Vhaeyne wrote: » Well since it feels like we mostly against it. Or on the fence about it.https://ashesofcreation.wiki/Bows Having one ranged slot, and no ammo slot seems like a big hint to me that we are not going to have ammo. Which would be perfectly fine by me.
PlagueMonk wrote: » Vhaeyne wrote: » Well since it feels like we mostly against it. Or on the fence about it.https://ashesofcreation.wiki/Bows Having one ranged slot, and no ammo slot seems like a big hint to me that we are not going to have ammo. Which would be perfectly fine by me. While the images do make it appear as if there won't be ammo, it could be easily implemented. I would personally be FOR having ammo. It's not like everyone has an endless potion container on their hip. You run out you have to resupply, same thing. Having arrows also gives woodworkers another thing to make and could allow you to have different types of arrows, so it isn't all about the bow. So you could have one bow but then maybe different types of attacks and the bow would augment them. The array of different types of arrows could really make an archer shine. There are 2 caveats to this however; First, for the inconvenience of having to make arrows, switch out quivers periodically and resupply, bows should do the most damage of any ranged weapon. The Second would be I would be willing to concede the realism of how many arrows you can have in a quiver. So maybe 100 per slot? I think it would really add to an Archer class.
Atama wrote: » PlagueMonk wrote: » Vhaeyne wrote: » Well since it feels like we mostly against it. Or on the fence about it.https://ashesofcreation.wiki/Bows Having one ranged slot, and no ammo slot seems like a big hint to me that we are not going to have ammo. Which would be perfectly fine by me. While the images do make it appear as if there won't be ammo, it could be easily implemented. I would personally be FOR having ammo. It's not like everyone has an endless potion container on their hip. You run out you have to resupply, same thing. Having arrows also gives woodworkers another thing to make and could allow you to have different types of arrows, so it isn't all about the bow. So you could have one bow but then maybe different types of attacks and the bow would augment them. The array of different types of arrows could really make an archer shine. There are 2 caveats to this however; First, for the inconvenience of having to make arrows, switch out quivers periodically and resupply, bows should do the most damage of any ranged weapon. The Second would be I would be willing to concede the realism of how many arrows you can have in a quiver. So maybe 100 per slot? I think it would really add to an Archer class. Yes, potions will be a limited supply consumable but everyone will be in the same boat in regards to managing that supply. Only people with certain weapons would need to worry about ammo, which would unnecessarily disadvantage them and make them unpopular. Conversely, if you gave ammo-using weapons superior damage to compensate for the ammo management then you are guaranteeing that almost everyone will use them and nobody will carry another kind of weapon. It’s not an equivalent exchange.
Atama wrote: » If it had even the slightest boost to damage I am telling you now that I personally would be almost guaranteed to use it. If you are talking about an occasional inconvenience to keep ammo in it but I was guaranteed to do more damage then I can’t imagine using a different weapon. My tank will have a crossbow in that scenario. That’s the problem when you reduce apples to make up for oranges. That’s why I proposed that weapons with ammo might just need to be repaired less often, because you’re replacing one type of maintenance with another. If you’re saying that carrying ammo meant you always had the highest-damage weapons in the game you will see everyone with one. That’s the mentality of gamers. That’s why when you are trying to balance things you have to be careful to make sure you’re compensating in a relevant way. Otherwise it’s like you are flying a plane and you are compensating for steering too far to the left by pitching the plane upward. That won’t get you back on course, steer to the right instead.
PlagueMonk wrote: » Atama wrote: » If it had even the slightest boost to damage I am telling you now that I personally would be almost guaranteed to use it. If you are talking about an occasional inconvenience to keep ammo in it but I was guaranteed to do more damage then I can’t imagine using a different weapon. My tank will have a crossbow in that scenario. That’s the problem when you reduce apples to make up for oranges. That’s why I proposed that weapons with ammo might just need to be repaired less often, because you’re replacing one type of maintenance with another. If you’re saying that carrying ammo meant you always had the highest-damage weapons in the game you will see everyone with one. That’s the mentality of gamers. That’s why when you are trying to balance things you have to be careful to make sure you’re compensating in a relevant way. Otherwise it’s like you are flying a plane and you are compensating for steering too far to the left by pitching the plane upward. That won’t get you back on course, steer to the right instead. I'm sure some mini/maxers would but that's always been the case. Most however would say that the cost to make them regularly (you could easily go through 1000 in a single siege), resupply, refill when the quiver is empty (wouldn't it suck if you had that guy almost down but ran out and he got away?), perpetual lost inventory space, etc. is not worth whatever that +% is. Maybe it's as small as 3% plus the utility of having different arrow types? IDK. That's why I'm here voicing my opinions and not on the other side making the game (well, one of many reasons ) I have played games on both sides of the equation though. In DAoC you had to make your arrows and all the things I listed above were factors. Nothing sucked more than getting out in RvR and realizing you hadn't re-supplied . And in ESO anyone could carry/use a bow and the arrows just magically appeared out of nowhere, really it was just another attack form with a bow/arrow animation. I found the ESO version to be kind of hollow and meaningless personally. The only thing I can't tell you is what the damage comparison in DAoC was so I don't know if was any better or worse than other RDPS types. I liked the 'realism' of having the arrows personally despite the drawbacks.
PlagueMonk wrote: » Having arrows also gives woodworkers another thing to make and could allow you to have different types of arrows, so it isn't all about the bow. So you could have one bow but then maybe different types of attacks and the bow would augment them. The array of different types of arrows could really make an archer shine. There are 2 caveats to this however; First, for the inconvenience of having to make arrows, switch out quivers periodically and resupply, bows should do the most damage of any ranged weapon. The Second would be I would be willing to concede the realism of how many arrows you can have in a quiver. So maybe 100 per slot? I think it would really add to an Archer class.
Chaostastic wrote: » I will be running ranger as I do in most games. Honestly I would be disappointed if there was no ammo in the game. Ammo management can be fun mechanic and it would create a whole new profession. Imagine the amount of business you would get as an arrow merchant. Selling different types of arrows, some tipped with potions. Let me go over some of the good points I saw in this thread. 1. Bows already have a repair cost and needing to keep up with ammo would add another form of maintenance. Honestly I wouldn't mind having both but if one needs to go I'd much rather keep ammo.