I'm still not sure why people are arguing about cost and prices and stuff, when the major reason why they took out arrows is because managing ammo is a pain in the ass and literally serves no game enhancing purpose for this genre in any way.
I'm still not sure why people are arguing about cost and prices and stuff, when the major reason why they took out arrows is because managing ammo is a pain in the ass and literally serves no game enhancing purpose for this genre in any way.



Realism in video games is only good when they make a clever game mechanic to represent it and it doesn't hinder more fundamental aspects of the game. Such as inventory management in games like Resident Evil 4 and food in The World Ends With You.
In an MMO things like class balance hold fundamental value and segregating classes via ammunition requirements is a good way to throw it off.
Last edited by NoctisUmbra; 09-18-2012 at 10:31 PM.


Different arrows used to do different damage types some where piercing some where Blunt etc etc. that was removed from the game some time ago, so I see no reason to keep the 8 different plain arrows.
I would like to see different damage type arrows reimplemented, Onion Arrows Could be your base arrows, Piercing Arrows Could be your Line AoE arrows, then you have your Elemental Arrows. the chances of this happening are slim to none, given the recent track record of highly Disappointing "Seen it before in 5000 other MMO's" streak there on.
They're not re-implementing arrows. They're removing them.



Well, arrows take inv space. We will have less inv space in AAR. I wont really play brd much anyways, but do you guys want even less inv space? Do you want to be that class that has to spend more time or money than the rest to join the fight?
Don't knock it till you tried it :P.

In all honesty, if I wanted to give a suggestion of what they should do to make up for removing consumable items it would be to not only increase bow base damage, but also make some type of class specific upgrade to Archer/Bard that allows them to go into gear or trait window and then adjust "ammo type" so it adds to strategy of the job.
The ammo type adjustment would be similar to the original idea that different ammo types caused more damage to certain types of mobs (IE magic type, Large mob type, Poison tipped, etc) but it isn't a consumable item or a sellable one for that matter. It is instead similar to some of the class specific Abilities you get on Bard, Paladin, Dragoon, etc. In essence you would do a quest to obtain the ability to learn the function of different ammo types. This would either cause more damage to the mob family, or create certain special effects on the mob when used (IE: Elemental def down, bleeding, silence, blind, paralysis).



Not a bad idea but it kind of screws the other eventual ranged classes that come in. I would prefer they do this:In all honesty, if I wanted to give a suggestion of what they should do to make up for removing consumable items it would be to not only increase bow base damage, but also make some type of class specific upgrade to Archer/Bard that allows them to go into gear or trait window and then adjust "ammo type" so it adds to strategy of the job.
The ammo type adjustment would be similar to the original idea that different ammo types caused more damage to certain types of mobs (IE magic type, Large mob type, Poison tipped, etc) but it isn't a consumable item or a sellable one for that matter. It is instead similar to some of the class specific Abilities you get on Bard, Paladin, Dragoon, etc. In essence you would do a quest to obtain the ability to learn the function of different ammo types. This would either cause more damage to the mob family, or create certain special effects on the mob when used (IE: Elemental def down, bleeding, silence, blind, paralysis).
*Make damage types actually matter.
*Give Archer pierce damage type, since that makes sense for arrows.
*Give Musketeer another damage type like impact, considering the kind of bullets we're talking about here lol.
*If they want to give a class/job ranged damage modifiers, make a skill for it. They could do it like Monk's toggle abilities or like GW1's preparation abilities which gave you a buff that modified your damage for a time. This would be for things like poison, bleed, explosive, etc...



It would be interesting if they replaced bulk arrows with a quiver system.
An Aware, Informed, and Critical community is vital for the success of a game.~ John "Totalbiscuit" Bain
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