If 'immersive' is the argument for it, I could argue that we should have hunger and thirst bars. And we should have to find places for our characters to defecate when adventuring. And we should have to buy soap and bathe, or suffer penalties to CHA after a few days. And there should be a mini-game for sharpening our weapons after a fight, or adjusting the straps on our plate armor. And bones should be breakable and take in-game months to heal.
And the main quest to get rid of the tadpole should have a timer ticking down every second after you start playing; take too long and you just game over. This includes when doing inventory management, cinematics, and talking to people, because time passes regardless of what you're doing.
Sometimes you have to suspend realism/immersion for player convenience and a more streamlined user experience.
Haha. Well said.
Really ? Well said ?
These are really (sorry guy) stupid exemples...
No one said that it's unnecessary to "suspend" realism/immersion but arrow management compared to those exemples that comes from nowhere ?
You can find ammo/inventory management boring, no problem it's your opinion but what was said is true : it's more arcady and way less immersive.
It's easy to be more immersive here and I really don't find the "handicap" is huge regarding to the benefit.
Not saying it's a huge feature, I can live without it but it's an easy way to improve immersion, "realism" and management.
I imagine the arrow ammo is going to work like it did in DOS2 (Oh no it's a DOS2 clone). But since it is TB it isn't like you are going to spam arrows. Either way, I am fine with no ammo management, though I love crafting arrows. (remembers the days of Everquest)
So it's good, we could imagine more "realist" stack because you won't need 160 arrows per dungeon.
I find maintenance tedious. Real life has enough of it. And they aren't stupid examples; they are comparable examples to help you see how others might view ammunition management.
Well it's the same as saying that "The Sims" are very immersive games because you have to go to the toilet and because you have to wash not to stink because if you stink ,people don't want to talk with you and if they don't, your social bar is going down and then......
I really don't think it's the kind of realism and immersion anyone is talking about for a BG game

I can't say I exactly have fond memories of ammunition management in BG. Nor do I remember ever running out of basic ammunition, so it seems a *shrug* for me unless there is some storage limitation that would make deciding how much ammunition to carry an important choice.
If you want to rationalize base ammunition being inexhaustible, assume everyone has a "create ammo" feat they use in camp. I'm sure mods will come to the rescue, if it bothers anyone enough to write a mod for it.
In BG you don't really run out of ammunition if you buy them each time you go back in town. You just have to think about it.
The amount of ammunition you take with you is a choice regarding inventory management, because you find many things but you have a numbers of slots and not "unlimited bags" (generaly speaking, there are some specific bags for many things to increase your inventory capacity and the management of objects types).
And ammo costs only 1 gold per stack, so it's not a financial chasm. It's nearly just about management and situations you experience during your journey.
Yea, why not having a choice of creating ammo, but this need ressources management. Without it it's the same as if you have unlimited ammo.