You can make an argument for infinite ammo, but I really don’t like it. It’s one of one those small things that add up to making the game more arcady and less immersive.
Hard disapprove.
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.
I know I did not play Amazons in Diablo 2 because I got insanely bored of spending my money on arrows while my friends were buying magic weapons and armor and rings. Or going back to town every time I ran out.
You alright there bud? Sitting on the edge of that chair it seems.
Gotta be tough in that black and white universe of yours.
In my world, there’s nuances to everything. I like ammo management because it adds a sprinkle of additional RPG feel and immersion. Especially if you can craft arrows yourself, and perhaps even gather the wood. Even all the FP shooters out there have ammo management, for a reason; it adds that little bit of something. Yet BG3 is a deep, loot focused RPG, and it doesn’t have it.
I would have liked some basic survival mechanics as well. There’s a reason the survival genre exploded; cause ya know, people enjoy that stuff.
It’s not a hill I would die on, at all, but finite ammo is definitely preferable. That doesn’t mean I wanna wait months for a heal bud.
I was giving examples 'bud', but feel free to insult me or act like I'm in some black & white world.
It seems like an topic the two sides (infinite ammo vs limited ammo) won't agree on; both have good points for why they want it either way.
For some, it's more immersive to keep track of ammo. The world is more real.
For others, it's less immersive, by pulling one out of areas to run back to town for more ammo. Or if feels like a money sink.
..This just popped into my head as I was typing, but one thing I'd be fine with:
Characters have limited ammo PER ENCOUNTER. Both players & mobs. It refills after the encounter.
This would prevent arrow-spamming but also prevent running back to town or dumping money into buying more.
This would also not count for powerful/limited arrow types.
I'd be fine..ish with that. I mean, it would still cripple a pure archer build, unless Larian added 'quiver' items: the better the quiver, the more arrows-per-encounter it can hold.
It's a compromise, of sorts.