View Full Version : On the additional charges produced from ammo and poison/potions

02-16-2005, 09:11 PM
<DIV>Thanks for starting to take a look at this!  It is very gratifying to see some of our concerns being looked into.  This is a step in the right direction but far from being fixed.</DIV> <DIV> </DIV> <DIV>Woodwroker:</DIV> <DIV> </DIV> <DIV>-Charges on totems?  Rock on!  Can we please stack them like poison?  PLEASE?</DIV> <DIV> </DIV> <DIV>-Arrows.  Well, we can make 25 arrows now instead of 20 at a whack... but it still does not even begin to address the problems with arrows.  1.  They are either in no way superior to NPC bought or it is very hard to tell what advantages they give.  2.  They still require an insane number of combines to make... remember you have to refine wood, refine staves, refine metal, refine arrow heads, refine yarn, refine fletchings, AND make the final combine and IF all of your arrowhead refines were pristine you get a chance at making a stack of 25 instead of 20.  Now that fuel is cheaper, those combines don't hit quite so hard, but there is still a very long way to go here.</DIV> <DIV> </DIV> <DIV>Alchemist:</DIV> <DIV> </DIV> <DIV>-Poison.  Store bought poison is at the very least as good as our best poison, usually better.  More charges is GREAT... don't get me wrong, but no one is currently unhappy with thier NPC poison and I find it highly unlikely that we will be sought out for poison anytime soon even with that change.</DIV> <DIV> </DIV> <DIV>Weaponsmith:</DIV> <DIV> </DIV> <DIV>Thrown weapons:  see arrows above.</DIV>