Jim the Dinosaur
Arcane
- Joined
- Nov 19, 2009
- Messages
- 3,144
So you'd choose how many stacks get dumped in the party inventory on rest? What would be the point given that the party inventory is bottomless?
The backpack space is limited.If it's even remotely like BG, just make it unlimited. The only point of making anything limited is if it's either scarce, costly or takes up inventory space/weight. If it's none of these, it's just an exercise in how many times you're willing to click on an icon in a shop.
So you'd choose how many stacks get dumped in the party inventory on rest? What would be the point given that the party inventory is bottomless?
In towns and shops yes. Anywhere else no.I assume you can take stuff out of there out of combat or in towns right? So just put an endless stack of 1GP arrows and whatever in there. Is there any reason not to?
Weapon duration is a stupid idea, wouldnt mind a mechanic to keep them sharp tho.Then weapons should be breakable from use. Don't know if this is the case in this game though so far. Punishing ranged users only without making the same sort of preparation necessary for melee is imo shitty.
did you really just put as a realistic adventuring example hitting a rock for 5 hours?Let's hit a rock for 5 hours with my sword, let's hit a rock for 5 hours with arrows fired from my bow. Both actions would result in losing access to weaponry when factoring realism, in a game without durability systems but finite ammo only the archer would run out.
Durability for melee weapons when in game is essentially the same as ammunition limitation, don't see why one should be limited when the other isn't.
Let's hit a rock for 5 hours with my sword, let's hit a rock for 5 hours with arrows fired from my bow. Both actions would result in losing access to weaponry when factoring realism, in a game without durability systems but finite ammo only the archer would run out.
Durability for melee weapons when in game is essentially the same as ammunition limitation, don't see why one should be limited when the other isn't.
did you really just put as a realistic adventuring example hitting a rock for 5 hours?
My point is that the designer should be consistent, either someone can swing a sword at a rock for 5 hours (like you can in a system without durability) and then firing unlimited (standard) arrows should be possible, or neither of the two should be possible.
did you really just put as a realistic adventuring example hitting a rock for 5 hours?
Yep.
My point is that the designer should be consistent, either someone can swing a sword at a rock for 5 hours (like you can in a system without durability) and then firing unlimited (standard) arrows should be possible, or neither of the two should be possible.
Having training on a weapon and not on another is a thing on rpgs... Having classes that favor a weapon over another is also a thing on rpgs.did you really just put as a realistic adventuring example hitting a rock for 5 hours?
Yep.
My point is that the designer should be consistent, either someone can swing a sword at a rock for 5 hours (like you can in a system without durability) and then firing unlimited (standard) arrows should be possible, or neither of the two should be possible.
Better yet, carry a fucking melee weapon on your archer so you can bang on rocks with that. This isn't some retarded game where classes are limited to specific weapons.
Having training on a weapon and not on another is a thing on rpgs... Having classes that favor a weapon over another is also a thing on rpgs.
My point is that the designer should be consistent, either someone can swing a sword at a rock for 5 hours (like you can in a system without durability) and then firing unlimited (standard) arrows should be possible, or neither of the two should be possible.
You're making a false equivalence here. If the game designer decides that ranged weapons have a significant tactical advantage over melee weapons, then there's absolutely nothing wrong with him placing usage limits on the former but not the latter.
Plus, remember that the bows themselves would also suffer from durability loss, so you'd be penalizing ranged weapons twice.
choir said:Ohhhh Whereee Raccoon
Sawyer said:god dammit
Not if the AI actually uses its inventory, meaning enemies can run out of arrows.Every 3rd Kobold dropped a pack of arrows. The supply of arrows was never a concern in any BG game. It was never a strategic or tactical concern. The only reason to oppose this is on the grounds of breaking your immersion.
bolts/stones/axes?Every 3rd Kobold dropped a pack of arrows. The supply of arrows was never a concern in any BG game. It was never a strategic or tactical concern. The only reason to oppose this is on the grounds of breaking your immersion.