I haven't seen the basic flaws of the system addressed yet. There is still inequitable damage among missile weapons, and still inequitable ability to defeat DR. To build an effective archer, you shouldn't have to either make it a rogue for sneak bonuses, or a fighter so you can load up on feats.
In conclusion, if you're playing an archer and feel that there's some serious cause for you to whine, don't. Try to rather capitalize on your strengths since you're obviously not doing that yet.
Making suggestions and opening up dialogue is not "whining". It would be constructive if you avoided insulting/bullying the opposing view in the future.
I don't want to HAVE to make a "mega-build" to make an effective archer. For nearly every other class/specialty, I've been impressed with this server in how forgiving it is in allowing you to build a character for RP, without resorting to mega-builds, and still have an effective character for questing. The same does not hold true for those who wish to make an archer.
I never disputed that average damage with a bow is greater than average damage with a dart. However, strength should be allowed as a factor to BOTH weapons, not just darts, else an archer with great stength can actually do less minimum damage with an arrow than a mildly strong character can do with a dart.
As well, the average damage gap closes quickly as strength of the dart-thrower increases, regardless of the strength of the archer. That's completely unrealistic. An arrow has much greater surface area and makes contact at a considerably higher velocity -- giving it more penetration, more shock to the system, and greater laceration/piercing.
As for comparing archery to the front-line, fact is, given a well armored opponent, an arrow is likely to do more damage than a blade -- it's more likely to penetrate critical areas of the body. It's also very taxing on a person to continue moving around in combat filled with arrows that are constantly inflicting pain with every slightest movement, and potentially continuing to do damage with that same movement. So, yes, I do expect an archer to be able to closely match a front-liner for damage done. The weakness of an archer shouldn't be in the damage they do, it should be their vulnerability to being overrun, which is what the front-line is for.
I find it actually rather hilarious that at least some of you seem to desire the same kind of combat effectiveness for archers as what melee fighters have. As in, that you should have a fighter's effectiveness without having to risk your skin in the front line!
I find it odd that you seem to feel the front-line should be more effective than the archers when it comes to damage. Archers ARE effective as damage-producing-machines. Archers AREN'T effective in close-combat -- again, that's what the front-line is intended for. And this is properly accounted for through AoO's, and by requiring a feat to avoid "to-hit" penalties at point-blank range.
A flaw I do see, however, is that armor doesn't properly penalize "to-hit" (try drawing back a bow and accurately aim while wearing full-plate and a pot helm), and point-blank should not see a damage increase (in fact, should probably see a damage decrease.)
Historically, battles have been won or lost with missile weapons. The front-line was meant to hold an enemy back so that artillery could do their job of picking them off.
I have favored enemy undead and the number of zombies i can drop during the staircase quest for example is crazy
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As it should be for an archer - the front-line holds back the hordes while the archers pick them off one by one.
I don't see where suggesting better availability of "mighty" bows and better availability of missiles that can penetrate DR is all that much to ask, really doesn't deserve the negative feedback it's produced, and certainly isn't a game-breaker.