Leave arrows/bolts on npc vendors or make changes to ammo usage.

BooshBooshBoosh

Novice III
Supporter
This is in response to Dan removing arrows/bolts from npc vendors.

Mages have the ability to completely ignore reagent cost by adding LRC to their gear. When a mage logs into the game they don't need to worry about going to a shop to restock their ability to deal damage. Nor do they have to go "grind" centaurs to restock regs. For an archer, being able to log in and run to your preferred fletcher/bowyer npc and restock ammo is just a part of the game. This change forces archers to have to jump through another, unnecessary hoop before being allowed to play their character.

If we're going to remove the ease of purchasing ammo please consider adding LAC (lower ammo cost) to the mod pool for crafted gear. Make it specific to a leather type/armor type and let us eschew the need for ammo altogether, just like mages can with LRC.

I'm all for a player economy here (I operate three vendors in Luna) but I don't see the need to force a new ammunition market without giving players the option to remove the need for ammo (through LAC).

Let's keep the server custom and continue to add new and interesting things without removing quality of life features.
 
Upvote 0

Omalley

Master
Benefactor
Supporter
I like the idea of being able to have 100% Lower Ammo Cost, brings it in line with LRC. Most games have evolved past using ammo... LAC being at least imbue-able, like LRC.. would be a welcome change. Crafting arrows is a waste of resources, in my opinion.. it takes 1 board to make 1 arrow.. and that doesnt make sense.. 1 board should make at least 5.. if this were the case, i would have been selling arrows for years on my vendors..
 

Meireffer

Novice III
Supporter
I'm also not a fan of removing ammo from npcs without giving alternative to farming every day so we can play our archers. Lower ammo cost placed on imbu/reforge list (on animated of haste tag while having reduced chance to get stamina regen because that shit is on 90% of reforged items using this tag) would be some kind of alternative if ammo would stay removed from npcs. Or make boards way more efficient when making shafts

Edit. I think stamina regen is only props that has no real purpose on any kind of armor set. And yet it's on almost 90% of reforged items
 
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Calcutta

Neophyte
Supporter
I am not a fan of the current system or the proposed change, archers, healers, crafters ect.
1. New players, Training costs and grind time, some of these skills take huge amounts of materials to hit 120. and newbs dont have alot of cash - solution. have a designated training area, any material can be found and used there, under a tag "the kings ammo" or something. Any thing produced there is auto deleted when player leaves area. So the economy is more or less based on the consumable part of the materials and not squeezing new players. Have archery/melee buttes, some thing to help with heal/vet and other useful things to help new people create accounts that are playable and stick around.
2. Daily usage of consumables. bandages and ammo
Archery, always has been a rich mans skill and the logic of ammo. Carry 500 arrows in real life once and throwing weapons are basically one use, just to begin with. In game you have quivers to keep your ammo ect. One suggestion from discord was to be able to make exceptional arrows with and damage or hit chance modifier and still be sell regular arrows on npc, i say get rid of the regular arrow all together. make the bow auto fire unless equipped with exceptional.
Healing, alchemy, Vet. - Having multiple toons revolve around these skills, the proposed change makes me nervous. the amount of bandages being used, and the difficulty of getting them enhanced, them being readily available and somewhat disposable, as is. also borderline ptsd flashbacks of 1998 when i actually had to harvest wool for bandages because i was to broke, *shutters* in the event of a shortage. -solution, like a quiver, a satchel for your bandages and pots and other consumables. if the value of this material goes up and the only way to get bandages is to harvest or buy from harvesters a way to keep them on your body to protect your investment would be really nice. Also the wandering healers sell bandages but at a huge mark up, if that was reduce to like 1 or 2gp, this would allow players to profit gathering but not monopolize or run away inflation.
imbue, seeds of renewal and crystal shard a few others are so rare to see on the market you'd almost think they didn't spawn. All i know is there doesnt seem to be alot of mages that stick around and i wonder if this is part of the reason. imbued suits are weak compared to runic and such, the drop rates for these types of items were put in place before the runic change, making imbued suits cheaper I think would benefit the shard as whole cause it would be easier to hand them out to people that may or may not stick around. Just feels like it could be more balanced is all if imbue isnt geared for top end suits as it once was.
3. Another thing that perplexes me, if everything goes player based economy? The player run vendors need to reflect that maybe go back to the free trade system?
 

Piet Zah

Neophyte
Played on a few pre AoS shards with Zero LRC/LMC etc but to balance that out used weight reduction bags so you could carry a greater amount of Regs with you (similar to the weight reduction of quivers) and didnt have to run back to bank or home in the middle of a dungeonfight .a lso had the possibility to "clean" bandages...a certan percentage of the used bandages (felt like 30-40%) went "bloody" back into your pack after using and you could cleam em to reuse. gardenplots...a 4 x 4 or 6 x 6 fenced area to grow regs. 1 seed mandrake = 1 plant = 20 mandrakeroots either manage them yourself or hire a gardener to do that for you and a max of 3 plots per acc

perse the idea of LaC would realy be nice thou
 

Mrriots

Apprentice II
Benefactor
Supporter
Im going to jump in here and say that im not a big fan of this either.
Removing craft resources from NPCs? Sure.

But removing arrows is like removing tools for crafters, runes or other essentials for other classes from NPCs.

LAC seems fine, but I do not agree with the arrow removal.
 

Pappy

Novice II
Supporter
I'm not going to touch this subject with a ten foot pole, heck, i'm not even going to lob an arrow at it.
 

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