You don't need a reason to help someone~
I hate to do this but you have no idea what art is then.
Noun:
*The expression or application of human creative skill and imagination, typically in a visual form such as painting or sculpture,...: "the art of the Renaissance"
*Works produced by such skill and imagination.
Video Games practically jump right in the definition and call it synonymous home.
I'll just redirect this at you:
So if removing arrows is not okay with the game, why is not having to clean your blade after every battle okay? Why is it okay that my character doesn't become dead tired and unable to drag her body after fighting with a few dozen monsters? Why is it okay that my character doesn't need to eat, sleep, or drink? Why is it okay that injuries to my character don't permanently reduce my combat abilities, like broken bones and torn ligaments would realistically?
I don't think I ever did say these things are okay. As far as entering realistic things into a game it's a question of the engine's power, whether it would really detract from gameplay, and costs. I'm sure if they could make your blade bloody and your gear dirty everytime you fought something they would. Instead they insert repair costs. Lack of food and water not killing your player is a gameplay decision. How would you make hunger and thirst in a game? An unrealistic meter that shows these things? It'd be clunky unrealistic and a hinderance to gameplay. Instead they've made drinking and eating buff your character so these things are still realistically doable. Sleeping? Gives experience points bonuses. As for injuries: They could enter some debuffs to represent such things as breaking limbs. But representing these graphically and fitting them seamlessly into gameplay is cost inefficient. If they can enter all these realistic things into the game well they'd make a great game.So if removing arrows is not okay with the game, why is not having to clean your blade after every battle okay? Why is it okay that my character doesn't become dead tired and unable to drag her body after fighting with a few dozen monsters? Why is it okay that my character doesn't need to eat, sleep, or drink? Why is it okay that injuries to my character don't permanently reduce my combat abilities, like broken bones and torn ligaments would realistically?
More on topic: Requiring arrows doesn't represent a huge hit to gameplay. Nor is it difficult to add. It was already there. If you're claiming it does remove from gameplay: I've already given simple fixes for what ways it could bother you.
You don't need a reason to help someone~
There, I baited the correct answer out of you. Now apply this logic as to why we don't need arrows and how removing them was justified.I don't think I ever did say these things are okay. As far as entering realistic things into a game it's a question of the engine's power, whether it would really detract from gameplay, and costs. I'm sure if they could make your blade bloody and your gear dirty everytime you fought something they would. Instead they insert repair costs. Lack of food and water not killing your player is a gameplay decision. How would you make hunger and thirst in a game? An unrealistic meter that shows these things? It'd be clunky unrealistic and a hinderance to gameplay. Instead they've made drinking and eating buff your character so these things are still realistically doable. Sleeping? Gives experience points bonuses. As for injuries: They could enter some debuffs to represent such things as breaking limbs. But representing these graphically and fitting them seamlessly into gameplay is cost inefficient. If they can enter all these realistic things into the game well they'd make a great game.
More on topic: Requiring arrows doesn't represent a huge hit to gameplay. Nor is it difficult to add. It was already there. If you're claiming it does remove from gameplay: I've already given simple fixes for what ways it could bother you.
Bows shooting arrows is implied by common human intuition. Having arrows as items is unnecessary and adds nothing of value to the game; and the use of arrows can be symbolically recreated via repair costs. The only difference between this game not having arrows, and this game having arrows, is having to do braindead inventory management.
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