I have used a real compound bow that can take down a large bear... and I have carried around 5 score arrows (being the greenie that had to carry supplies for the troup). But, I recall that we didn't lose that many arrows - which flies in the face of "every arrow is lost".
Rate of fire is lower, but damage is deadlier. What we really need are more neat effects on bows that relate to aiming / firing or massive damage (slaying arrows seem to almost emulate that).
While rate of fire should not be increased, I think you do need to make the recovery much faster from the standpoint of "I fired now I am stuck helplessly while the monster swings several times". The game lags behind since we see the animation after the monsters are making their full moves. I really think you all should test from the minimum spec machine across a 256K DSL line to see where the complaints are coming from.
..but I digress:
I think the problem is that people consider bows like guns - rapid fire. they have to realize a bow has no where near the same rate of fire. Shooting on the run is already "heroic".... ever play tag on the run with blunt darts (yeah we had eye wear but shots in the nuts put you down for the count
![EEK!](/forums/images/smilies/eek.png)
)
In the end, this is a round based game converted to real-time, so there is no way we can do the interrupts, etc. I feel your pain in trying to program it and I salute your communications with the peasants!
![Big Grin](/forums/images/smilies/biggrin.png)