Why is there No Quiver?

Talk about anything Legend of Grimrock 1 related here.
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Crash
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Re: Why is there No Quiver?

Post by Crash »

Sol_HSA wrote:Let's say there's a quiver. Problems:
2. Switching between arrow types just got more complicated.
You're right. Any benefit I was thinking about is canceled by this fact.
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Curunwe
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Re: Why is there No Quiver?

Post by Curunwe »

With the bags and containers already in the game I don't see the need for a quiver unless it's a "Quiver of endless arrows" or some magical artifact like this, but this could seriously unbalance the game, at least until we have new dungeons that let our characters reach higher levels.
"Ah, but a man's reach should exceed his grasp. Or what's a heaven for?"
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gambit37
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Re: Why is there No Quiver?

Post by gambit37 »

There's no quiver in the game because the party never find one in the dungeon. :D

In the same way, they never even find a backpack. How are they carrying all this stuff in the first place?

You're all over-thinking a game that's designed to be simple to play and use. It's not a sophisticated RPG, or real-life simulator, it was never intended to be. Why can't you just enjoy it as it is?
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Loktofeit
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Re: Why is there No Quiver?

Post by Loktofeit »

Durgha wrote:
Sol_HSA wrote:Let's say there's a quiver. Problems:

1. You have to have an empty hand to use the bow. Thus, you don't get any additional benefit from a dedicated "arrow slot".
2. Switching between arrow types just got more complicated.

So, having a quiver would be a cosmetic change, at best.
It's not cosmetic. A character will only recognize a single ammo type to auto-collect, yet the enchant system involves (at the least) two different types of projectiles. That's a problem because one of those ammo types has to be manually looted, which - aside from being time-consuming - entirely defeats the purpose of having an auto-collect feature in the first place.

The logistics behind using an archer are really silly right now. You need a mage, the rogue itself, and a third character dedicating a slot to auto-collect the spent ammo. This is the situation I was encountering last night:

Image

The melee rogue should be using a shield, but can't because if he isn't holding that single bolt then no one picks the stuff up. The ranged rogue does not retrieve his own ammo, as it ceases to be enchanted when he fires, and he only picks up enchanted ammo. I don't believe this is working as intended.

A quiver on the paper doll would address this by allowing the ranged rogue to recognize multiple types of ammo. Forcing the player to use multiple characters or multiple dedicated slots simply to retrieve spent ammo is frustrating, but as of right now there's no other way of doing it.

I realize there are a lot of really bad suggestions in this thread. Some are outright laughable. But the devs really should take a look at ammo collection and management. There's room for improvement in the current system.
Why do you need a third character to collect your arrows?
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Germ
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Re: Why is there No Quiver?

Post by Germ »

Why not have a quiver that you hold in your offhand,it could have a counter on it just like the number of arrows shown now.I would still like this "quiver" to be an arrow and thrown missile receptacle so that I can fire all my fire,poison,ice arrows and then be able to right click the quiver and start throwing shurikens etc.
If the devs don't like the idea of placing the items in the quiver to save inv space then they could just leave the inventory aspect the same as it is with each type taking up space but make the quiver grab the next available arrow/missile item in the order they appear in your inventory.
Gudadantza
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Re: Why is there No Quiver?

Post by Gudadantza »

Agree with germ, it is another option.

Ok, let´s matice my suggestion

the idea of a quiver can be done in an invisible way. If it is considered a quiver already exists in game due to the autocollecting mechanics, the left hand could auto load another type of arrows when the previous is depleted. The order will depend in quantity, use, or power, or whatever thing.

The picture whe have seen serves to that purpose, eye of the beholder had that purpose (it was not a quiver but a belt), and that has nothing to do with cosmetics but gameplay, nothing to do with difficulty but coherence with the simplyfing interface concept in LoG.

Greetings.
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Drax
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Re: Why is there No Quiver?

Post by Drax »

As an idea, the quiver goes in a slot and holds all arrows you pickup. You select the arrows you wish to fire via a right click on it, then an input system (like magic runes but with labels). You'll then continue firing that arrow until you run out or select another.

May be a flaw I haven't spotted
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Darklord
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Re: Why is there No Quiver?

Post by Darklord »

A quiver may be a nice thing for a modder to add into the game at some point, I'm sure you guys will come up with something. :D

Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
Gudadantza
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Re: Why is there No Quiver?

Post by Gudadantza »

Darklord wrote:A quiver may be a nice thing for a modder to add into the game at some point, I'm sure you guys will come up with something. :D

Daniel.
Maybe or maybe not.

Anyway modding it would be more rewarded than making suggestions in this forum.
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Darklord
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Re: Why is there No Quiver?

Post by Darklord »

The cool things about mods is everyone can decide if they want them or not, I spent ages going through possible mods for Skyrim, just so many possibilities! :lol:

Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
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