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Old 03-30-2012, 08:05 AM   #31
Triste-Lune

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Just replace the useless TSO double harvest AA and make it a 20%/AA reduction in ammo consumption that way every class is happy with not running out of arrow anymore. remove the arrow recipe from wookworker and make it drop item
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Old 03-30-2012, 12:23 PM   #32
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Triste-Lune wrote:

Just replace the useless TSO double harvest AA and make it a 20%/AA reduction in ammo consumption that way every class is happy with not running out of arrow anymore. remove the arrow recipe from wookworker and make it drop item

That doesn't even exist anymore. Double Harvest is in the TS tree, where it belongs. If you're going to replace anything, I'd vote for the ground mount speed since the Double Harvest ability ALSO carries a mount increase with it now.

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Old 04-03-2012, 02:23 AM   #33
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The answer to this is obviously to add spell weapon ammo to the game. Seriously though, is it really that hard to make this change? I'd think it would be moving a couple lines of code around. Its ridiculous that one class specifically is required to have such a disparate expense.
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Old 04-03-2012, 10:29 AM   #34
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Spell weapon ammo sounds great.

Well, at least if it stops the game from automatically switching to ranged attack once we run out of ammo. SMILEY

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Old 04-03-2012, 12:21 PM   #35
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[email protected] Bayle wrote:

The answer to this is obviously to add spell weapon ammo to the game. Seriously though, is it really that hard to make this change? I'd think it would be moving a couple lines of code around. Its ridiculous that one class specifically is required to have such a disparate expense.

While it is ridiculous that myself and all the other Rangers have to spend so much pretty much daily to be able to play, this is less of an issue solely about Rangers now, which is specifically why you would think it would be getting Dev attention. I have people in my raid running out of ammo - people that aren't Rangers, people who are MT and brigand and bard and other classes that regularly didn't have ammo problems - because the consumption rates are getting out of control for everyone, not just us. That's why changing the way ammo works, or changing the way its consumption is calculated, would benefit more than just a single class - which is most likely what was keeping the Devs from caring before.

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Old 04-03-2012, 06:08 PM   #36
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Well on test I saw a bow that could be mastercrafted fabled that proc's a 50% ammo conservation. The damage on it was extremely poor though. 169 rating i believe. If stuff like this finds its way on a lot of bows it could solve a lot of problems.

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Old 04-04-2012, 07:52 AM   #37
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[email protected] wrote:

Well on test I saw a bow that could be mastercrafted fabled that proc's a 50% ammo conservation. The damage on it was extremely poor though. 169 rating i believe. If stuff like this finds its way on a lot of bows it could solve a lot of problems.

Apart from the Mythical bow, which was meant to last players for a good while. Be fun if I get to replace it within a month of getting it.

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Old 04-04-2012, 09:36 AM   #38
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[email protected] wrote:

So now that I've gotten my MA to be roughly 600 at all times the ammo problem only grows.

I can't bring myself to use ammo conservation adornments because:

A. that can be used for adornments that increase DPS

All I read is "waah! I wantz all the DPS and don't want to buy any ammo or use conservation runes! waah!"

It is a simple tradeoff, DPS vs Economy.  And before anyone (Errrorr) starts, yes, I have a ranja and yes, I have a WW.  But it is like the survability vs DPS tradeoff we had until recently with CM.

I do agree that ammo consumption is high, even with AA in arrow rip and the 60% myth buff proc.  The solution, IMHO is not any of the gamechanging mechanics suggested, but simply add a modest ammo consevation bonus to the arrows, say 15% on standard and 25% on rare.  You could also look to put a 10% bonus on the Tailor MC quivers, but lock them to levels?  My Tailor has not sold a quiver in years.

Tradeskills are in a very broken state at the moment and scouts / fighters needing arrows is one of the last interdependancies left in this game from it's original design.  I do like the idea of spell weapon ammo, maybe potions for priests and scrolls for mages?  The amo type could vary the damage type, rather than the vanilla "crushing" it does now

But, that said, spell weapon autoattack hits for 2K DPS if your lucky.....  I'd want to see a decent increase in spell weapon DPS before it needed ammo.

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Old 04-04-2012, 03:04 PM   #39
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[email protected] wrote:

[email protected] wrote:

So now that I've gotten my MA to be roughly 600 at all times the ammo problem only grows.

I can't bring myself to use ammo conservation adornments because:

A. that can be used for adornments that increase DPS

All I read is "waah! I wantz all the DPS and don't want to buy any ammo or use conservation runes! waah!"

It is a simple tradeoff, DPS vs Economy.  And before anyone (Errrorr) starts, yes, I have a ranja and yes, I have a WW.  But it is like the survability vs DPS tradeoff we had until recently with CM.

I do agree that ammo consumption is high, even with AA in arrow rip and the 60% myth buff proc.  The solution, IMHO is not any of the gamechanging mechanics suggested, but simply add a modest ammo consevation bonus to the arrows, say 15% on standard and 25% on rare.  You could also look to put a 10% bonus on the Tailor MC quivers, but lock them to levels?  My Tailor has not sold a quiver in years.

Tradeskills are in a very broken state at the moment and scouts / fighters needing arrows is one of the last interdependancies left in this game from it's original design.  I do like the idea of spell weapon ammo, maybe potions for priests and scrolls for mages?  The amo type could vary the damage type, rather than the vanilla "crushing" it does now

But, that said, spell weapon autoattack hits for 2K DPS if your lucky.....  I'd want to see a decent increase in spell weapon DPS before it needed ammo.

Please don't turn this thread into another "Rangers just whine" incident like all the other ones have turned into.

This isn't solely about Rangers. While we are undeniably hit the hardest, any ammo-using character with over 500 MA is beginning to feel the effects of this during a ranged fight in groups, raids, solo, whatever. 6000 arrows in 3-4 hours is too much for anybody, period. It's not a matter of DPS vs. Economy. I already said I don't want this thread to derail into Rangers vs. everyone else so I'll just hope you can understand why that's a ridiculous statement.

This thread has SEVERAL suggestions within it about maintaining the woodworker/scout/fighter relationship and still fixing the problem.

And survivability vs DPS? Your argument is that this problem should stay because it's identical to an issue the Devs addressed by removing said issue.

I do like your idea about adding the thing to quivers, though, because you're right. Quivers don't sell and there's no reason to ever upgrade them when you can just buy and use the largest one right off the bat. Adding a level requirement and ammo reduction to the MC ones at least, while keeping the handcrafted unlocked, would be pretty neat.

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Old 04-04-2012, 06:22 PM   #40
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[email protected] wrote:

Please don't turn this thread into another "Rangers just whine" incident like all the other ones have turned into.

This isn't solely about Rangers.

I totally agree, 100%

But the OP's argument pretty much was, "I want to do all the DPS (i.e buffing MA to over 600 so auto attack hits x6 etc) but I don't want to pay for the ammo bill"

Fundamentally, that is what is wrong with this game and I am not going to derail this thread, but "endless" quivers are a step WAY to far.  Sledgehammer and Walnut...

To clatify my thoughts on the subject:

I agree strongly with the following:

  • Ranja's should have some "ammo mitigation" unavailable to any other classes, but, in real terms, the ranja myth buff satisfies this (I am not saying it does not need tweaking)
  • Player crafted quivers are fundamentally useless since for 30 mins of work you can get a quiver 50% better than any PC version by smacking up stuff in Dungeon Maker

I agree with the following:

  • There should be some effort to mitigate ammo consumption for Scouts.  Yes, only Scouts.  Tanks should be toe-to-toe and therefore require 1 arrow per mob.  Period
  • Ammo consumption is getting a little silly
    • Having reflected on my post above, it is my strong proposal that:
      • PC quivers should gain an adornment slot (probably yellow).
      • Scouts should have access to a (scout only) yellow rune that is only equipable on a quiver that allows for some ammo conservation, say 10% (if class other than Ranger), 20% (if Ranger)
      • Ammo has some smaller chance, based on rarity and tier, say 1% per tier, 2% per tier for rare ammo.
  • Woodworkers should absolubtly still make ammo
    • A recipe should be added to the "vanilla" research assistant, for "bulk" arrows.  Allowing for 4x the qty per combine for 5 x the mats (1 x mats refunded on pristine)
  • A viable alternative to all the above is adding a small amount of arrows to corpse loot (like ammo dropping in cans in EvE)

I disagree with the following:

  • Dungeon Maker Ammo / Quivers should be the best in the game.

I strongly disagree with the following:

  • Endless quivers should exist, while there is still a crafting base to support the sale of ammo.
  • That players that spec max MA should expect free ammo for life.

 

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Old 04-04-2012, 07:36 PM   #41
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[email protected] wrote:

I totally agree, 100%

But the OP's argument pretty much was, "I want to do all the DPS (i.e buffing MA to over 600 so auto attack hits x6 etc) but I don't want to pay for the ammo bill"

Fundamentally, that is what is wrong with this game and I am not going to derail this thread, but "endless" quivers are a step WAY to far.  Sledgehammer and Walnut...

I didn't ask for endless quiver but I did point out that its already getting close to possible. So in reality SoE is more willing to entertain the idea than you are, apparently.

To clatify my thoughts on the subject:

I agree strongly with the following:

  • Ranja's should have some "ammo mitigation" unavailable to any other classes, but, in real terms, the ranja myth buff satisfies this (I am not saying it does not need tweaking)
Yes rangers do have ammo mitigation but that is simply to keep it ridiculous opposed unacceptably insane. With 10% constant conservation along with my myths intermittent 60% I'm still going through 1600 arrows just for one fight. that's 8 stacks in about 10-15 minutes. The other scouts and even fighters were feel it as well on relatively ranged fights. When I say 'one fight' i'm not talking about one specific fight either.
  • Player crafted quivers are fundamentally useless since for 30 mins of work you can get a quiver 50% better than any PC version by smacking up stuff in Dungeon Maker

I agree with the following:

  • There should be some effort to mitigate ammo consumption for Scouts.  Yes, only Scouts.  Tanks should be toe-to-toe and therefore require 1 arrow per mob.  Period
Fighters have stats that increase ammo consumption as well. So '1 arrow per mob' is pretty much impossible unless their character is so new they have little to no MA and zero flurry.
  • Ammo consumption is getting a little silly
    • Having reflected on my post above, it is my strong proposal that:
      • PC quivers should gain an adornment slot (probably yellow).
      • Scouts should have access to a (scout only) yellow rune that is only equipable on a quiver that allows for some ammo conservation, say 10% (if class other than Ranger), 20% (if Ranger)
      • Ammo has some smaller chance, based on rarity and tier, say 1% per tier, 2% per tier for rare ammo.
      This is convoluted. Just give crafted quivers ammo conservation. Giving it an adornment would only be needed unless they plan on making other adornments that fit ammo containers with other stats.
  • Woodworkers should absolubtly still make ammo
    • A recipe should be added to the "vanilla" research assistant, for "bulk" arrows.  Allowing for 4x the qty per combine for 5 x the mats (1 x mats refunded on pristine)
    Absolutely nothing wrong with this. I can't see why this isn't in already. There is no drawback to it being implemented other than saving player time if they consider time part of the 'cost' of crafting. No one is asking that bulk arrows be made with less resources. I would even pay a slight premium in resources to make them in bulk.
  • A viable alternative to all the above is adding a small amount of arrows to corpse loot (like ammo dropping in cans in EvE)
That would get problematic real quick. Looters would have to basically hand out arrows to people who use them or the ammo just split like coin which would have people who don't even use ammo getting some.

I disagree with the following:

  • Dungeon Maker Ammo / Quivers should be the best in the game.

I strongly disagree with the following:

  • Endless quivers should exist, while there is still a crafting base to support the sale of ammo.
This still isn't a valid excuse as far as I'm concerned. I make all my own arrows as do most other full time rangers. People highly over estimate the impact rangers not using arrows would have on the arrow market. Most people I know don't think because woodworkers exist that's justification for being one of the last MMO's to even bother with ammo. Those games have instead opted for consumables ALL classes use if they want maximum potential instead of making one class or few select ones their main money sink classes. there isn't a single class that spends as much money as rangers do on consumables for adventuring, no matter the play style. Endless quiver would go to far but right now its closer to acceptable than the current situation by quite a lot.
  • That players that spec max MA should expect free ammo for life.
MA isn't the only problem with ammo. Flurry and ae auto also use extra arrows and if you have seen test or PoW loot you would know those stats are only increasing. 600 MA is just the beginning.

I suspect you aren't as knowledgeable and/or experienced on these matters as you would like to think.

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Old 04-05-2012, 02:19 AM   #42
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the expensive/rare arrows should just come with their own "ammo conservation" stat tbh but i'm not against making ammo consume like food, that's actually a rather good idea imo.

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Old 04-05-2012, 06:59 PM   #43
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Something needs to be done about this. Im not a ranger but its a pain to run out all the time. Its crazy to go throught half a bag of arrows on 1 ranged fight.

I like the idea of arrows that are time based, like totems.  They could be unstackable so quivers are still needed and last about 30 mins each.  They would auto start the next one in the quiver when the prev one expired. A 32 slot bag would get 16 hours of play. Woodworkers would make just as much cause most would runs these things all the time.

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Old 04-06-2012, 08:42 PM   #44
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The consumable Quiver is a good idea. TBH though they should just make ammo non consumable, give them some stats. make a spellauto version. woodworkers can make the non consumable piece just like armorers and weaponsmiths, etc... plus you can then add ammo to faction craftable drops, and even add raid/heroic drops witjh adorn spots etc...

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Old 04-09-2012, 01:06 PM   #45
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I have a 90 ww, but only use it to craft Spirit-Blessed arrows (when we have wood drops). I buy the rest cause I'm just not going to craft 50 combines a day to get 5000+ arrows for raiding. If they were 750/combine instead of 100 I would craft my own. This clearly needs to be addressed at this point in the same way that so many things do where mechanics have changed so drastically to cause imbalance. And there are many ways to deal with it...just pick one. Woodworker is the most pointless crafting class anyway. Just fix the arrow issue (really their only value other than a couple of totems) and combine them with carpenters (or let them pick whatever crafting class they'd like to switch to if not carp).
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Old 04-10-2012, 06:13 AM   #46
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So instead of a number which seems to sound like a made up number being so high in this context, like 'i used 20 bagillion arrows omg' I'll be more abstract. I have the largest quiver available in game and started with it full. In one night of raiding, 3.5 hours some of which I sat for, I used more than half of those arrows. Filling a 32 slot bag full of consumables to be used every day should not be part of any class's daily playing routine.

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Old 04-13-2012, 01:49 PM   #47
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I think if there was going to be an endless quiver introduced IMO, is that it should be a reward from a questline similar to a signature quest and the end reward would be a legendary endless quiver and have an upgradeable fabled version, similar to the epic/mythical weapons questlines just not as time consuming, but the difference being the fabled version would have stats (i.e. +ranged, +accuracy, multi-attack etc.).

The starting NPC could be named Rob Van Huud or something with the lore and everything to go along with it.

IMO that would a nicer reward than another weapon, bow or armor piece from a Signature/Hallmark/Heritage quest.

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Old 04-13-2012, 03:14 PM   #48
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[email protected] wrote:

[email protected] wrote:

Please don't turn this thread into another "Rangers just whine" incident like all the other ones have turned into.

This isn't solely about Rangers.

I totally agree, 100%

But the OP's argument pretty much was, "I want to do all the DPS (i.e buffing MA to over 600 so auto attack hits x6 etc) but I don't want to pay for the ammo bill"

Then you have to ask the flip side of this question: how much is the ranger's DPS advantages worth? Rangers direct compairson is with Assassins. AFAIK Assassins are still marginally ahead of Rangers in the dps game, but there is an advantage of being able to stand at range increasing survivability on most encounters and thus contributing to an increase to the rangers DPS in direct corrispondence to how much more time the Assassin will spend dead.

In general, I don't think it comes to a value rated somewhere in the 5-10p a night range in consumables.

I think the ranger myth buff should be altered to have a reverse normalized proc on ammo conservation. Normal chances would have the ranger consume the ammo from 2 shots per minuite so for casual rangers somewhere between 3-4 arrows per shot, with some of the other posters here in the 6-7 range. This still means that rangers will consume about as many arrows as other classes that use bows, but would close the gap between rangers and other classes that arn't dependent on bows since 99% of the encounters in the game only allow for 1 or 2 ranges shots before the other 9 bow using classes would move to their perfered melee range.

Other than this change...everybody suck it up and make sure you fill your quiver when you empty your bags. More use of consumable items is good for tradeskills, and honestly it isn't like the affected people can't afford to pay a few plat a night.

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Old 04-13-2012, 03:53 PM   #49
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Meirril wrote:

Then you have to ask the flip side of this question:

You are asking the wrong Flip Side question.

How much do CASTERS have to pay to do their DPS each night?

Whats this?  They have zero consumables needed?Hello imbalance!

Frankly, there is ZERO reasons that scouts and fighters should have to PAY to attack from range in the first place.  Let alone pay at the rate they do now with all the multi attacks in the game.

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Old 04-13-2012, 08:46 PM   #50
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Meirril wrote:

Then you have to ask the flip side of this question: how much is the ranger's DPS advantages worth? Rangers direct compairson is with Assassins. AFAIK Assassins are still marginally ahead of Rangers in the dps game, but there is an advantage of being able to stand at range increasing survivability on most encounters and thus contributing to an increase to the rangers DPS in direct corrispondence to how much more time the Assassin will spend dead.

In general, I don't think it comes to a value rated somewhere in the 5-10p a night range in consumables.

I think the ranger myth buff should be altered to have a reverse normalized proc on ammo conservation. Normal chances would have the ranger consume the ammo from 2 shots per minuite so for casual rangers somewhere between 3-4 arrows per shot, with some of the other posters here in the 6-7 range. This still means that rangers will consume about as many arrows as other classes that use bows, but would close the gap between rangers and other classes that arn't dependent on bows since 99% of the encounters in the game only allow for 1 or 2 ranges shots before the other 9 bow using classes would move to their perfered melee range.

Other than this change...everybody suck it up and make sure you fill your quiver when you empty your bags. More use of consumable items is good for tradeskills, and honestly it isn't like the affected people can't afford to pay a few plat a night.

As Geothe said, there is no Flip side to the question.  Sure rangers can do more dps from range then an assassin.  

However the real question is do you know who does more dps from range then a ranger who can't even get close to melee range?  The answer to that question are both warlocks and wizards, and I would expect a summoner could achieve more of their effectiveness than a ranger in that situation as well.

People like to focus on the but you can do damage from range standpoint, but they don't understand that with how rangers are actually setup with our CA's, if we can't be positioned where both melee and ranged can be used, we suffer greatly.

It's entirely wrong that the only justification for this is because oh you make tradeskillers more useful.  Ok, in that case, let's start forcing casters and priests to pay everytime they cast a spell.  Then we can have another tradeskill class make that component so we can bring value to that class instead.

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Old 04-13-2012, 10:06 PM   #51
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Meirril wrote:

Then you have to ask the flip side of this question: how much is the ranger's DPS advantages worth? Rangers direct compairson is with Assassins. AFAIK Assassins are still marginally ahead of Rangers in the dps game, but there is an advantage of being able to stand at range increasing survivability on most encounters and thus contributing to an increase to the rangers DPS in direct corrispondence to how much more time the Assassin will spend dead.

Any ranger worthy of being bothered with is in melee range almost as much as the other scouts, just as much if possible. If I didn't use arrows while in melee weapon range my arrow consumption would drop dramatically, somewhere in the 85%-90% range at least and that's being conservative. If a fight strat is forcing pure ranged the ranger is getting trounced by decent sorcerers and summoners. If they go pure ranged when melee is possible sorcerers, summoners, assassin and rogues will beat them on the parse, with variables like skill and equipment being equal.

Other than this change...everybody suck it up and make sure you fill your quiver when you empty your bags. More use of consumable items is good for tradeskills, and honestly it isn't like the affected people can't afford to pay a few plat a night.

What an awesome precedent. Sounds good. Okay so melee's will have to use 'sharpening stones' made by weaponsmiths for their auto attack, mages will have to use 'magical orbs' made by alchemists to cast spells and priests have to use 'divine shards' made by sages to cast heals. I mean more consumables are good for tradeskill classes right? I'm sure that will go over well.

If rangers could be PURE ranged and do top T1 DPS I would never ever complain about the current status of ammo consumption and I would likely even accept even greater consumption rates. But instead in practice I am basically paying for a far reaching 2 handed melee auto attack that doesn't work point-blank. All the dragons in skyshrine will be fun for rangers and pbaoe's. "Sorry guys, because of the hitbox standing at 3 meters and flanking means i'm out of range for groups spells and buffs."

But like others have said, this is beyond a ranger problem, we are just the most heavily impacted. I've gotten more thanks from fighters and the rest of the scouts for bringing up this issue than rangers.

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Old 04-14-2012, 10:30 AM   #52
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[email protected] wrote:

But like others have said, this is beyond a ranger problem, we are just the most heavily impacted. I've gotten more thanks from fighters and the rest of the scouts for bringing up this issue than rangers.

I'll add my support for this statement. Since troubadors were enhanced (finally) in the past year so we could do excellent ranged DPS combined with MA, most raid nights I go through 2,000 to 4,800 arrows per raid night (2.5 - 4 hr raids) WITH one yellow and one red ammo conservation adorn.  I make my own so cost is not a factor, but I have to admit the speed at which I eat up arrows has begun to irk me as well.

I have DT bows (Tarinax/Amorphous Drake dropped) on all my toons and I use only the summoned arrows when not raiding...they still do excellent damage...specifically because I don't have to take the time to make arrows to replace them.

I'm not sure I like the idea of taking the consumable out of the equation entirely (as some of the suggestions propose), unless you made the item involved very hard to get.  Perhaps an alternative might be to enhance the effectiveness of the existing ammo conserv adorns so that fewer are required to see marked reduction in usage?

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Old 04-14-2012, 10:34 AM   #53
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I must add, the point about arrow users being forced to use the consumable vs. non-arrow users is definitely valid and I don't want to present myself as opposing this view. It's just hard to reconcile this with the current reality, where some crafters might be overly impacted by removing it as a factor.

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Old 04-14-2012, 01:02 PM   #54
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The two options that I think are perfectly reasonable that I like the most are:

1 - Make ammo into 'ammo containers' that work like food/drink. that way consumption is time based not usage based. Ammo crafters still have work and don't have to craft as much. Conservation stats can be made to increase duration of these containers. Convert conservation procs to a constant amount.

2 - Less advantageous for non-rangers but: Make it so ranged weapons do not use ANY ammo when distance from target is 5 meters or less. ALL advantages of 'ranged' attacks are negated at this distance, therefore the 'cost' for being ranged should not apply.

If arrows are left in at all I think crafters should be able to make much more in each combine while increasing resource requirement accordingly no matter what other changes are enacted.

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Old 04-14-2012, 05:03 PM   #55
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The thing is, crafters aren't making plat off arrows, people with crafting bots are. You go through arrows at a rate faster then you can craft them. It just isn't realistic.
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Old 04-17-2012, 01:29 PM   #56
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I've met 2 rangers now, that used alt account bot crafters.

While he's in a raid or out killing, he sets his bot up, so he can resupply immediately.

Even see him CoV the ww right outside the dungeon just so he can refill mid raid.

I'm using my monk at the moment, With my ranger i lost so much damage with plain arrows, and it's just no fun having to craft arrows all the time, thats why i stopped playing my ranger altogether. It actually got that bad.

With my monk i use something called a Bag of Broken cogs, got it on my hotbar, quick switch to the bag, summon 99 cogs, switch back to my main pouch. They are about the same as 70s crafted shurikens, not the best, but 99 every 15 mins is fine for a monk.

What about Crafted Quivers that have a predetermined "arrow" on them. Think of it like how poisons get 100 triggers.

What about if i you craft a quiver, that has lets say, 10,000 or 20,000 arrows in it. One of the components would infact me a mottled quiver from a tailor. You could store these quivers in a standard bag, 10 = 100,000-200,000 arrows, and as you use arrows it'll count down on this quiver.

If you pay 5p-10p for one of these quivers, it'll still last you a few raids. Overstuffed Quiver: titanium field point, etc etc

Overstuffed Sack: titanium throwing knives

you get the idea. woodworkers and tailors would profit from them.

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Old 04-17-2012, 04:36 PM   #57
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slippery wrote:

The thing is, crafters aren't making plat off arrows, people with crafting bots are. You go through arrows at a rate faster then you can craft them. It just isn't realistic.

Bingo.

I fully support ammo consumption to be tweaked, particularly for rangers.

I can hit one button and use 20 arrows.  Its a bit insane.

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Old 05-24-2012, 01:21 PM   #58
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Seriously....DO SOMETHING ABOUT THIS.

I started out the raid last night with nearly a full bag of ammo.

Pretty soon after a few pulls of an encounter that has a bunch of adds, I'm getting the pop up saying that I'm out of ammo.

I had to pull out old tier summoned ammo in a pinch. I kept my ammo bag window open, and with every ranged throw that I did, there went 10-15 ammo at a time.

*fling*

-10

*fling*

-15

*fling*

-12

Yeah, there were lots of numbers flying over the heads of the mobs while I was ranged.All the while, the mages stand back with the healers and just wiggle their fingers to get their DPS numbers...and not get told by a pop up window that they are out of ammo.

Don't tell me to get 5% ammo conservation adorns...mages don't need that...so why should we melee DPSers?

ENDLESS QUIVER/THROWING AMMO BAGS 2012

Yeah, I'm mad.

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Old 05-25-2012, 01:02 PM   #59
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As a troub, my dps has been cut down by about 20% because I simply can't afford to use my bow as often as I was, even tho I'm also a wood worker.  in an average heroic SS run I was going through an easy 1K+ arrows...not hard when you turn on ranged auto and zing out 7-15 every few seconds.  As a woodworker...I could care less about an endless quiver, I'd buy/craft/quest for it on all my toons that use ammo.  Atan said it best ~you simply cannot craft arrows at anywhere NEAR the rate at which you consume them~not even close to exact quote, but same idea, in a 2 hour raid, I went through almost 6K arrows...and I wanted to cry, because thats going to be really expensive to replace, buying maligonian horns, or take forever to try and get the horns to drop and win them.

PLEASE for the love of all things do something about ammo consumption!!!!!

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Old 05-25-2012, 06:47 PM   #60
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[email protected] wrote:

slippery wrote:

The thing is, crafters aren't making plat off arrows, people with crafting bots are. You go through arrows at a rate faster then you can craft them. It just isn't realistic.

Bingo.

I fully support ammo consumption to be tweaked, particularly for rangers.

I can hit one button and use 20 arrows.  Its a bit insane.

QFT

Right now any normal/typical player is penalized with the current way ammo works. From crafters to raiders they are all getting screwed. The only people who benefit are people with crafting bots. People with huge amounts of money and willing to spend it on ammo are just neutral, but again that money is mostly going to 'botters.' Just one ammo botter on a server penalizes every other ammo crafter. One.

At the very least if you made it so players could craft handcrafted in bulk such as 2k at a time like dragon bone, they would be on equal footing with the botters.

I still think consumable quivers that work like food/drink would work very well.

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