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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Specilized ammo for rangers?
Arya_Yeshe
Member
As we know, it was debated by the devs already if rangers should have infinite ammo and it was decided that they will have infinite ammo
But how about if they had their infinite ammo and have the option of specialized ammo that is actually consumable?
So if you have your ranger you would have your infinite standard ammo, but you could craft some specialized ammo with advantages and drawbacks, example:
Armor piercing arrow:
And you could equip and unequip as you wish
But how about if they had their infinite ammo and have the option of specialized ammo that is actually consumable?
So if you have your ranger you would have your infinite standard ammo, but you could craft some specialized ammo with advantages and drawbacks, example:
Armor piercing arrow:
- +3% armor piercing
- +6% weapon durability loss
And you could equip and unequip as you wish
PvE means: A handful of coins and a bag of boredom.
0
Comments
I like the idea,
I dislike that Rangers need to "bring more" to be variable. Just from the standpoint that they have to bring food/pots/gear/etc. Then they need to figure out what to bring for what content.
I do think it is a very cool idea, but I don't think I would mind if they put this into a "Stance" type ability with upside/downsides like you said. I am sure there is much we could discuss about this, and if implemented properly could lead to cool design space that could possibly be added to other weapons as well such as poison coating daggers, or modifying enchantments on weapons etc but that that might be a rabbit hole.
I am trying to recollect about it, I rememberd he saying they decided to opt for infinite ammo, but I don't remember if he said anything about consumable specialized ammo
Yes, rangers should have to buy ammo if they want to min-max. The more consumables and profession making the better. Game should have game within a game and I believe MMOs have chance to do that.
When you play FPS you only can play FPS with different modes, same goes for MOBA or any kind of game, but with MMORPGs you can play more games whithin a game, this is why economy should be on point and why should gold have worthiness.
You can make all that by making things that are important and ''harder'' to get, so players will appreciate their time and they won't make stupid prices on market to dump their materials.
I would argue that engineers only could make ammo if they choose to master engineering. This will create much stable economy for ammo itself. Same goes for alchemists that are making high end potions/flasks, or chiefs that are making food.
If you give everything to everyone, for them to sustain their character by themselves or to buy materials and make consumables, then these items lose value and it will be New World scenario again after few months. Everything will become useless and there won't be need to do gold grinding except for usual stuff that every theme-park MMO has and its boring.
Theme park mmos - Get gear > get mounts / collectables > make yourself feel good about shiny things
Old-school oriented mmo - harder immersive leveling > progress via skills / professions > get gear > do not care about shiny things that make you feel special > get preparation done before each encounter (siege or PVE or even open world PVP to min max) - which means farm gold / do professions if you have chance to make things yourself...