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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Will there be consumable ammo
hanoldbuddy
Member, Alpha Two
First post and much respect to the team. Thank you for endeavoring to make such a game. Now to my question.
Will there be consumable ammo for rangers or other classes or perhaps ships with the potion launcher?
Will this improve stats while using them? Will classes be able to craft them?
Thanks!
Will there be consumable ammo for rangers or other classes or perhaps ships with the potion launcher?
Will this improve stats while using them? Will classes be able to craft them?
Thanks!
1
Comments
There may be quivers which do not explicitly have any arrow count in them, for special effects and possibly stat increases.
This link to the wiki page is probably the most helpful, few paragraphs in.
Same applies to his comments on "retrievable ammo"; there won't be.
What would be nice is if you had unlimited ammo of one kind. But there were other kinds you could purchase to do different things. Such as a fire arrows, arrows that explode, etc. Yes they could just build the abilities in. But by needing to purchase people would need to be more selective in when they use them as opposed to spamming the ability.
But atm it seems like no there no consumable ammo atm atleast in regards to bows.
But one thing they could do, if they wanted to give the feel of different "ammo type" is make quivers an item slot. Quivers would come "pre packed" with certain arrow types. So for example, you could farm for a "fire arrow quiver", etc. That way, there could be more than 1 type of "ammo", without the need for an "ammo" slot.
i personally think they should reserver this for naval combat and have unique ammo that you can load if u have it when your on the cannon like bola shot or fire bomb or anti infantry. Its easy to do cause when ur on a cannon you can get a new hot bar 1 or left click can be normal attack and 2-0 can be unique ammo
Sure, that works for cannons. Can also work for quivers. Can be for both or neither as well.
Adding more complexity to builds at a certain point is unnecessary. It could very well be the case that build diversity will be so high, that adding the option for "different" ammo is just unnecessary at that point.
Can't know until we've felt out the classes, augments, etc.
Crowfall had quivers that made arrows have a different effect/weapon dmg type which could work
Blunt quiver - could stun and did bludgeoning
Slashing - Bonus dmg when target low hp, slashing dmg
Piecing- Bleeds and piercing dmg
fire - burn and fire dmg
ice - chance to root and ice dmg
I think this is fine for customisation but i dont think we should be doing say BG3 where there a bunch of ammo type and u need to click to use it it just gonna fill hot bars and shit up and not worth the hassle to juggle ammo.
Oh, you misunderstand my suggestion!
I meant more like:
1. Quiver of Frozen Wrath
2. Quiver of Fiery Wrath
Quiver 1 adds a frost effect. Quiver 2 adds a burning effect.
Basically, no such things as arrows. But the attribute of the quiver effects your arrows! The quiver is an equipment slot that effects your projectiles, that serves basically as arrows without needing "ammunition count". Make sense?
I just think it's a more elegant solution to the immersion idea of "where are my arrows coming from".
No.
Most people don't know how to manage resources and consumables properly.
Or maybe we should be call them energy drinks and let archers use them too, to be able to shoot arrows?
Red Bull gives you arrows?
Without it you should not be able to do this...
https://youtu.be/0257a-goFwE?t=962
... and I see no arrow when he zooms in
https://youtu.be/0257a-goFwE?t=823
what's interesting is they are discussing about the empowering of abilities and charged shots for greater output variables. We may even see those arrows appearance change relatively to the empowerment degree.
All archetypes use mana to varying degrees.[3][4]
Even pure melee players use mana to manipulate The Essence for their extraordinary abilities.[6]
Sitting increases mana regeneration while out of combat.[2][7][1]
They could balance the regeneration to be slow enough to make sitting needed if you run out of mana potions.
That would make potions needed all the time. You would take a stack with you when leaving a city.
It is just a visual representation if you carry arrows or potions in your inventory. The concept can end up similar.
true. The same can be literally said about any resource bar.
Stamina is a resource bar, mana is a resource, energy is a resource bar. They're just coloured differently with a different name but essentially have the same purpose.
They do have plans for potions and what not but the goal is to not make the game a potion chugger. So there will more than likely be limitations and restrictions on use to prevent this. I think there was mention of it recently in one of the stream but I currently at the moment can not remember exactly which one or time stamp. It's been a question since the first combat reveal many have been wondering about.
Consumables come in many form but I believe the context is more specifically to ammo types such as armour piercing arrows. This could also be integrated as mentioned I believe by the devs in the type of quiver one may equip to augment abilities but I may be mistaken on that.
One thing I liked in SWTOR was the items essentially were interchangeable with augment slots for improvement. Maybe we will see something similar where it could be as simple as an enchant will augment an empowered ability to act more like an armour piercing round opposed to having them as a carried consumable? Could even just be a specific passive or active too.
Like @Azherae , @Tyranthraxus and others have mentioned, Steven did chat about bows and ammo not too long ago, which can be found on that wiki link!
Don't let that stop you from discussing that, though
Do you like games that have ammo? Why or why not?
What about ammo do you think would add to or diminish your experience in-game?
WootWoot! a message from the staff!
I was thinking maybe for ships ammo might be something to consider. Maybe they have a limited supply so that they run out and then must board the enemy, but I could see this as only viable in PvP and maybe not PvE as the ship would probably need to still fire on the Kraken cause not everyone is a ranged character. It's easy to just wipe it away and say no ammo that fixes a lot of problems, but the complexity you are building with the game intrigues me to think of how ammo would work. Not that I have a solution. The benefit of ammo would really have to be worthwhile to justify adding that extra layer of complexity, tediousness of making it, and sucks to not have it to the game. I want to stop making the argument for it though because I'm not sure i believe in the fight for having ammo. If it could be implemented correctly though, i think it'd add another layer of welcomed complexity to this already beautify complex game. I've been telling all my friends about it since I saw that watch party on reddit go crazy when Alpha 2 was announced for 2024. That was my introduction to Ashes. I've never seen excitement like that for a game, and now I'm excited!
https://ashesofcreation.wiki/Ships
It definitely would seem like a frigate would be outgunned by a galleon with ship size, weapons and crew. I definitely agree for naval PvP or Raids on how it would add more depth and complexity to the raid with ideal preparations and resource management.
Curious what kind of variables will affect the naval ships based on weight and if things like wind direction play a more significant role.
Given that
Items made for final consumption are not dropped, such as consumable items created by the Cooking and Alchemy professions.[24]
Arrows would just take inventory space.
Having potions for all classes is acceptable. But I would prefer more potion types.
1. Allow ammo to be stacked to something like 1-2k to avoid extra ammo taking up too many pack spaces
2. Allow basic ammo (i.e. wood arrows) to be easily crafted in the wilds
3. Add a clear indicator of ammo left in my inventory next to ammo slot in the char sheet (so as my bag sizes increase I have an at-a-glance view of where I stand
I don't want an ammo to be a leash limiting exploration because I need to go back to town to buy arrows.
Fair would be also non-ammo based classes (such as fighters). to have to sharpen their swords.
And tanks to repair their armor.
I am not sure players will like depending on artisan classes while they farm.
Fully personal opinion but basic ammos almost never read well into anything other than survival crafting games. I totally love the ideas of quivers with CDs or even making quivers something like "for the next 3 minutes your arrows deal cold damage and do 1.1x damage" and making those consumables for a bit of a power spike or something but having to lug around 4000 arrows or constantly having to make sure you are stocked and what that would mean for spellcasters/melee martial classes ends up being something a bit tedious.
Like they are out here being like "Guys lets make this game bad for no reason."