by Granger » Sat Jan 01, 2011 3:40 pm
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).
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020