View Full Version : The infamous "ammo" issue...
bsquishwizzy
12-14-2014, 12:17 AM
The Problem
Ammo management sucks. It just sucks. I want to collect slaying arrows, or craft various stacks of arrows and hold them, I've got to buy a bunch of quivers, and the quiver capacity sucks. I can't control what arrows you can select from which quiver, nor swap them out. All in all...ammo management sucks. If forces you into bolt / arrow conjuring.
If you are collecting slaying arrows / bolt - which is a good idea, by the way - the is no clean way to gather them, and hold them outside of buying a bunch of quivers. Even with that, you have no idea which quiver holds which set of arrows...it's just a mess.
Solution 1: The Ammo Crate
Basically, we add a new tab or a new character bank called "The Ammo Crate." It works much like the current character bank but it holds only ammunition, in stacks of 2000. It also has another slot that holds a quiver. When a quiver is dragged in to this spot, it opens up a new window with the contents of the quiver. Two arrows control whether selected ammo in either the quiver or ammo crate is transferred - in increments of 100. This way, you can load or unload ammo into specific quivers you carry and adjust the inventories you need to carry per quest.
Plus, having a separate section in the bank specifically for ammo allows you to hold all of the various ammo permutations (bane, slayer, greater slayer, and so on) without consuming critical backpack and/or bank space, and makes accumulating these types of ammunition much easier across lives. Plus, Turbine can sell extra crate slots like they do bank slots.
Solution 2: The Quiver Hotbar
When you equip a quiver, an option should be added (check box) to show a quiver-specific hotbar. By selecting or deselecting ammo in the hotbar, inventory is transferred in and out of the quiver on-demand to your characters ammo slot. Each quiver slot has a memory of what it held last, so when a new set of ammo is selected, the old ammo is returned to the last quiver slot it occupied. Having a quiver slot "memory" (until that ammo is entirely expended in both the quiver and the player's backpack) prevents inventory being moved out of the quiver for use, and the errantly returning it to the backpack. Likewise, it makes switching different ammo types a relative breeze for those ranged builds, making it more like what a melee toon with their "golf bag" of weapons.
Ok, thoughts?
LuKaSu
12-14-2014, 07:09 AM
The Problem
Ammo management sucks. It just sucks. I want to collect slaying arrows, or craft various stacks of arrows and hold them, I've got to buy a bunch of quivers, and the quiver capacity sucks. I can't control what arrows you can select from which quiver, nor swap them out. All in all...ammo management sucks. If forces you into bolt / arrow conjuring.
If you are collecting slaying arrows / bolt - which is a good idea, by the way - the is no clean way to gather them, and hold them outside of buying a bunch of quivers. Even with that, you have no idea which quiver holds which set of arrows...it's just a mess.
Solution 1: The Ammo Crate
Basically, we add a new tab or a new character bank called "The Ammo Crate." It works much like the current character bank but it holds only ammunition, in stacks of 2000. It also has another slot that holds a quiver. When a quiver is dragged in to this spot, it opens up a new window with the contents of the quiver. Two arrows control whether selected ammo in either the quiver or ammo crate is transferred - in increments of 100. This way, you can load or unload ammo into specific quivers you carry and adjust the inventories you need to carry per quest.
Plus, having a separate section in the bank specifically for ammo allows you to hold all of the various ammo permutations (bane, slayer, greater slayer, and so on) without consuming critical backpack and/or bank space, and makes accumulating these types of ammunition much easier across lives. Plus, Turbine can sell extra crate slots like they do bank slots.
Solution 2: The Quiver Hotbar
When you equip a quiver, an option should be added (check box) to show a quiver-specific hotbar. By selecting or deselecting ammo in the hotbar, inventory is transferred in and out of the quiver on-demand to your characters ammo slot. Each quiver slot has a memory of what it held last, so when a new set of ammo is selected, the old ammo is returned to the last quiver slot it occupied. Having a quiver slot "memory" (until that ammo is entirely expended in both the quiver and the player's backpack) prevents inventory being moved out of the quiver for use, and the errantly returning it to the backpack. Likewise, it makes switching different ammo types a relative breeze for those ranged builds, making it more like what a melee toon with their "golf bag" of weapons.
Ok, thoughts?
Great Insights, but I would propose a modification to solution 2. You could drag a set of arrows from a quiver onto your hotbar. Click on the button on the hotbar and the current arrows are dropped into the current quiver (or dispelled), then the quiver with your selected arrows is auto-equipped and your arrows would be equipped. So then, you wouldn't need to actually build new hotbars for each quiver. You could just drag arrows into normal hotbars. (To do all of this, there would have to be reserved space in any currently-equipped quiver for the arrows you currently have equipped)
Lonnbeimnech
12-14-2014, 07:31 AM
Solution : Take at least one level of ranger if you plan on using a bow, spend 3 AP in AA. Vendor all other arrows.
Saekee
12-14-2014, 09:58 AM
I feel like the problem with quivers starts with the shortcut bar's use of them. Clicking there opens up a window revealing the quiver's contents. For almost all other equipment shortcuts, clicking on something equips it.
There is a far simpler solution here using the drop down menu employed by metamagic feats. Simple select from a drop-down menu on a quiver the action that occurs when it is clicked: 1) it equips the quiver and its arrows or 2) it opens the quiver.
This way you can have a hotbar with various quivers, even the same one twice but with separate functions, etc.
Of course it would help if they didn't mostly look alike.
nibel
12-14-2014, 10:30 AM
Solution 3: Change the "ammo" slot to a equipment slot and stop counting individual arrows/bolts. Non-basic enchanted arrows have a "clicky" effect that gives a small boost to their passive magicness, and after being clicked X times, they are destroyed.
Example 1: A +1 Flaming Bolt deals +1d6 flaming damage per hit. If clicked, the next three shots do a fireball-like effect on the target (3d6 fire damage on area, reflex for half, DC ~15).
Example 2: A +1 Arrow of Giant Bane deals +2d6 damage against giants. If clicked, the next shot, if hit a giant, will force them to do a fortitude save (DC ~25) or die instantly. On a save, it will still take 100 bane damage.
As the enchantment bonus on the arrow raises, so do the damage and the DC on their effects. Elemental arrows can work like the current "flaming" (ie, +1 is 1d6, +2 is 2d4, +3 is 3d4...), and the cliky DC/damage is also raised accordingly. (ie, a +6 Bolt of Giant Bane can deal +12d4 damage and have a DC of 50, with 600 bane damage on save)
Sure, this would devalue the AA Conjure Arrow enhancement, and the Conjure Bolt/Flaming Arrow spells, but would make dropped ammo something else besides vendor trash. I mean, nowadays, you find 20 arrows of awesomeness, and they get expended in less than a minute. Everyone that uses ranged weapons as their primary weapon will find a way to have infinite ammunition instead of caring about carrying out the +5 flaming bolts you loot.
bsquishwizzy
12-15-2014, 01:35 PM
Solution 3: Change the "ammo" slot to a equipment slot and stop counting individual arrows/bolts. Non-basic enchanted arrows have a "clicky" effect that gives a small boost to their passive magicness, and after being clicked X times, they are destroyed.
Example 1: A +1 Flaming Bolt deals +1d6 flaming damage per hit. If clicked, the next three shots do a fireball-like effect on the target (3d6 fire damage on area, reflex for half, DC ~15).
Example 2: A +1 Arrow of Giant Bane deals +2d6 damage against giants. If clicked, the next shot, if hit a giant, will force them to do a fortitude save (DC ~25) or die instantly. On a save, it will still take 100 bane damage.
As the enchantment bonus on the arrow raises, so do the damage and the DC on their effects. Elemental arrows can work like the current "flaming" (ie, +1 is 1d6, +2 is 2d4, +3 is 3d4...), and the cliky DC/damage is also raised accordingly. (ie, a +6 Bolt of Giant Bane can deal +12d4 damage and have a DC of 50, with 600 bane damage on save)
Sure, this would devalue the AA Conjure Arrow enhancement, and the Conjure Bolt/Flaming Arrow spells, but would make dropped ammo something else besides vendor trash. I mean, nowadays, you find 20 arrows of awesomeness, and they get expended in less than a minute. Everyone that uses ranged weapons as their primary weapon will find a way to have infinite ammunition instead of caring about carrying out the +5 flaming bolts you loot.
The only problem with that is that it would require pulling all slaying arrows out of the loot tables, and replacing them with this clicky. What I'm proposing uses what already exists as loot.
I'm not saying it is a bad idea, but it may be more work than maybe adding a new back and a item-specific hotbar.
bsquishwizzy
12-15-2014, 01:41 PM
I feel like the problem with quivers starts with the shortcut bar's use of them. Clicking there opens up a window revealing the quiver's contents. For almost all other equipment shortcuts, clicking on something equips it.
There is a far simpler solution here using the drop down menu employed by metamagic feats. Simple select from a drop-down menu on a quiver the action that occurs when it is clicked: 1) it equips the quiver and its arrows or 2) it opens the quiver.
This way you can have a hotbar with various quivers, even the same one twice but with separate functions, etc.
Of course it would help if they didn't mostly look alike.
That's part of the problem, and naming the quivers wouldn't be much of a help.
The problem with your main suggestion is that arrows come in and out of the quiver in sequential order. So when one type of ammunition is expended, the next in line loads. And at present, using those stupid arrows in the current quiver window is a monumental PITA. However, opening up a hotbar with the ammunition in it, and equipping ammo on-demand would be much quicker. Plus, when ammo of a particular type runs out, it would show in the hotbar. if you want to switch to a different type of ammo at that point, it is simply a click on the hotbar.
bsquishwizzy
12-15-2014, 01:42 PM
Solution : Take at least one level of ranger if you plan on using a bow, spend 3 AP in AA. Vendor all other arrows.
I'm already doing that.
And I'm passing up on basically instakills because they are ammo-based.
bsquishwizzy
12-15-2014, 01:50 PM
Great Insights, but I would propose a modification to solution 2. You could drag a set of arrows from a quiver onto your hotbar. Click on the button on the hotbar and the current arrows are dropped into the current quiver (or dispelled), then the quiver with your selected arrows is auto-equipped and your arrows would be equipped. So then, you wouldn't need to actually build new hotbars for each quiver. You could just drag arrows into normal hotbars. (To do all of this, there would have to be reserved space in any currently-equipped quiver for the arrows you currently have equipped)
The current hotbar system sorta works like that already, albeit slightly messed-up. Likewise, to make the changes you suggest, they may have to mess with the current system that auto-acquires ammo in all quivers, to avoid slots in the current quiver from filling-up on ammo that you pull from a chest. If my suggested hotbar is open, only those arrows that exist in the quiver would be expended or filled (should you loot a chest). It would take precedence over the other auto-gathering quivers you've got going out there, but ONLY gather those arrows / bolts you've got in there since you opened up the hotbar (or, perhaps, moved the quiver into the equipped spot).
Enoach
12-15-2014, 02:06 PM
I also utilize these arrows and carry multiple quivers a couple named ones like a Poison and Quivering one.
It would be nice to be able to drag the arrows for shortcuts on the existing shortcut bars. Clicking them should put the 100/Or limit in the current equipped slot.
I'm not sure about it changing the Quiver.
What I do currently as part of METAGAMING
I keep the Poison Quiver empty, I use the Summon Arrows from AA or Fire Arrows from the Fire Arrow Wands as my defaults and put these on my hotbar. I then move arrows that are of value to empty slots in my backpack - I've found I usually only need 3 or fewer slayer types per quest or Metal/Special Types. This allows me to switch between the arrow types. It does take management and slayer arrows only stack to 100 so I do need to stop on occasion to pull out another 100.
Again I would like to see a way to put the arrows on a hotbar to allow me not only to monitor how many of each arrow I have but also be able to simply switch to a specific arrow type quickly - Even though I will still need a system to make it quick to find which one on the hotbar since they all look the same.
btolson
12-15-2014, 03:15 PM
I'd build on the Ammo Crate idea:
1) Quivers cease to be containers. They instead serve as veneers, and for granting enchantments like all gear.
2) All ammunition stacks to 10,000.
3) All ammunition goes into your new Ammo Panel automatically.
This Panel looks similar to a regular inventory tab, except it is divided into two halves: the top half is the Auto-Draw Section and the bottom half is the Manual-Draw Section.
If firing your weapon causes your current ammo stack to be depleted, then a new stack of ammo will be automatically equipped by searching through the Auto-Draw Section (searches left to right, top to bottom).
Ammunition stored in the Manual Draw Section will never be automatically equipped; it can only be equipped manually. This makes it impossible to accidentally waste ammo you meant to save.
All Ammunition (regardless of which section it is in) can be directly hotbarred from this Ammo Panel.
This Panel will be accessible by clicking a new button adjacent to the active ammo slot on your inventory window, and also via some hotkey.
cdbd3rd
12-15-2014, 04:28 PM
I'd build on the Ammo Crate idea:
1) Quivers cease to be containers. They instead serve as veneers, and for granting enchantments like all gear.
2) All ammunition stacks to 10,000.
3) All ammunition goes into your new Ammo Panel automatically.
This Panel looks similar to a regular inventory tab, except it is divided into two halves: the top half is the Auto-Draw Section and the bottom half is the Manual-Draw Section.
If firing your weapon causes your current ammo stack to be depleted, then a new stack of ammo will be automatically equipped by searching through the Auto-Draw Section (searches left to right, top to bottom).
Ammunition stored in the Manual Draw Section will never be automatically equipped; it can only be equipped manually. This makes it impossible to accidentally waste ammo you meant to save.
All Ammunition (regardless of which section it is in) can be directly hotbarred from this Ammo Panel.
This Panel will be accessible by clicking a new button adjacent to the active ammo slot on your inventory window, and also via some hotkey.
Am liking this idea.
nibel
12-15-2014, 09:26 PM
I agree with you that if we had a simple and quick way to fix the quiver issue, it would be awesome. But the DDO system has proven time and again that it do not like containers. Even on Cannith Crafting, to use any shard of potential recipe you need to drag the ingredients outside the bag, because they don't "understand" that you just dragged an item from inside.
We even had some dev comment a long time ago saying that this is the major reason why they never gave us spell component bags, scroll cases, and potion belts. Because just like the cookie jar, you still need to remove them from the container before you can consume them.
And quivers are coded as arrow containers. I think we are lucky they draw ammo automatically in order.
Since we would have to mess with code to make quivers work in any way that allow hotbaring stocked arrows, I just think it is a good time to revamp the ammo system and make ammo better than just "grab infinite ammo or don't care".
Aliss7
12-16-2014, 10:02 AM
I complained about this years ago:
https://www.ddo.com/forums/showthread.php/369467-Was-there-some-change-to-how-arrows-are-used?p=4411403
When I first started playing, arrow management was semi-ok (manageable), it's just a mess now. I collect slayer arrows for fun, but don't bother using them at all except to meta-game in specific instances. Add to this, if you are a two weapon user, it's impossible to keep a clean inventory as you pick stuff up and switch between weapons. :(
bsquishwizzy
12-16-2014, 11:35 AM
I agree with you that if we had a simple and quick way to fix the quiver issue, it would be awesome. But the DDO system has proven time and again that it do not like containers. Even on Cannith Crafting, to use any shard of potential recipe you need to drag the ingredients outside the bag, because they don't "understand" that you just dragged an item from inside.
I don't think that is a container issue per se, bot a problem with the logic that finds components in your inventory. Doing a little reverse-engineering in my head (I do a lot of that), when you select a shard of potential, and even define an essence type to use, the crafting device has to recursively g through your inventory finding that element. It starts with the backpack, finds something, and stops there. It doesn't consolidate the quantities of that specific essence you're carrying, and I think part of that has to due with the fact that once they are consumed, it has to backtrack and subtract the appropriate amounts of all of your various locations (assuming that quantities are consolidated). You have to start making decisions as to what you're going pull, and from where, which can get a bit messy. So, they just pick one, and that's what you use.
And the Shard of Potential gets even worse when you consider that there are different flavors of those (per each component type: arcane, divine, and so on), and that you can pick any of those essences to use for each class of essences.
What I'm recommending as a baseline avoids all of that because you're only dealing with an equipped quiver, the current ammo slot, and a special taskbar that only applies to the equipped quiver. So the logic on their end is actually much more simplistic than what you're dealing with when crafting.
Since we would have to mess with code to make quivers work in any way that allow hotbaring stocked arrows, I just think it is a good time to revamp the ammo system and make ammo better than just "grab infinite ammo or don't care".
Me too.
All this talk about re-vamping ranged toons is what got me on this subject. Half of the problem with most ranged toons isn't really DPS, nor should it be. It just that one of the best sources for DPS is a major PITA to use. With a semi-decent weapon, two ammo imbues, and a third ammo type (holy / acid / flaming / etc.) you can actually do some decent damage. Problem is that one-third of that equation is just plain lost because managing the ammo it totally lost. I'd rather keep what's distinctive about being a purely ranged toon and enhancing that lost one-third of the equation, then bypassing it and just buffing the other two-thirds. The latter just seems dumb to me.
bsquishwizzy
12-16-2014, 11:48 AM
I'd build on the Ammo Crate idea:
1) Quivers cease to be containers. They instead serve as veneers, and for granting enchantments like all gear.
2) All ammunition stacks to 10,000.
3) All ammunition goes into your new Ammo Panel automatically.
This Panel looks similar to a regular inventory tab, except it is divided into two halves: the top half is the Auto-Draw Section and the bottom half is the Manual-Draw Section.
If firing your weapon causes your current ammo stack to be depleted, then a new stack of ammo will be automatically equipped by searching through the Auto-Draw Section (searches left to right, top to bottom).
Ammunition stored in the Manual Draw Section will never be automatically equipped; it can only be equipped manually. This makes it impossible to accidentally waste ammo you meant to save.
All Ammunition (regardless of which section it is in) can be directly hotbarred from this Ammo Panel.
This Panel will be accessible by clicking a new button adjacent to the active ammo slot on your inventory window, and also via some hotkey.
I think this is a cool alternative, but it would basically kill immersion.
I DO like the auto draw and manual draw options, though. Maybe sub-dividing quivers and being able to horbar stuff?
And yes, I think we need more named-quivers, even random loot quivers in the game. Being able to add Deadly, Seeker, or even some specialized ammo / ranged attributes (5% AoE spell proc on hit) would be HUGE for a ranged class.
Imagine, say, a +3 Screaming / Roaring / whatever of Puncturing bow with two imbues, a +2 Holy arrow, with a quiver that gives you Frost II and 3% doubleshot. You don't need to buff ranged toons at that point. And multi-shot? It becomes a boss-killer again.
btolson
12-16-2014, 12:11 PM
I'm pretty sure you'll never be able to hotbar anything inside a container, hence the need for quivers as containers to go.
Containers in general just need to go. Not only are they are cumbersome, but also the root of the most damaging exploits in the game and end up being a recurring drain on manpower to combat them. With the amount of manhours they've spent trying to fix loopholes in containers over the past year, they could have delivered a completely new system for storing ingredients.
bsquishwizzy
01-15-2015, 05:00 PM
*bump*
I just went out to do Sands slayers with my Quiver of Poison filled to the gills with Holy, Frost, and Fire arrows. I didn't have to conjure a single arrow. Having bow effects, and arrow effect, and my two imbues was great. Cripes, it made my AA feel viable again.
Missing_Minds
01-15-2015, 05:15 PM
*bump*
I just went out to do Sands slayers with my Quiver of Poison filled to the gills with Holy, Frost, and Fire arrows. I didn't have to conjure a single arrow. Having bow effects, and arrow effect, and my two imbues was great. Cripes, it made my AA feel viable again.
This is just a side comment/tangent.
I really wish they'd follow 3.0 rules that ammo stacked with bow due to the rate of fire in the game.
Qhualor
01-15-2015, 05:17 PM
/signed for a solution
JOTMON
01-15-2015, 05:22 PM
Should be able to hotbar arrows in a quiver.
We can set secondary coices from scrolls on the hotbar.. like Teleport destinations without having to cast telelport and then select the destination.. or hotbar firesheild hot/cold without hotbaring the scroll itself and then selecting hot/cold.
Should be options to get bigger quivers and stacks.
Rogues should be able to craft trap effects bolts. instead mowing the worn path to house D vendor.
Better Cannith crafting options for arrows and bolts.. should be able to craft 1,000 sstacks of various effect arrows/bolts
Returning arrows/bolts.. isn't it about time.. top tier of house D favor perhaps...
Something I would like to see..
Create a wand slot on a quiver that uses wand effects to create arrows based on charges of the wand.
This could also be used with wand of flame arrow with exisiting plain arrows in quiver to be "charged" with fire.
Would be cool with things like the Melfs acid arrow (basically permanent acid)
Wand of cure minor wounds.. damages undead with positive energy...
Higher level wands could add more fun effects... Stoneskin.. chance to proc flesh to stone... etc...
I think this would add a fun element to qivers and make wands interesting instead of vendor trash and left in chest garbage wands.
bsquishwizzy
01-16-2015, 11:06 AM
Something I would like to see..
Create a wand slot on a quiver that uses wand effects to create arrows based on charges of the wand.
This could also be used with wand of flame arrow with exisiting plain arrows in quiver to be "charged" with fire.
Would be cool with things like the Melfs acid arrow (basically permanent acid)
Wand of cure minor wounds.. damages undead with positive energy...
Higher level wands could add more fun effects... Stoneskin.. chance to proc flesh to stone... etc...
I think this would add a fun element to qivers and make wands interesting instead of vendor trash and left in chest garbage wands.
Hey, wow, yeah! That’s a great idea!
The only problem however is that taking a 20-charge wand and sticking it on a quiver has a real balance/ utilization issue. If you assume one charge of the wand per arrow, your quiver would be tapped about 3 seconds into a multishot. Likewise, it doesn’t seem right that you could stick that wand into that slot, and get maybe 1000 arrows utilizing it.
Maybe crunching down a want into a special essence type, and then consolidating those essences into an augment / shard would be a better way to go?
In any event, I think your suggestion is really sorta cool. Now if they only had quivers drop in chests…
nibel
01-17-2015, 11:27 AM
Now if they only had quivers drop in chests…
You can buy as many quivers as you want from the ranged weapon vendor in the harbor. You know, that shop no one visits near the bank.
Missing_Minds
01-17-2015, 11:35 AM
You can buy as many quivers as you want from the ranged weapon vendor in the harbor. You know, that shop no one visits near the bank.
Let alone house D favor vendor has larger quivers.
dunklezhan
01-17-2015, 01:28 PM
Completely redo the mechanic:
-Redo all ammo drops to now be 'ammo augments' (e.g. flaming ammo augment, slaying ammo augment, outsider bane augment, whatever).
-Ammo augments would of course be tradable, and would probably be able to be generated with anything that might also appear on a normal red augment.
-The only 'arrows' that would still exist would basic, ordinary arrows from vendors that can be equipped in your ammo slot in stacks of 100.
-Arti/Ranger summoned arrows simply become a stack of 100 non-returning arrows with a scaling enhancement modifier.
-Redo quivers. Instead of storing stacks of arrows, they:
--have 1, 2, 3 etc slots for ammo augments
--increase the ammo slot capacity maximum (so you might get a quiver that allows you to stack your arrows up to 500 or whatever in your ammo slot),
--provide those normal arrows in your ammo slot with an enhancement bonus, highest of bow or quiver applies, as usual.
-ammo augments would go in the existing augment bag, so you don't just have to trash/sell ammo augments you aren't using right now.
Once slotted with relevant ammo augments, equipping that quiver means all those effects are added to all your arrows. These effects will continue to be added so long as you actually have some arrows in your ammo slot. "Multi-slot" quivers and high "ammo slot capacity" quivers would therefore become highly valuable/sought after, and it would be very likely you would carry multiple quivers - possibly more than now.
Running out of normal arrows would mean running out of arrows, period. Rangers and Artis still get an advantage from AP/spell investment because it means they can equip a low enhancement bonus bow, and a low enhancement bonus quiver, leaving room on both items for more/better effects, slots and higher arrow ammo stack maximums, whilst using their summon arrows to get the bonus to hit/damage, and of course not running out of arrows/bolts so long as they have SP left. But they would not get returners anymore - if they want to keep that edge they'll just have to summon more arrows/bolts.
It should be possible to unslot them without a jewellers kit in public areas, requiring people to choose their quest loadouts carefully.
This would make ranged combat more powerful generally, scalable with level in a controlled way (better quivers have a higher ML, better ammo augments can raise the ML of that quiver once slotted just like other augments etc), without the need to bugger about with something arbitrary and video gamey as "Ranged Power" (I understand what they're going for with ranged power, melee power, PRR, MRR and so on... but it doesn't feel particularly DnD to me)
bsquishwizzy
01-19-2015, 11:31 AM
You can buy as many quivers as you want from the ranged weapon vendor in the harbor. You know, that shop no one visits near the bank.
Those are standard quivers. I'm talking more along the lines of Quiver of Poison - magical quiver types.
If you read my OP, I've got quivers all over the place, and it's killing me on bank / backpack space. Having a character "ammo crate" simply to store ammo in the bank (slayer arrows, for example) would be worth including so that quivers can be quivers, and not alternatives to bank slots.
bsquishwizzy
01-19-2015, 11:39 AM
Once slotted with relevant ammo augments, equipping that quiver means all those effects are added to all your arrows. These effects will continue to be added so long as you actually have some arrows in your ammo slot. "Multi-slot" quivers and high "ammo slot capacity" quivers would therefore become highly valuable/sought after, and it would be very likely you would carry multiple quivers - possibly more than now.
Running out of normal arrows would mean running out of arrows, period. Rangers and Artis still get an advantage from AP/spell investment because it means they can equip a low enhancement bonus bow, and a low enhancement bonus quiver, leaving room on both items for more/better effects, slots and higher arrow ammo stack maximums, whilst using their summon arrows to get the bonus to hit/damage, and of course not running out of arrows/bolts so long as they have SP left. But they would not get returners anymore - if they want to keep that edge they'll just have to summon more arrows/bolts.
Technically, they could do this now with the current rubies available (Minor Shock, Acid, etc.). It would involve a jewelers toolkit to revise these, but to be honest, I think that is a small price to pay overall. They'd simply add a damage type to the ammo based on the augment slotted in the quiver.
This would make ranged combat more powerful generally, scalable with level in a controlled way (better quivers have a higher ML, better ammo augments can raise the ML of that quiver once slotted just like other augments etc), without the need to bugger about with something arbitrary and video gamey as "Ranged Power" (I understand what they're going for with ranged power, melee power, PRR, MRR and so on... but it doesn't feel particularly DnD to me)
I agree with you. I think simply bumping "ranged power" by tweaking a formula cheapens the game overall. And I'm tired of this game being nothing but DPS.
You know, some of the most fun I have is having to solo and sneak around a quest. It's time consuming, but it is more realistic. The unfortunate part is that most group play does not rely on any of that. The same applies to ranged toons. They are expected to be the guys with big pointy sticks up in the front ranks...bust just hanging out in the back. It's frankly boring. I'd rather they give me more options as opposed to just adding more power to a way of bare-knuckling my way through a quest.
Missing_Minds
01-19-2015, 11:48 AM
It's frankly boring. I'd rather they give me more options as opposed to just adding more power to a way of bare-knuckling my way through a quest.
That is the limitation of the engine/dungeon system they have. The only way they could have it more than just a dps fest (or lack of if you sneak around) is to have random dungeons which the engine doesn't really support due to how things are built.
Other wise, you just have a few set things that wrote memorization/regurgitation takes care of, and suddenly it is like all the others.
Or you then have players that don't like the layout, quit quest, and restart it to be the "flavor" that they desire.
In video games, it is a bit harder to do.
Powered by vBulletin® Version 4.2.3 Copyright © 2025 vBulletin Solutions, Inc. All rights reserved.