was very weird to get used to.

I do need to say that for the most part the more you play the Ranger the less important most of this designs become.

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Personnaly i m a big fan of QuiVR approach, you have a big offset (which you can personnalize) and you have to reach behind your back or close to your belt (depending on your settings), pushing the trigger to get an arrow, and as long as you hold the trigger, you keep gripping it, and put the arrow on the string, and let go of the trigger to release.

It is way more natural, you can still shoot really fast, and thanks to the big offset, you can really aim, like with a real bow.

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Yeah… that doesn’t work - I still hit myself in the face and would rather just have a shorter string (so I don’t pull back as far into my face)

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It’s messing up my aim as well, and just feels strange, like a glitch. Especially as I usually draw to my ear with the controller like a real bow.

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