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prevent throwing weapons and arrows from getting lost
Posted: Mon Feb 24, 2014 10:03 pm
by alexkidd86
like for instance, im killing these skeleton guys with arrows and other throwing weapons, and after they get killed, they leave their shield and spear behind. But i may not realize that my weapons are burried underneath the shields and spears. So this presents a situation where one may lose their weapons. There are also other ways too. So perhaps there could be like a way in which something appears on the map that shows where the weapons are or something?
Re: prevent throwing weapons and arrows from getting lost
Posted: Mon Feb 24, 2014 10:30 pm
by Dr.Disaster
LoG has an auto-pickup feature for both throwing weapons and missiles which prevents exactly this. No matter how much stuff may cover those weapons/missile the game picks them back up.
Now what a player needs to be aware of is that enchanted ammo reverts back to regular ammo after use. Due to this a rogue using enchanted ammo will not pick up disenchanted ammo so this ammo could get "buried". Still it's pretty easy to prevent this: simply place normal ammo in your mages second hand and leave the pickup to him.
Re: prevent throwing weapons and arrows from getting lost
Posted: Tue Feb 25, 2014 5:32 pm
by badhabit
Dr.Disaster wrote:LoG has an auto-pickup feature for both throwing weapons and missiles which prevents exactly this. No matter how much stuff may cover those weapons/missile the game picks them back up.
Not reliable, I would even call the auto-pickup behaviour
buggy and misleading. If a thrown weapons ends accidentaly on pressure plate it is not picked up (even on in-sensitive one for such small weight). Also, if thrown by hand...and also if it was not regulary thrown before (a new found throwing weapon). All this effects led to unnoticed "thrown weapon drain" on my game. And I think there are more ways of preventing auto pick-up (changing weapon? pickign up intbetween one manually?)
I would prefere it if I could set the auto pickup behaviour myself (swicth per character to pickup ALL thrown weapons / or leave them)
Re: prevent throwing weapons and arrows from getting lost
Posted: Tue Feb 25, 2014 6:27 pm
by Dr.Disaster
badhabit wrote:Dr.Disaster wrote:LoG has an auto-pickup feature for both throwing weapons and missiles which prevents exactly this. No matter how much stuff may cover those weapons/missile the game picks them back up.
Not reliable, I would even call the auto-pickup behaviour
buggy and misleading. If a thrown weapons ends accidentaly on pressure plate it is not picked up (even on in-sensitive one for such small weight). Also, if thrown by hand...and also if it was not regulary thrown before (a new found throwing weapon). All this effects led to unnoticed "thrown weapon drain" on my game. And I think there are more ways of preventing auto pick-up (changing weapon? pickign up intbetween one manually?)
I would prefere it if I could set the auto pickup behaviour myself (swicth per character to pickup ALL thrown weapons / or leave them)
Yeah we know how you WANT the auto-pickup to work (you pointed this out plenty of times) but that is not how it DOES work and calling this "not reliable" is misleading.
The auto-pick is set to grab the same kind(s) of weapons/ammu a character is holding in his hand(s) and which were previously thrown/fired. If any ranged weapon or missile lands on a pressure plate it will not be picked up due to the benefit of a doubt that this was intentional. Several puzzles inside the game even require the use of ranged weapons to get pressure plates activated so this is indeed a choice of design which you simply do not like.
The same applies to the "thrown by hand" complain (or purposely dropped): when you do this it is done intentional (why else would you do it?) and not in combat so you want that weapon/missile to sit where you placed it. Same for new-found weapons/ammo: they have never been thrown/fired so they are not auto-picked up.
Then there is the swap of weapons you mentioned. I've played several parties with ranged rogues only yet. One rogue goes bow+arrows, one goes xbow+bolts and two go with two sets of throwing weapons each, totaling to six(!) different kinds of ammo which they happily spread all over the place. With such a setup the need to manually pick up all used ammo would be a serious pain in the a.. and if your story would be true my rogues would have lost ammo constantly with me requiring to recollect it. Well .. this never happend! Furthermore my rogues also swapped in secondary weapons/ammo now and then when they run out of primary weapons/ammo and needed more stuff to fight with. Naturally this resets a characters auto-pickup to a different kind of weapon. Yet it does not matter because after such long battles all what's needed is to place one(!) piece of spend ammo back into a character hand and then walk around to have everything(!) auto-picked up.
Re: prevent throwing weapons and arrows from getting lost
Posted: Tue Feb 25, 2014 10:49 pm
by MadMyke
This is also an issue when firing enchanted arrows/quarrels as well. Since the unenchanted ammunition that remains is not the same as the equipped enchanted ammunition, the auto-pickup feature does not trigger.
Re: prevent throwing weapons and arrows from getting lost
Posted: Tue Feb 25, 2014 11:20 pm
by Dr.Disaster
MadMyke wrote:This is also an issue when firing enchanted arrows/quarrels as well. Since the unenchanted ammunition that remains is not the same as the equipped enchanted ammunition, the auto-pickup feature does not trigger.
it only takes a little trick to solve
place normal ammo in your mages second hand and leave the pickup to him
which btw seems pretty normal to anyone using enchanted ammo
Re: prevent throwing weapons and arrows from getting lost
Posted: Tue Feb 25, 2014 11:52 pm
by MadMyke
Dr.Disaster wrote:MadMyke wrote:This is also an issue when firing enchanted arrows/quarrels as well. Since the unenchanted ammunition that remains is not the same as the equipped enchanted ammunition, the auto-pickup feature does not trigger.
it only takes a little trick to solve
place normal ammo in your mages second hand and leave the pickup to him
which btw seems pretty normal to anyone using enchanted ammo
This is a good way to do it, but it assumes you would have a free hand for your mage. When running a multi-use mage such as caster/bomber, this becomes limiting. Also, in longer battles, it would be nice to pick up the few arrows/quarrels as you maneuver to be certain there is an adequate stock of unenchanted ammunition when your enchanted ammo supply is exhausted.
I am currently working on my own dungeon, but I want to avoid scenarios where players are forced to scavenge for ammunitions during battles to avoid their rogue becoming useless without oversaturating the dungeon with ammunition.
Re: prevent throwing weapons and arrows from getting lost
Posted: Wed Feb 26, 2014 12:19 am
by Dr.Disaster
Aye running enchanted ammo with multiple rogues can get tricky if you have just one mage to support it or you want to use him for something else. The enchanting tends to get in the way here so it prolly get's ditched pretty quick anyway.
Regarding the amount of ammo i'd say 20 per kind is quite fair, maybe up to 30. More would overpower a rogue. Also there's nothing wrong with swaping between sling,bow and xbow or reaching for backup throwables.
Re: prevent throwing weapons and arrows from getting lost
Posted: Wed Feb 26, 2014 12:23 am
by badhabit
MadMyke wrote:This is also an issue when firing enchanted arrows/quarrels as well. Since the unenchanted ammunition that remains is not the same as the equipped enchanted ammunition, the auto-pickup feature does not trigger.
Indeed, there are several cases where the auto-pickup works not out. Overall, this feature is not well polished & the simple effective enhancement would be, make it configureable per character.
(@Dr.Disaster: seriously, I don't know why you defend buggy and imperfect behaviour so furiously in LoG? I mean I love LoG...but there are places in the game which are plainly frowsy designed or implemented... why not fixing them? many of them could be pretty easily fixed?)
Re: prevent throwing weapons and arrows from getting lost
Posted: Wed Feb 26, 2014 1:03 am
by Dr.Disaster
badhabit wrote:(@Dr.Disaster: seriously, I don't know why you defend buggy and imperfect behaviour so furiously in LoG? I mean I love LoG...but there are places in the game which are plainly frowsy designed or implemented... why not fixing them? many of them could be pretty easily fixed?)
I already laid that out in your bug collection thread quite a while ago and above. There is nothing to "fix" with the auto-pickup because it is not broken. AH did choose to make the auto-pickup the way it works now. If you dislike how and when it works that's your point of view, not "buggy" or "imperfect".