That would be really awesome, but my only issue with it is that quivers look damn cool so I hope they still keep a purpose even if it's just a different graphic for a backpack. Another thing that would be helpful is reduce arrow size to 1 square instead of two, though if they stacked then that might not be necessary. Even if arrow stacking averaged the quality as coins do... that's fine, if not flat out helpful.SacreDoom wrote:Make arrows stack like coins?
But only up to 10 per stack or so.
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Phizuol
- Posts: 435
- Joined: Thu Sep 09, 2010 6:26 pm
- Location: Florida
Re: JESUS MOTHERFUCKING ARROWS PLEASE JORB LORFAT HELP HALP HELG
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OvShit
- Posts: 390
- Joined: Wed Feb 10, 2010 1:39 pm
Re: JESUS MOTHERFUCKING ARROWS PLEASE JORB LORFAT HELP HALP HELG
Actually, one-tile arrows would make sense as branches are one-tile and head isn`t that huge.Phizuol wrote:That would be really awesome, but my only issue with it is that quivers look damn cool so I hope they still keep a purpose even if it's just a different graphic for a backpack. Another thing that would be helpful is reduce arrow size to 1 square instead of two, though if they stacked then that might not be necessary. Even if arrow stacking averaged the quality as coins do... that's fine, if not flat out helpful.SacreDoom wrote:Make arrows stack like coins?
But only up to 10 per stack or so.
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Garath
- Posts: 260
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- Location: Amsterdam
Re: JESUS MOTHERFUCKING ARROWS PLEASE JORB LORFAT HELP HALP HELG
in between, i must say sotsa, you've learned civilised arguing.... i dont know about previous posts, since i dont usually use arrows, but your language has improved. many thanks
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Sotsa
- Posts: 725
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Re: JESUS MOTHERFUCKING ARROWS PLEASE JORB LORFAT HELP HALP HELG
i am as civilized as i please.
Before you take insult to this post, keep in mind that I am simply a warrior of truth.
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aso11
- Posts: 825
- Joined: Wed May 12, 2010 11:45 pm
- Location: Somewhere over the rainbow
Re: JESUS MOTHERFUCKING ARROWS PLEASE JORB LORFAT HELP HALP HELG
Much you have learned, young one.
"Normal" is only a difficulty level in video games - Aso11
Jackard: Koya only raises the lynx so he can molest it later
Koya: What means "molest" ? Translator cannot translate it or do it with no logics...
"And no im not native to english, I was born in the usa." - A very bad troll.
Jackard: Koya only raises the lynx so he can molest it later
Koya: What means "molest" ? Translator cannot translate it or do it with no logics...
"And no im not native to english, I was born in the usa." - A very bad troll.
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Skorm
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- Location: on a house, with a computer
Re: JESUS MOTHERFUCKING ARROWS PLEASE JORB LORFAT HELP HALP HELG
is it really that hard to code the belt quiver ? i mean, you´ve done it in the back... all you would have to do is "lock" so you cant put Backpacks there, i am no code master, and i actually suck big balls at it, but in "theory" it seems kind of simple......
let the flood " you fucking asshole" begin.....
let the flood " you fucking asshole" begin.....
~art By SacreDoomd_datica wrote:Get the damn server back up before I go back to having a life
USER WAS PUT ON PROBATION FOR THIS POST
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DatOneGuy
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Re: JESUS MOTHERFUCKING ARROWS PLEASE JORB LORFAT HELP HALP HELG
I hope you realize one day that Sotsa has always been perfectly capable of eloquent speech and just posts as he pleases.Garath wrote:in between, i must say sotsa, you've learned civilised arguing.... i dont know about previous posts, since i dont usually use arrows, but your language has improved. many thanks
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Valnar
- Posts: 171
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Re: JESUS MOTHERFUCKING ARROWS PLEASE JORB LORFAT HELP HALP HELG
How about this for an idea.
Arrows stack up to a max of 10 per stack for their current 2 spaces in the backpack.
Quivers then are a bag that hang on the belt that are either 2 slots big and the arrows can stack to 100 or 20 slots big and the arrows stay at the normal 10 per stack. Both of these cases would hold 100 arrows which would be a great convince.
Also alter the current arrow recopies so that they create multiple arrows per recipe perhaps 2 or so arrows per combine.
Arrows stack up to a max of 10 per stack for their current 2 spaces in the backpack.
Quivers then are a bag that hang on the belt that are either 2 slots big and the arrows can stack to 100 or 20 slots big and the arrows stay at the normal 10 per stack. Both of these cases would hold 100 arrows which would be a great convince.
Also alter the current arrow recopies so that they create multiple arrows per recipe perhaps 2 or so arrows per combine.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: JESUS MOTHERFUCKING ARROWS PLEASE JORB LORFAT HELP HALP HELG
My personal opinions:
Arrows
Durability (recovery rate) and materials needed for generation of them is ok as-is.
More receipts (like adding feathers as mentioned above, metal tips, ...) giving them different attributes (aim speed, hit chance, range, damage potential, debuffs, make them lightable to spread fire etc.) would make sense to enrich the experience.
Careful balancing would need to make sure that there isn't one only this type makes sense arrow though.
Quiver contents
Contents definitively need to be manageable, an empty command (destroying content) is pure minimum while more sophisticated functions to nondestuctively remove individual arrows would be better.
Maybe with empty hand (cursor) a right-click should remove a random arrow from the quiver and place it on cursor, or having the quiver on cursor a right-click over empty inventory slots would place an arrow there (like planting from seedbag). Reasoning for 'random arrow' is that quiver in RL are not sorted, you just pull out one arrow. Could be FIFO or LIFO too, i don't care.
Equipment screen mount point for Quivers and Bows
Current situation is clickfest to swap quiver with backpack, then bow with sack and axe for butchering, after having stored the animal parts in a container swap back.
Just wasting my wrist with pointless clicks with this. Would be easier if i could just equip an axe to butcher. So:
Bows should be one-handed while equipped (like saw or axe), just requiring the other hand to be either holding an arrow to shoot with or have it empty so one can be autopulled from equipped quiver.
Quivers need to be moved away from the backpack slot since this totally dosn't make sense.
Since poor mans belt is a craft once, dump result and forget about it afterwards because it is completely useless receipt it could be enough (for a quick fix) to move slot for quiver to the belt slot for the start (i don't care if it fucks up the GFX on character portrait).
The ability to have a tool belt (which was discussed last year) accepting quiver, axe, saw, etc. would be a nice long-term solution - tool change cooldown period of a few moments would be ok.
In case a penalty is needed for shooting while having a backpack on (since it restricts your movement) the introduced agility penalties from equipment could be widened (or add a hidden stat modified by equipment to tweak ranged formulas).
Arrows
Durability (recovery rate) and materials needed for generation of them is ok as-is.
More receipts (like adding feathers as mentioned above, metal tips, ...) giving them different attributes (aim speed, hit chance, range, damage potential, debuffs, make them lightable to spread fire etc.) would make sense to enrich the experience.
Careful balancing would need to make sure that there isn't one only this type makes sense arrow though.
Quiver contents
Contents definitively need to be manageable, an empty command (destroying content) is pure minimum while more sophisticated functions to nondestuctively remove individual arrows would be better.
Maybe with empty hand (cursor) a right-click should remove a random arrow from the quiver and place it on cursor, or having the quiver on cursor a right-click over empty inventory slots would place an arrow there (like planting from seedbag). Reasoning for 'random arrow' is that quiver in RL are not sorted, you just pull out one arrow. Could be FIFO or LIFO too, i don't care.
Equipment screen mount point for Quivers and Bows
Current situation is clickfest to swap quiver with backpack, then bow with sack and axe for butchering, after having stored the animal parts in a container swap back.
Just wasting my wrist with pointless clicks with this. Would be easier if i could just equip an axe to butcher. So:
Bows should be one-handed while equipped (like saw or axe), just requiring the other hand to be either holding an arrow to shoot with or have it empty so one can be autopulled from equipped quiver.
Quivers need to be moved away from the backpack slot since this totally dosn't make sense.
Since poor mans belt is a craft once, dump result and forget about it afterwards because it is completely useless receipt it could be enough (for a quick fix) to move slot for quiver to the belt slot for the start (i don't care if it fucks up the GFX on character portrait).
The ability to have a tool belt (which was discussed last year) accepting quiver, axe, saw, etc. would be a nice long-term solution - tool change cooldown period of a few moments would be ok.
In case a penalty is needed for shooting while having a backpack on (since it restricts your movement) the introduced agility penalties from equipment could be widened (or add a hidden stat modified by equipment to tweak ranged formulas).
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020