Ricco96

Arrows inventory

Recommended Posts

I haven't played in a while as I wanted to see the progress made in Crowfall over the period.

However, I've seen recent videos where when the arrows were finished you had to reequip the arrows.

Meaning, opening the inventory, character and then move the arrows. Correct me if I'm wrong with that.

If that is the case, this would give the ranger a disadvantage especially when the ranger is engaged in battle- especially against a melee xD.

 

Wouldn't anyone agree that there should be a quick equip of arrows? Or, at least make it so when the first set of arrows has finished the next set of arrows will be replenished without doing the above? The player should obviously decide before hand which arrows to use.

 

Let me know. From what I observed the ranger class has a disadvantage against Melee classes, it simply gets rekt when they get close to the ranger. I suppose there can be changes in runes or armor to improve it-so can the melee though.

 

Anyways, let me know what you guys think of the arrows idea.

Share this post


Link to post
Share on other sites

I haven't played in a while as I wanted to see the progress made in Crowfall over the period.

However, I've seen recent videos where when the arrows were finished you had to reequip the arrows.

Meaning, opening the inventory, character and then move the arrows. Correct me if I'm wrong with that.

If that is the case, this would give the ranger a disadvantage especially when the ranger is engaged in battle- especially against a melee xD.

 

Wouldn't anyone agree that there should be a quick equip of arrows? Or, at least make it so when the first set of arrows has finished the next set of arrows will be replenished without doing the above? The player should obviously decide before hand which arrows to use.

 

Let me know. From what I observed the ranger class has a disadvantage against Melee classes, it simply gets rekt when they get close to the ranger. I suppose there can be changes in runes or armor to improve it-so can the melee though.

 

Anyways, let me know what you guys think of the arrows idea.

 

I've suggested doing away with crafting arrows as ammo and instead crafting a quiver that would have durability like any other item but the arrows would be unlimited until the quiver broke. The quality and type of quiver would determine the arrows you're using. 

 

No other classes have reagents so why should rangers? 

Share this post


Link to post
Share on other sites

No other classes have reagents so why should rangers? 

 

This is arguably an advantage for Rangers. Only rangers can switch ammunition types for different effects. That gives them versatility. They can also stack a high quality bow with high quality arrows to potentially get bigger gains from gear than other ranged classes.

 

I'd like to see ammo added for the Duelist's pistol and Champ's hurlbat as well.

 

I do think some UI improvements are needed.

Edited by Jah

Share this post


Link to post
Share on other sites

This is arguably an advantage for Rangers. Only rangers can switch ammunition types for different effects. That gives them versatility. They can also stack a high quality bow with high quality arrows to potentially get bigger gains from gear than other ranged classes.

 

I'd like to see ammo added for the Duelist's pistol and Champ's hurlbat as well.

 

I do think some UI improvements are needed.

 

Can switch quivers for the same effect. Maybe I didn't explain it well enough. There'd be a crushing arrow quiver, piercing arrow quiver, etc. Quivers would vary in quality based on materials used to craft them, same as arrows.

 

It's all basically the same except you wouldn't have an actual ammo amount but instead just durability on the quiver item itself. As long as you have quiver equipped then you have ammo. Call it a "magical" quiver or a "ghostly" quiver kinda like the runestones for the harvesting tools. 

 

Reagents just add tedium IMO. I'd rather not see that become a thing. 

Share this post


Link to post
Share on other sites

Can switch quivers for the same effect. Maybe I didn't explain it well enough. There'd be a crushing arrow quiver, piercing arrow quiver, etc. Quivers would vary in quality based on materials used to craft them, same as arrows.

 

It's all basically the same except you wouldn't have an actual ammo amount but instead just durability on the quiver item itself. As long as you have quiver equipped then you have ammo. Call it a "magical" quiver or a "ghostly" quiver kinda like the runestones for the harvesting tools. 

 

Reagents just add tedium IMO. I'd rather not see that become a thing. 

 

Yea, I don't have a strong opinion on magical quivers versus individual arrows. I could see it working either way.

 

Just voicing the angle that being the "only class with reagents" could be seen as a positive thing if it offers enough advantages to offset the disadvantages.

Share this post


Link to post
Share on other sites

Hundreds of fun games make you to reload ammo.  We can live with it.  

 

Crowfall needs, however, ammo hotkeys and reload timers just like every other game.  And a new stacking mechanism.  (Selecting using the mouse from 3 phys arrow types, an infinite number of dam ranges, and probably ele & organic projectiles?)

 

Unlimited quivers is a better plan.  I just played Helldivers with 3 new players.  All three chose laser weapons (no ammo) despite a dozen options, simply because calling down ammo, watching ammo counts, and dying to zero ammo is not fun.  We want people to dive in to Ranger because it's fun, not have struggle to prove it's worth the "realism".   Save the ammo stacks and manual reloads for siege weapons.

Edited by Dominate

Share this post


Link to post
Share on other sites

I like the Ammo management of the Ranger, i mean i can play FPS where reload is basically instinct, i do it like breathing.

 

I dont know the quiver limit but isnt it like hundreds? Reloading after every fight isnt a major problem.

 

Having said that i even think we should up the skill cap a little, like making quiver with special properties, like a quiver with multiple slots where you can swap arrow types on the fly (with some drawback of course), or maybe making it so that if you run out of arrows you autoequip from the inventory (the same kind of arrows of course) with some animation time (1-2 secs). Or maybe a queing but that would make it too easy i guess...

Share this post


Link to post
Share on other sites

I love Arrows and I have no problem making them. I will be very disappointed if they get rid of this system.

They just need to bring back higher stacks again and I feel this will go away.

For melee they used to be crazy good in melee till myrmidon and the nerf because of how good it was and the bleed effect.

 

I feel they are just stuck in the old Root motions system which makes things even harder for them on top of the lag which makes landing attack hard. 

Share this post


Link to post
Share on other sites

Arrows and their existance...

 

I dont mind the reloading.

I do find the continous crafting - tedious (and expensive) but I also know that this will change so I'll survive..

 

What I dislike is ...

Carrying around stacks of arrows under 25. Anytime I reach 25 I actually discard the stack, cause I know in a fight I will run out and have to mid fight switch arrows. Switching arrows isn't just reloading like in another game where u press a key. Here you open inventory and opening inventory means : You loose all orientation of the fight..

 

I would propose that :

 

- That arrows of different quality stack. Not of different type, but different quality. So this would mean that all those small stacks would still be used eventually.

Or

- Have a quiver with 2 slots, of which you have a hotkey which you can switch between quivers/arrows. This would also make using arrows with the utility they have build in possible. You could open with Piercing, and mid fight use Slashing. You'd have to choose 2 of the 3 available, thus still not making it a grap all tool but with some restriction. When Quiver 1 is empty the game automatically takes arrows from quiver 2.

Share this post


Link to post
Share on other sites
On ‎12‎/‎14‎/‎2016 at 0:39 PM, blazzen said:

 

I've suggested doing away with crafting arrows as ammo and instead crafting a quiver that would have durability like any other item but the arrows would be unlimited until the quiver broke. The quality and type of quiver would determine the arrows you're using. 

 

No other classes have reagents so why should rangers? 

This! Is the best idea I have heard as of yet. Just like Diablo and other games with rangers. Unless you make mages gather 7 reagents to cast spells this action is way more a pain than an advantage.

 

Id take a reduction in damage to not have to do all the crafting or run out of ammo in combat. 1 log for 25 arrows, you cant harvenst in the middle of a fight and no other calss has to worry about that. I mean noone is always ready for everythig all the time. This just adds an extra thing for just one class and it does not make sense.

Edited by Rombot

Share this post


Link to post
Share on other sites

I see several of you seem fond of the idea of arrows and I really want to know why this is the case. 

Personally, I think requiring arrows is just an additional tedious step added to being a ranger and the desired result of giving archers flexibility in their damage type can be achieved in more novel and interesting ways. There was nothing more frustrating than running out of arrows midfight and effectively losing half of anything I can do, its pretty silly that that can even happen. I would argue for dropping the entire concept of ammo or secondary object representing arrows or ammo and instead replace it with a preparation that would give you infinite ammo of a specific type during the duration of that preparation. For example, 'prepare piercing arrows' would provide you the ability to create arrows that deal piercing damage for say 5 minutes. If the best they can do is say, 'oh a ranger is unique because they have arrows' I would argue that is a pretty weak reason to make a unique class, they should be defined by what they do in combat not that they need an additional crafted object to even be able to play it. 

Share this post


Link to post
Share on other sites
20 hours ago, Diage said:

I see several of you seem fond of the idea of arrows and I really want to know why this is the case. 

Personally, I think requiring arrows is just an additional tedious step added to being a ranger and the desired result of giving archers flexibility in their damage type can be achieved in more novel and interesting ways. There was nothing more frustrating than running out of arrows midfight and effectively losing half of anything I can do, its pretty silly that that can even happen. I would argue for dropping the entire concept of ammo or secondary object representing arrows or ammo and instead replace it with a preparation that would give you infinite ammo of a specific type during the duration of that preparation. For example, 'prepare piercing arrows' would provide you the ability to create arrows that deal piercing damage for say 5 minutes. If the best they can do is say, 'oh a ranger is unique because they have arrows' I would argue that is a pretty weak reason to make a unique class, they should be defined by what they do in combat not that they need an additional crafted object to even be able to play it. 

+1

Share this post


Link to post
Share on other sites
On 02/06/2017 at 10:42 AM, coolwaters said:

The arrows add nothing for me. I'm with Blazzen. Make it a quiver.

You do realize that would affect everything, right?

Arrows have different types and quality so it is not so simple. I think it is easier to to change how reloading works. They could create quivers where you could store some stacks and as one end you automatically equip the next. I think the biggest problem with arrows is that they dont stack properly since even the same type can have different stats. The quiver queue could fix that.

Share this post


Link to post
Share on other sites
9 minutes ago, BarriaKarl said:

You do realize that would affect everything, right?

Arrows have different types and quality so it is not so simple. I think it is easier to to change how reloading works. They could create quivers where you could store some stacks and as one end you automatically equip the next. I think the biggest problem with arrows is that they dont stack properly since even the same type can have different stats. The quiver queue could fix that.

You could easily just make the quivers have those same characteristics. It would change nothing aside from the pain in the ass arrows represent.

Share this post


Link to post
Share on other sites
9 minutes ago, coolwaters said:

You could easily just make the quivers have those same characteristics. It would change nothing aside from the pain in the ass arrows represent.

So the quivers would have type and stats. They would also have infinite ammo? Since that is the point.

I think it would break the balance. It is hard to put it in words but either you bring the stats down to balance how you dont need to worry about quantity or/and the quiver decay is stupidly high to balance the fact you wouldnt need to replace it (it cant be same of other weapons).

The quiver having stats also nulls the point. It basically turns in a infinite arrow stack since it wouldnt stack and you have to keep different quivers in your inventory (just type since multiple stats are irrelevant since you would just use the better).

So in the end we get to the infinite ammo discussion. This is one is too subjective for me, i for one prefer finite ammo while some people just dont want to micromanage that so they would support infinite ammo. Not really much of a point.

I just had the weirdest idea and it might be possible to have both? Infinite kinda crappy arrows and cool and with better stats finite arrows? You get to choose which one to use? I would need to see how much arrows actually impact the end result to be sure but it may work.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.