Plain (nonmagical) arrows bug?

Where bugs go to lie down and rest

Moderator: Moderator

Message
Author
Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: Plain (nonmagical) arrows bug?

#1 Post by Grey »

Can one still find stacks of plain ammo in the game? I would consider that to be rather a bug.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

Final Master
Sher'Tul
Posts: 1022
Joined: Fri May 21, 2010 8:16 pm
Location: Inside the minds of all
Contact:

Re: Plain (nonmagical) arrows bug?

#2 Post by Final Master »

Grey wrote:Can one still find stacks of plain ammo in the game? I would consider that to be rather a bug.
You can.


As to what the OP said - it shouldn't lower the damage if the ammo is equal to the mlvl of the launcher - only when the mlvl of the ammo is lower than the mlvl of the launcher.
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Plain (nonmagical) arrows bug?

#3 Post by edge2054 »

Aye, firing elm arrows from a dragon bone bow is essentially replacing good arrows for crappy ones.

Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: Plain (nonmagical) arrows bug?

#4 Post by Canderel »

I almost never use ammo in the early parts of the game. (Early <= Clvl 15)

When I find good ammo, I store it for when I know I am going to encounter people who resists physical a fair amount. And if you happen to find a good launcher early (which you can usually buy for about 5 GP at a store somewhere, an ash bow or cured leather sling), then the elm ammo is useless.

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: Plain (nonmagical) arrows bug?

#5 Post by greycat »

It would probably make more sense for ammo not to have a material type at all. Ammo should be enchantments-only, which would augment the material type of the launcher.

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: Plain (nonmagical) arrows bug?

#6 Post by Grey »

I agree with greycat - it's something that's been suggested before and makes a lot of sense considering the way arrows are currently implemented.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Plain (nonmagical) arrows bug?

#7 Post by Sirrocco »

Lo, there is additional agreement in this place for greycat.

...or, in my case, I might leave the material type on, but take the damage data off. Have ammunition just be an ego-adder, on top of whatever the bow brings to the table. The idea is that if you know what you're doing with a bow, you can just whittle half-decent arrows in your free time, and the bow you wield is what gives them punch. Ego arrows are specially made, and so always provide something special on top of what the bow does. A bit more internally consistent that way, rather than suggesting that somehow having a dragonbone bow means that you have infinite numbers of dragonbone arrows. In this case, then, firing enchanted elm arrows out of a dragonbone bow would be a marginal improvement over firing random unenchanted arrows you whittled or gathered in your copious free time, but not by but so much.

Final Master
Sher'Tul
Posts: 1022
Joined: Fri May 21, 2010 8:16 pm
Location: Inside the minds of all
Contact:

Re: Plain (nonmagical) arrows bug?

#8 Post by Final Master »

Why not just remove ammo completely all together and just throw the majority of the egos onto the launchers themselves? That way we have no ammo at all - meaning no more need for the quiver kit slot - no more 50% of the weapon stores being filled with something only 5% of the players will use - no more practically useless drops because of ammo, launchers will FINALLY do something other than suck ass, and there will actually be more variety.
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: Plain (nonmagical) arrows bug?

#9 Post by Grey »

I agree with FinalMaster. It would essentially make missile weapons the same as melee weapons. Makes more sense than the current system.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Plain (nonmagical) arrows bug?

#10 Post by Sirrocco »

Eh? Taking out ammo entirely does make more sense than the current system, but I think that having ego ammo a la greycat (with or without apparent material types) might still be cool. Possibly cut down on the number that are spawned or sold (and certainly get rid of the non-ego versions) but they're the last true consumable, and it seems like a bit of flavor for the archery classes. Flavor is good.

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: Plain (nonmagical) arrows bug?

#11 Post by Grey »

Moving the flavour to the bows would be pretty much the same though. At the moment the bow egos aren't great and the only thing that matters is finding a nice material.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: Plain (nonmagical) arrows bug?

#12 Post by Grey »

Gandolfo wrote: It would be nice if higher grade ammo augmented base damage regardless of ego. So if your basic elm bow did something 20 damage using yew or ash arrows would add 3-5 to that.
Uhh... that's what they do at present.
Also there could be ego abilities for arrows that differ from the egos of bows. Fire, Ice and Lightning Arrows would change the damage dealt to the corresponding type. Stun arrows would have a chance to stun. AOE or DOT arrows could be a rare ego type.

Bow ego abilitiess could focus on things like Multishots, Rapid Shooting, Disengage, Fires special arrows (randomly has a chance to assign a damage type other than physical to any shot), +to Dex, +to stamina replenish rate...
Why not combine all of these into one weapon type? Melee weapons manage to juggle a decent variety of egos on one item - I'm sure missiles could do the same.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: Plain (nonmagical) arrows bug?

#13 Post by Grey »

You sure you have your materials the right way round? Elven-wood arrows on a yew bow should do higher damage on average than just the yew bow.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Plain (nonmagical) arrows bug?

#14 Post by edge2054 »

Yew is the worst. So this is the case of you replacing ash arrows (your bows default) with yew arrows (one stop lower).

Predawn
Thalore
Posts: 127
Joined: Fri Sep 24, 2010 10:40 am
Location: East Sussex, England

Re: Plain (nonmagical) arrows bug?

#15 Post by Predawn »

edge2054 wrote:Yew is the worst. So this is the case of you replacing ash arrows (your bows default) with yew arrows (one stop lower).
Bow types are listed in order of power:
Elm - Ash - Yew - Elven wood - Dragonbone

Therefore using yew arrows with an ash bow should give greater damage than the vanilla (infinite) ash arrows.

Predawn
Predawn

Post Reply