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Borneas

A Possible Solution For Fletching

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Hello. I know I am not the only person that is put off by the daunting task that is supplying arrows for myself. I have seen different people offer a variety of suggestions, so I thought I would offer one of my own. The big problem I have is, not the task of making arrows, not even the fact that they have a chance to instantly break upon impact, but the tedium of improving each and every single arrow in my quivers, only to lose most of them in a matter of 15 minutes. The time invested into the creation of high quality arrows does not match the return in terms of either time or combat effectiveness (at least at my fletching skill level of 41).

 

My proposed solution is to, instead of forcing the player to improve each and every arrow, instead make the arrows able to combine into a "bundle of arrows". Suppose the number of arrows that can be bundled is capped at 41, as to not cause quivers to become useless. Then, with the bundle of arrows, you can improve the bundle instead of just one arrow. Of course, if you are improving for skill gain, you may also improve single arrows, but for the purposes of actual combat usefulness, you should obviously just improve the bundle.

 

Let me know what you guys think, and let's have a discussion about this. Feel free to offer better suggestions so that we can get this feature into the game :)

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I like where you're going with this. Perhaps to be a more mild buff to the usefulness of archery, maybe only allow bundles of 10 to be improved.

 

OR

 

what if they just replaced fletching as a skill and made arrows similar to shafts, pegs, etc, in that they come out at an unchangeable quality but one that is much higher and is based on the ql of the mats and not your skill level.

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2 minutes ago, BDCKoolaid said:

I like where you're going with this. Perhaps to be a more mild buff to the usefulness of archery, maybe only allow bundles of 10 to be improved.

 

OR

 

what if they just replaced fletching as a skill and made arrows similar to shafts, pegs, etc, in that they come out at an unchangeable quality but one that is much higher and is based on the ql of the mats and not your skill level.

As much as I like the idea of the ql of the arrows coming out at the material level, I feel that it would make the fletching skill useless, as there would be no incentive to level it. Also, arrows do (for the most part) come out at a certain ql upon creation. I belive it is 1/5 of your skill, capping out at 20ql at 100 skill.

 

As far as bundles being reduced to a total of 10, That would still be 10x better than it currently is. That would be a number that I could deal with.

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Archery is very useful in PvP, and improving arrows is definitely worth the effort. I don't think it needs to be made easier than it already is to turn an army of cavalry into infantry.

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I think this has been suggested before; however, archery is rarely used on PvE because of how much of a pain it is to make and keep arrows at a decent quality level.

 

The bundle idea is a good one, and again I think this has been suggested before.

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Recently started working fletching, (now up to 85 skill) and this is definitely needed. I timed how long it took to imp a single cedar arrow to 80ql and it was just under 10 minutes....for ONE arrow. I'll go ahead and do the math for everyone, that is just under 7hrs for a  single quiver full of 80ql arrows. So I wholeheartedly support this idea to allow us to bundle arrows for imping.

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+1 As a PVE player I've been reluctant to use my archery or grind it further because I have no desire/time to imp arrow after arrow only to lose several in a few minutes of use. The choice to imp a bundle for the purpose of restocking would be awesome to me. As long I still have the option to grind skill on imping one at a time when time allows I don't see any reason why this shouldn't be implemented.

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when you want to inflict damage to a creature, you buy a weapon, skill by use of the weapon. Tada you inflict damage
 

when you want to inflict damage by the means of Archery, you

  • choose which range you want inflict damage
  • buy or in most cases craft the bow and bow strings
  • nurse a cedar tree nursery 
  • craft arrow shafts
  • craft arrow heads
  • craft cedarwood arrows
  • improve arrows unless you don’t what to shoot tooth picks
  • skill archery and the right bow skill
  • wait till it’s day
  • climb above the target
  • eventually inflict a tiny amount of damage 

is that really justified by the benefit of inflicting distance damage?

I’d say no. Remove improvement from arrows and limit QL based on fletching and base resources. And it is still quite a burden to go for archery

 

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Bumping this thread ahead of the exploration update. Fletching could do with some love and this idea (or something similar) would be really helpful.

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If bundle imp is introduced it only seems okay if arrows of PVE world do not work on Chaos. Maybe they simply catch fire upon entering Chaos? :)

For PVE bundles of say 10 would be real nice.

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