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  1. #21
    Quote Originally Posted by Deneios View Post
    What arrow management? They were just dps increases by lvl. There wasn't any special ammo that would have done extra.
    Some people for some unknown reason liked having to run back to town every so often to buy more arrows or bullets.

  2. #22
    The Undying Lochton's Avatar
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    Quote Originally Posted by Highlord Hanibuhl View Post
    I understand why it was abandoned, but I really miss having to take care of your pet, ensuring he/she was well fed and satisfied along your journeys.

    Now, your pet is just a random skin with roughly similar damage and semi-unique utility. Such a shame!

    And arrow management, used to be a thing where you could even run OUT of ammo - which in hindsight was sometimes a bit iffy.... but it also provided us with different types of ammo, which you could use for various situations.

    I feel that these 2 things are my main gripes for not playing my hunter.
    I just do my attacks, which almost all look the same... and stand still doing massive damage.

    How do you feel about this?
    I do, the same with spell reagents.
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  3. #23
    I think feeding your pet could be turned into an interesting mechanic, in regards of the kind of food giving your pets buffs/abilities etc.

    Fuck arrow management though.

  4. #24
    Pandaren Monk Huntermyth's Avatar
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    as a hunter main for almost 20 years, no, i don't miss those arrows which had a tendancy to reach 0 when they were needed the most. i clearly remember begging arrows from our guild's rogues and warriors mid nefarian fight

    what i miss ? pet talents. we were able to configure our pets the way we wanted them. a turtle could be a dps pet, a cat could be tank etc. and i will never understand this mechanic was discarded.

    also, different pets should have different attack speeds. i was never a fan of broken tooth ( i was a humar hunter myself and same pet is still somewhere in the stable ) but a cat should attack faster than a turtle, logically.
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  5. #25
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    I ran out of arrows mid raid a few times. No I don't want them to ever come back.

  6. #26
    Pandaren Monk shanthi's Avatar
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    Quote Originally Posted by Daronokk View Post
    Not every minor inconvenience should be removed simply to streamline and simplify the action experience. A lot of these features existed for immersion into the world.

    ...

    Stocking up on enough arrows.
    Arrows weren't immersive. No actual hunter/archer does or can carry hundreds of arrows at a time. It was a pure game-y contrivance that never felt "realistic" or "like a real hunter would."
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  7. #27
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    The management of it did add a layer to the game that gave it some more depth. I'd say depth more than immersion. And it was the same for locks and reagents.

    Where the issue came in was if someone didn't bring enough and then a raid would have to sit around while a hunter or lock ports back, gets stuff they should have had before the raid, and then gets summoned or flies back. If prepped correctly a player never ran out. But many didn't, and the downtime wasn't fun. Even without that management the core problem is still there with a lot of guilds where it's an hour of prep after raid time before pulling really starts. But at least things tend to stay moving once started now.

  8. #28
    Personally, I really miss having one less bag in my inventory, and running out of arrows at an awkward moment in Jintha'Alor.

    Feeding my pet didn't bother me, he was a good boy, and deserved treats.

  9. #29
    Yeah, this game has lost a lot for the sake of streamlining. Generally speaking MMOC likes the direction WoW has taken (an action game with numbers) so you won't find too many people who agree.

  10. #30
    Quote Originally Posted by Highlord Hanibuhl View Post
    I understand why it was abandoned, but I really miss having to take care of your pet, ensuring he/she was well fed and satisfied along your journeys.

    Now, your pet is just a random skin with roughly similar damage and semi-unique utility. Such a shame!

    And arrow management, used to be a thing where you could even run OUT of ammo - which in hindsight was sometimes a bit iffy.... but it also provided us with different types of ammo, which you could use for various situations.

    I feel that these 2 things are my main gripes for not playing my hunter.
    I just do my attacks, which almost all look the same... and stand still doing massive damage.

    How do you feel about this?
    Who tf misses this shit?

    I have recently played a hunter on classic hardcore and all it really is that it is a slightly annoying maintenance thing you have to do.

    You act like this was some major feature of some sorts, but it was just annoying shit (mostly that the food filled up bag slots and it cost some time) which added nothing to the game.

    Same with arrow management. As someone who never previously played hunter in vanilla I thought that different arrows would add more choices or gameplay or whatever, but nope. Its just shit that wastes bag space and gold and which ocassionally ruins your day if you forget to restock it.

    I do agree that with lost some depth when it comes to stuff like pet talents (but not the vanilla version of it), different pets having different values and abilities (compared to how it is now), because those things actually added some choices and weren't all just about pointless maintenance.
    Last edited by RobertMugabe; 2024-11-22 at 04:35 PM.

  11. #31
    Pandaren Monk shanthi's Avatar
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    I think it's fine to streamline out non-decisions. Arrow "management" didn't involve any decision-making. Feeding your pet really didn't involve any decision-making. These were just make-work that you either remembered on your to-do list or you didn't. To me, "depth" involves complexity and thought.
    That is not dead which can eternal lie.
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  12. #32
    Quote Originally Posted by Xilurm View Post
    Anyone who likes playing an RPG does.
    Not even! No D&D group I have ever been in kept track of arrows and in video games we always cheated infinite arrows. It doesn't make RPGs "more immersive" it makes them have annoying points.

  13. #33
    Quote Originally Posted by Xilurm View Post
    Anyone who likes playing an RPG does.
    I mean...if that were the case there are still plenty of games that do it and most RPG players would prefer to play those over wow but obviously most of the world of warcraft audience didn't much care for it.

    I mean FFS wow was the game that one of its major selling points was cutting some of the crappy RPG elements from Everquest and focusing more on gameplay
    That's why wow doesn't have carry weight, having to learn to swim and learn languages, having to eat and drink to survive not just keep health up, and having to actually type a conversation with NPCs to gain quests.

    Personally I prefer the fun over tedium I get some people miss the whole Roleplay and want to immerse themselves but really what was that fun with "open bag click meat give to pet" or "buy things from vendor and clicking craft so you have poisons"

    which once again if that sounds like a blast to you there are TONS of games that still do that
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  14. #34
    Quote Originally Posted by shanthi View Post
    I have some nostalgic memories of feeding my pet when I first started playing, but I definitely don't miss the mechanic.

    I think the only interesting thing possible about ammo could have been using different types for different effects. They could still do that by creating different weapon oils (right now, there's not really any choice), but the mechanic of having literal ammo in your bags and potentially running out wasn't particularly interesting or fun, IMO.
    Yeah like arrows in divinity or bg3 are cool because they are just consumables - having those you could craft that use up the combat potion timer could be interesting, but it's also a load of work for minimal benefit to one class.

    Pet management is terrible and one of the main reasons I play marksman lol.
    "I lie. Get used to it." -Luthen Rael

  15. #35
    Quote Originally Posted by Donald Hellscream View Post
    Some people for some unknown reason liked having to run back to town every so often to buy more arrows or bullets.
    It was another item that could increase DPS, or provide other potential benefits (though they almost immediately dropped/shelved the idea of Ammo providing Stun/Snare/DoT procs).

    Ergo, people liked it. More choices = more betterer.

    - - - Updated - - -

    Quote Originally Posted by xanderd View Post
    Not even! No D&D group I have ever been in kept track of arrows
    Ahh, yes, why would you ever want players to have to be accountable for their choices or to have ANY downside to choosing a weapon with metric shitloads of benefits over melee? (in D&D; not talking about WoW in this instance).

    - - - Updated - - -

    Quote Originally Posted by Deneios View Post
    There wasn't any special ammo that would have done extra.
    There were originally, but it never made it to the live game, which was unfortunate. There were arrows that could proc DoTs (bleeds, poisons), stuns, or snares, etc.

    They lasted a few months (might even have been only a few weeks) in beta and the PvPers lost their minds. TBF, as a PVPer, i can see where they were coming from, as random disables suck, but it did rob them of flavor.

  16. #36
    I do miss it for the immersion—it made the world feel more real—but yeah, it definitely got annoying sometimes. Cool in theory, clunky in practice

  17. #37
    Not me. The class has never been better.

  18. #38
    no, I don't, I don't want to do bloody chore's to do when I log onto the game on an alt, or else im going to be kinda useless.

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