Hi folks!
One quick clarification, grenade stacks which reach zero will remain in your inventory. You can go to most vendors and refill those stacks for a fee.
Now, for a peek behind the curtain!
When we changed the grenades to being consumable, we did so to address a variety of issues.
Grenade IdentityThe variety of the grenades in game lacked identity. Due to the four axis variability of each grenade mod, many of the rarer mods were not an actual improvement over the lower rarity mods. The only axis which provided significant benefit to our players was damage. (And duration for flashbang, pyro, and bio grenades.) This created a deeply negative experience for players when looting higher-tier grenades, and generally cluttered and already cumbersome inventory. By focusing on grenade identity, we are able to guarantee that each type of grenade is distinct and each rarity an improvement.
Risk-rewardGrenades had a serious risk-reward imbalance in a variety of common situations. With a fast-fire grenade thrown from a third-person perspective, misses were common and the long cooldown on grenades made this incredibly punishing. As such, grenades become something which lacked real strategic choice. Even with all the cooldown reduction synergies and bonuses, grenades could not be relied upon as a problem solving tool. Ideally, players should be able to make significant strategic decisions prior to a fight to enable themselves to play in the style they most enjoy. The original execution of grenades did not feed this dynamic.
Economic IssuesArk hunters are the elite scavengers and warriors of the New Frontier. They are equal parts treasure hunter, bounty hunter, and monster hunter, and an infinite supply of high explosives really stretched this fiction and prevented a players from making significant economic decisions. An intended mechanic which never played out was that players should be making a significant decision between selling their loot and scrapping it. However, there was no viable economic sink for scrip, and this removed a significant choice from players. The answer was always to break down loot for salvage to get ark keys.
This robbed players of choice and the ability to own their decisions.
The consumables (grenades, spikes, and stims) provide an economic pressure with significant gameplay implications. They allow players to convert scrip into significant short-term power increases. Now the scrip vs salvage decision has teeth.
Now, for clarification on some issues. “Grenade ammo” is not a thing. When a person picks up an uncommon frag grenade loot, they will get a stack of 3 uncommon frag grenades added to their inventory. If they pick up an Orange bio grenade drop, they will get three orange bio grenades added. “Smart Loot” ensures that players will primarily see drops of things they already have of the same rarity they have or lower. Essentially, players who don’t want to spend money to refill grenade stacks will rely on the luck of the drops to refill the grenades that they have in their inventory.