Arrows for Rangers

Danku

Dalayan Beginner
Ok, I will probably get laughed at for this but was inspired by the new AA mod to EQ.

Add arrows to the forage list =) It makes sense to me that arrows must be littering the ground everywhere! Fix it so foraged arrows have no resale value and perhaps scale the arrow quality to the difficulty of the area. I think this would also need to be limited to outdoor zones.

Newbie/Lowbie zones- arrows (5) range 50 Dam 1
Lowbie/high end Lowbie- arrows (5) range 75 Dam 1 (Such as in WBL, Mistwoods)
Slightly tougher areas- arrows (5) range 100 dam 2 (NBL, SBL, Oasis)


I would definitely top this at 3, maybe lower the ranges since they have been exposed to weather etc.


A second thought for Rangers and arrows is that they automatically recover 10% of arrows for every 100 pts in archery and then 10% for the last 50

Skill 100- 10% of arrows recovered
Skill 200- 20%
Skill 250- 30%

And then EQ boosts it too 85%. Seems a natural progression to me. Ok, done. Let the laughter ensue =) I like this idea but can see where it will be laughed at is all.
 
It's an okay idea. It'd be better from a RP perspective if you could forage up parts needed to make arrows, rather than arrows themselves.
And if you're already carrying around a point and kit and so on, why not carry around whatever you may or may not forage as well.

It just seems to be 'stretching it' to have someone able to simply forage up fully functioning arrows from the ground...
Maybe you can stretch the idea to work ... like 'the skill would only work around a recently killed monster, who was hit with arrows', etc.
 
People use arrows, they go somewhere, right? Not all of them break or are ruined, so a small chance at finding some just seems reasonable to me. At least when I go bow hunting for deer I have had it happen =)
 
Having a low chance to find a few arrows with foraging just seems redundant.
Imo, the merit to this idea is that fletching can be used - presuming from the RP perspective of a 'woodsman' being able to forage the right branches and whatnot needed to make arrows, and having the ability to make, from what's foraged, arrows.
The idea of simply finding whole, ready, finished arrows, but 'rarely' enough to be consistent with 'some hunter was here firing arrows and lost a few', seems like a bit of a waste of a possibility, as well as a 'stretch' from the RP perspective.

Having foragable arrow components, so a decent forager/fletcher/ranger can make arrows from their surroundings seems sensible enough, and makes use of fletching, which needs some use... It also goes a long way to sorting the 'zomg i have to carry 5million arrows with me everywhere' and the 'zomg fletching is 99% useless currently'.
 
not to steal the thread but i like the idea of foraging the materials needed to make arrows but how about expanding it?

feathers dropped by griffins/matacores things with wings basically.
wood foraged for shafts.
metal mined for points.
notches made form bones/tusks things of this nature.

dmg and rng based on combines with higher lvl mobs or areas giving better stats. just an idea.
 
Oo, how about the ability to make an arrow that's even stronger than the ones available today? However, it takes a lot of dropped-only pieces to fletch it?

Sort of like the above post. Feathers from flying mobs, bones from exceptionaly strong mobs (but groupable), wood from higher level treants, and so on? I think that'd be really cool for Rangers, though I'll still never make one ;p


/stupid Rangers.
 
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