If I answer something already answered, its because its easier to answer as many as I can:
quietlyquietly wrote: ↑07 Sep 2023, 15:46
I noticed that the game inventory information (hover) does not agree with the F2 extended stats.
ManaPlus calculates from the DB and not the descriptions, but it also misses some things, like arrow bonuses. We recently made some description corrections, but many still need to be done, but waiting on some mechanics changes to get added. The work has been done for awhile. There are also new mechanics being added which will change a few things. I tried to make better use of ranges, but was educated on the limitations due to server and client sync problems if it changed. I'll be more specific in the following answers.
quietlyquietly wrote: ↑07 Sep 2023, 15:46
The supposedly better short sword (+100), hits at 144 is worse than the scythe (+75) which hits at 153.
This might be due to some changes having been added while we wait on others. I'm not positive though, but we'll know for sure in the near future and the descriptions will even need to be fixed again after those server changes.
quietlyquietly wrote: ↑07 Sep 2023, 15:46
I am told to practice with the bow to become an archer
Some odd things many players aren't even aware of... Though accuracy increases as you get closer to the target, the damage is increased when further away. The base dmg is from the closest to the target so the actual damage from arrows will always be higher than M+ reports. Also remember arrows bonuses won't show either. Most archers use speed(level 60+) to get faster exp, but they will have less range and accuracy compared to mallard and more dex is needed for accuracy with bows compared to melee weapons. Also the bow used matters a lot as you've probably seen already.
quietlyquietly wrote: ↑07 Sep 2023, 15:46
Will using the short sword ever make it better than the scythe.
Currently, the scythe is too fast as it is rated the same weapon type as the setzer, which happens to be the fastest knife. This work was done so we wait now on it getting added. There were come git pipeline complications. The scythe will be rated as a 2-handed weapon, though we may have added a bonus to its speed. I forget now. 2-handed weapons are slower than 1-handed since the range is larger. A weapon like the scythe must be swung wide so it takes longer, to answer a later question you asked. Many weapon ranges were incorrect from DB to description so we adjusted all weapons to the new weapon type table. Unfortunately, adding range to swords compared to fists and knives wasn't possible so we added 20 dmg to all swords to test. We reserved range 2 for the pole arms, which still reaches further than the animation can. Range 3 is still considered melee range though so we'll reserve that for some special weapons to come that will have a short range attack, like fire from fire sword for example. I should also mention that all 2-handed weapons were given a small amount of defense since weapons are also often used for protection from attacks. The short answer to your question is, we will know when its tested, but scythe will be slower, might have had dmg added, but keeps its range 2. A range 2 weapon could stun/freeze mobs that a range 1 cannot and the swords were all given 20+ dmg to compensate for the lack of ability to add range... if that helps any.
Current real stats of the scythe: 'Attack: 120, Defense: 5, Range: 2' < The original must have been 100 and we raised it by 20.
Current real stats of the short sword: 'Attack: 110, Defense: 0, Range: 1'
The short sword is mostly just used to make the setzer. Will simply made it a little better on its own and there are also attack delay changes not mentioned here. Also there may still be changes not yet added since these stats are from what's on git in stable (TMW), not necessarily live in game yet
quietlyquietly wrote: ↑07 Sep 2023, 15:46
Will practicing with the bow ever make it hit any better (or is that just a matter of buying more dexterity).
This is one of my biggest beefs actually... skills and how we level them. I saw this was answered so all I can say is yes to dex and mallard or speed skills. Spend the job points you gain to buy skill points in the skill you're trying to level.
quietlyquietly wrote: ↑07 Sep 2023, 15:56
If I miss and by accident click on myself, it auto-heals me using magic and using up a life-stone.
Settings/Players/Allow self heal with mouse click < Disable it by unchecking. We can't help the mess that the M+ settings are sorry, but would love to see it more organized myself.
quietlyquietly wrote: ↑07 Sep 2023, 15:56
The map moving does not help my aim either
I searched for a setting that doesn't exist, I think. I only found camera modes and free camera is not what you want, nor anyone. Again, this is a client issue and explaining those problems could get complicated. Simply put, there is a lack of developers and time.
quietlyquietly wrote: ↑07 Sep 2023, 15:56
It also seems that the quick-heal does not work with potions. I suspect it only works with magic. That is a bit biased not allowing fighters a quick heal (at least I could not get it to work).
I don't understand this one. What does quick heal refer to? In magic, only a target can be healed almost instantly with inma. A mage can't heal themselves that fast. For a mage to heal faster, they need to use a more expensive consumable, like any other class. however, and this is something I'd like changed if possible, if a mage heals a target player, they must wait for the cooldown period to end before healing themselves. The part I consider a bug, is that this includes food items. In short, mages can't heal right away after healing a target player by any means and this is a disadvantage, not an advantage ofc.
quietlyquietly wrote: ↑07 Sep 2023, 16:20
Prevent monsters from spawning within the view range of any player
I actually like this idea for most maps, because it seems a bit more realistic and less cheap than a mob spawning directly on you. However, the spawns are set on the maps themselves. I'm not someone to say something is impossible, but a change like that requires some know how. I will ask if it can be done. In reality, TMW uses a deprecated server that we keep making changes to for our current player base. The goal is to actually move to Evolved from TMWA, thus giving us more possibilities. A sync issue between the Evol and M+/MV are what make players hesitant. I still have faith this will get resolved... somehow... someway... someday. ( lyrics from a never known song called Dogs. )
quietlyquietly wrote: ↑07 Sep 2023, 16:20
I assume that there is already a respawn queue that is available.
Its more like spawn at this time within the minute if the mob isn't on the map within these tiles... not pretty, but it kept us running all these years, but yes it would be nice if we could achieve this here and there. I still like jump scares and a few cheap shots though, depending on where you're at.
quietlyquietly wrote: ↑07 Sep 2023, 16:38
I have changed the quick-keys attack setting through every position, but this does not seem to be honored by most attacks.
Either I am still missing something, or this attack system is ineffective.
I believe that it is NEVER correct for the player to run up and stand on top of a monster that was just clicked, not for any setting.
I change this often actually. You can encounter sync issues with some weapons more than others it seems. You probably want...
Settings/Quick/Move to target in attack range(3rd down) in conjunction with go and attack(6th down). I understand your frustration. I hit keys by mistake often, which changed settings so I removed all the key shortcuts to the quick bar and now do it manually in settings window. This is also another client beef more than the game itself, but I hope it helps.
Cheers and hope to see you in game... whoever you are. hehe