Had no idea there was something like that in Deus Ex, but given the amount of time i've spent in the Sarif Industries it's probably safe to say i missed out on that sidequest xDZanallen wrote...
Perhaps something like in Deus Ex where if you spend too much time exploring the office in the building miss out on a sidequest in the next mission?
Dragon Age 3 to deliver 'marriage' of DAO and DA2
#176
Posté 01 octobre 2011 - 09:48
#177
Guest_Puddi III_*
Posté 01 octobre 2011 - 09:49
Guest_Puddi III_*
Joy Divison wrote...
You are missing his point. He wants to MAKE the stuff, not order it.
We're at an impasse because while he finds that to be an important distinction, I don't (because it's only an informed distinction IMO)... though I did grant that if they had simply swapped a few words and made it so it was based on the crafting skills of your party and/or main character again, while otherwise leaving the system in DA2 entirely unchanged, I wouldn't care, but apparently that's not enough to address the issue, so apparently the misalignment of desires runs deeper than that.
#178
Posté 01 octobre 2011 - 09:52
OK, I'm tired of these silly contradictions from you. On this thread we've seen you argue that that one method is needlessly tedius and complex while the other is simple and convenient. Then later on you argue that the two systems are basically the same. Now you're trying to get away with arguing both at the same timeFilament wrote...
LOL. It's amazing how absurdly different you're painting the two different methods of collecting ingredients when they're so similar. I don't claim that they're the same, but inasmuch as they ARE different, I find DA2's method superior. Both for the tangible reward for doing the collecting (experience), and for the reduction of tedium.DA2's system does NOT require you to collect any ingredients at all. You merely have to discover them.
And you're still missing the point. DA2's method isn't crafting. it's exploration that leads to increased merchant wares. You're Not collecting ingredients. You're not crafting anything yourself. You're not using any earned skill.
Aaah, excellent deflection of the point. But I wouldn't go there if I were you, as I can come up with a list of utterly worthless, negligible things/features in DA2 that would far surpass anything you can come up with from DA:O.Filament wrote...
Woo hoo.And by the way, even the individual crafting ingredients in DA:O had a use. You could, for example, consume an elfroot and gain a small bonus to health.
I did that once, the bonuses were incredibly negligible. Worthless feature.
Oh? Then by all means, show me on this thread where you've cited or responded to the profit-making element of DA:O's crafting system.Filament wrote...
I didn't ignore it, you just have a bad memory.And here's another fact that your argument completely ignores. You could actually MAKE MONEY by crafting in DA:O. thus adding yet another utility purpose to the process. Can't do that in DA2... since you don't get to craft anything.
Modifié par Yrkoon, 01 octobre 2011 - 09:59 .
#179
Posté 01 octobre 2011 - 09:53
tmp7704 wrote...
Personally, i frequently skip looting in such situations, pretty much due to reasoning you list here. However, i appreciate the game allows me to make such decision, instead of suggested alternative it should just decide it for me.
It's not a decision. Not when there's no consequences to it. And often important items like companion gifts or parts of sets if you do pass them up.
And the thing is, half the time it doesn't make sense. Either you're in a situation where there's no particular reason there'd be things you'd want to loot lieing around. Or you could just do your looting on the way out, if there wasn't a cutscene to teleport you out of the area at the end.
(and yeah, having some actual consequences if one chose to make frequent loot stops, like not getting to the objective in time, would be especially neat, imo)
Putting actual time restrictions makes people scream, so I can't see it happening. Plus half of Bioware's plots seem to be based on the idea that the player always arrives just too late, particularly in DA2.
Though I suppose you could have NPC reaction to prod the player onward - Soris should tell you you're an evil bastard if you're hanging around looting while Shianni is raped, Alistair would insist you get on with lighting the beacon.
#180
Guest_Puddi III_*
Posté 01 octobre 2011 - 09:57
Guest_Puddi III_*
They're the same except where DA2 removes the needlessly tedious and complex parts, obviously. Not much of a contradiction there, nice try though.Yrkoon wrote...
You're also contradicting yourself... vehemently arguing how one method is needlessly tedius and complex while the other is simple and convenient.... yet they're both basically the same? well, which is it?
Once again, if you'd read:Aaah, excellent deflection of the point.
It is not inconsistent with my point.Filament wrote...
As far as the implication that convenience is a bad thing, as I've said before, complexity isn't automatically a good thing just for the sake of complexity, it's only good if it adds nuance to the system. DAO's crafting system doesn't have any nuances that make it superior to DA2's (certainly none that I value), it produces the exact same results just with more resource shuffling.
Oh? so on this thread you've cited or responded to the profit-making element of DA:O's crafting system? Really? Link?
Sorry.Filament wrote...
I don't really mourn the loss of these elements, however.lso, you could make some extra coin with crafting skills if you so desired, whereas DA2 costs you coin if you wish to obtain the items.
There were also some minor sidequests in DAO that involved crafting. Those seem to have been replaced with the FedEx quests.
#181
Posté 01 octobre 2011 - 10:06
In other words they're different. They're so different that one system is complex and tedius, while the other is simple and convenient. But they're basically the same. Yeah, that's not a contradiction at all. LOLFilament wrote...
They're the same except where DA2 removes the needlessly tedious and complex parts,Yrkoon wrote...
You're also contradicting yourself... vehemently arguing how one method is needlessly tedius and complex while the other is simple and convenient.... yet they're both basically the same? well, which is it?
Of course, this aspect of the discussion is beyond pointless, since the "needlessly tedius and complex parts" that DA2 removes happen to be 1)Ingredient collecting and 2)actual crafting. In other words, they've taken crafting out of the crafting system. And Filament approves!
You don't like crafting? Fine. Just say so. But don't LIE and claim that it's not an important issue to you either way, as you take one side and ruthlessly argue it for 4 straight pages.
Modifié par Yrkoon, 01 octobre 2011 - 10:27 .
#182
Guest_Puddi III_*
Posté 01 octobre 2011 - 10:12
Guest_Puddi III_*
I suppose if you can't grasp it as evident by that mangled paraphrase, it would seem like a contradiction to you, yes.Yrkoon wrote...
In other words they're different. They're so different that one sytem is complex and tedius, while the other is simple and convenient. But they're basically the same. Yeah, that's not a contradiction at all. LOLFilament wrote...
They're the same except where DA2 removes the needlessly tedious and complex parts,Yrkoon wrote...
You're also contradicting yourself... vehemently arguing how one method is needlessly tedius and complex while the other is simple and convenient.... yet they're both basically the same? well, which is it?
Nah, they've taken out the ingredient shuffling and hoarding and delegated the final step of the crafting process to a third party. I would still call that crafting. Go ahead and keep ignoring the fundamental difference of opinion here that I've acknowledged and proposed a solution for so you can keep arguing, though.Of course, this aspect of the discussion is beyond pointless, since the "needlessly tedius and complex parts" that DA2 removes happens to be Ingredient collecting and actual crafting.
Modifié par Filament, 01 octobre 2011 - 10:14 .
#183
Posté 01 octobre 2011 - 10:12
Either way having it no longer in DA2 didn't detract any from my over all experience or "Fun-level". DA2 still offered plenty of options to farm for coin. Instead of farming ingredients to craft mabari crunches and lyrium potions I never used I simply farmed torn trousers and fancy scarfs from barrels and dead bodies. Same result, but the first one opened up greater role play opportunities.
#184
Posté 01 octobre 2011 - 10:13
There most certainly already are consequences to choosing whether you loot or not -- positive if you do, negative if you don't. They aren't balanced consequences, but i don't see that named as requirement.Wulfram wrote...
It's not a decision. Not when there's no consequences to it.
I wasn't thinking about time restrictions per se -- rather, event-based system (say, from checking/looting more than few times along the way). And yes, getting a prompt from a companion indicating that there may be actual consequences to your behaviour would be sensible.Putting actual time restrictions makes people scream, so I can't see it happening.
#185
Posté 01 octobre 2011 - 10:16
No man, arguing that something is different, then arguing that it's the same is a contradiction, Especially in the Hyperbole ridden way that you've argued both. Don't be blaming others for your own warped argument.Filament wrote...
I suppose if you can't grasp it it would seem like a contradiction to you, yes.
Nah?Filament wrote...
Nah,Of course, this aspect of the discussion is beyond pointless, since the "needlessly tedius and complex parts" that DA2 removes happens to be Ingredient collecting and actual crafting.
Can Hawke craft an item himself in DA2?
Can Hawk collect ingredients then use those ingredients to personally craft an item himself?
Yes or no, Filament?
Modifié par Yrkoon, 01 octobre 2011 - 10:22 .
#186
Posté 01 octobre 2011 - 10:18
tmp7704 wrote...
There most certainly already are consequences to choosing whether you loot or not -- positive if you do, negative if you don't. They aren't balanced consequences, but i don't see that named as requirement.Wulfram wrote...
It's not a decision. Not when there's no consequences to it.
Well, I suppose it's a decision in the same way "Cake or Death" is. But I don't see how it's a decision which is worthwhile including when all it achieves is to punish people for roleplaying.
#187
Posté 01 octobre 2011 - 10:19
I would argue that DAOs crafting was simple but tedious hence why they gotYrkoon wrote...
And you're still missing the point. DA2's method isn't crafting. it's exploration that leads to increased merchant wares. You're Not collecting ingredients. You're not crafting anything yourself. You're not using any earned skill.
Modifié par Morroian, 01 octobre 2011 - 11:44 .
#188
Posté 01 octobre 2011 - 10:19
Wulfram wrote...
Hawke's a Hero not a Herbalist. They've got better things to do than stand around all day brewing potions.
Though I suppose they could have opened each act with Hawke having 500 potions he crafted in the intervening years.
Well, I think it would have been great. Way better than finding the same junk items in my inventory as three years ago, while having no idea what Hawke actually did during the skipped years.
#189
Guest_Puddi III_*
Posté 01 octobre 2011 - 10:30
Guest_Puddi III_*
It's only warped if you can't grasp a point that doesn't come in the form of a simple binary. They're the same in the ways that I value. They're different in ways I don't value and don't see as fundamental for the system to be called 'crafting'. If you don't understand that, I can't help you.Yrkoon wrote...
No man, arguing that something is different, then arguing that it's the same is a contradiction. Don't be blaming others for your own warped argument.Filament wrote...
I suppose if you can't grasp it it would seem like a contradiction to you, yes.
Hawke can gather resources, find recipes, and give those to a crafter and have them crafted, in a way that is mechanically the same as the "legitimate" crafting was in DAO. Yes, that is still fundamentally crafting to me. I reject your question reducing it far too narrowly.Yes or no, Filament?
Good job continuing to ignore that point I specifically called you out on, though. If you're not going to debate honestly we're done here.
Modifié par Filament, 01 octobre 2011 - 10:31 .
#190
Posté 01 octobre 2011 - 10:30
Morroian wrote...
I would argue that DAOs crafting was simple but tedious hence why they got rid of it. If they want to do crafting do it properly or do what they did in DA2.
Improve a part of DA:O that could have been better? No, let's basically remove it. Innovation, yeah!
#191
Posté 01 octobre 2011 - 10:36
crafting in DA2:
find the recipe
find the ingredients
"buy" the item
crafting in DA:O
buy the recipe (and invest skill points)
buy the ingredients (almost all ingredients can not be found in sufficient quantity in the game itself)
craft the item
... both systems are awful ... but DA2s is at least less tedious.
To claim that you could make potions etc on the fly in DA:O is not really true since necessary ingredients never turn up as random loot (trap triggers, flasks, different agents), which means you had to stock up on these items beforehand (by buying it)... you could very well "buy" the required number of potions beforehand via DA2s system...
#192
Posté 01 octobre 2011 - 10:37
TheRealJayDee wrote...
Improve a part of DA:O that could have been better? No, let's basically remove it. Innovation, yeah!
Replacing a mechanic which I never used with one which I do seems like a good move to me.
#193
Posté 01 octobre 2011 - 10:47
Translation: They're different in that I like the non-crafting system over the crafting system. I don't want to have to deal with having to carry around crafting ingredients and craft things myself! because that's needlessly complex!Filament wrote...
It's only warped if you can't grasp a point that doesn't come in the form of a simple binary. They're the same in the ways that I value. They're different in ways I don't value and don't see as fundamental for the system to be called 'crafting'. If you don't understand that, I can't help you.Yrkoon wrote...
No man, arguing that something is different, then arguing that it's the same is a contradiction. Don't be blaming others for your own warped argument.Filament wrote...
I suppose if you can't grasp it it would seem like a contradiction to you, yes.
Bullsh*t. At no point in the game can Hawke EVER collect a single crafting ingredient/resource on his/her person, inventory or storage space, with the possible exception of a piece of the high dragon, in act 3, or a piece of the Idol in act 3.Filament wrote...
Hawke can gather resources,Yes or no, Filament?
stuff.
So the answer is no. Hawke cannot personally craft anything in this game.
#194
Posté 01 octobre 2011 - 10:49
Never used? Really? Then why do you have the Tinkerer Achievement in your DA:O characters profile?Wulfram wrote...
TheRealJayDee wrote...
Improve a part of DA:O that could have been better? No, let's basically remove it. Innovation, yeah!
Replacing a mechanic which I never used
Edit: Hell, you've got the CRAFTY acheivement. Which means you've used the crafting system in DA:O at least 25 times.
Modifié par Yrkoon, 01 octobre 2011 - 10:55 .
#195
Posté 01 octobre 2011 - 10:57
Yrkoon wrote...
Never used? Really? Then why do you have the Tinkerer Achievement in your DA:O characters profile?
If you're really feeling that pedantic, then I'll say barely used. I tried it out obviously, that's how I know how rubbish it is. But I pretty much ignore it entirely after the first or second playthrough. And I went through the incredibly tedious process of creating the necessary rune for Vigilance.
edit: Crafting Vigilance alone would probably qualify me for Crafty.
Modifié par Wulfram, 01 octobre 2011 - 10:58 .
#196
Posté 01 octobre 2011 - 11:44
TheRealJayDee wrote...
Morroian wrote...
I would argue that DAOs crafting was simple but tedious hence why theygot rid ofchanged it. If they want to do crafting do it properly or do what they did in DA2.
Improve a part of DA:O that could have been better? No, let's basically remove it. Innovation, yeah!
Except they haven't removed it, they've kept it simple but removed the tediousness.
Modifié par Morroian, 01 octobre 2011 - 11:45 .
#197
Posté 02 octobre 2011 - 12:38
In DA2, it just felt like a tacked on feature that gave a (nearly) free bonus for anyone who wanted it. Didn't do anything to help me define my character or what he/she is good at. Besides that, it made no sense. How are these resources making it back to the guy who works with them? The same method of wizardly air travel the game makes no mention of that allows Hawke to know that this random pile of bones found in the corner of this dungeon is actually the remains of some priestess that random priest #7 in the chantry "thought he would never see again"?
Origins could have been better, with more interesting ways of acquiring ingredients and recipes, but overall, much more interesting to me than DA2's system, which just felt like a lazy afterthought.
Modifié par Anomaly-, 02 octobre 2011 - 01:46 .
#198
Posté 02 octobre 2011 - 01:05
Perhaps you don't see it because you look at it from 'wrong' perspective -- as being able to put your character at disadvantage as result of taken choice isn't "punishing people for roleplaying" but simply roleplaying, period. The difficulty obtained as result of taken action can be seen as a gain from perspective of person shaping personalized story for their character, not "punishment".Wulfram wrote...
Well, I suppose it's a decision in the same way "Cake or Death" is. But I don't see how it's a decision which is worthwhile including when all it achieves is to punish people for roleplaying.
And yes, it's not different from "cake or death" choice from such RP point of view. Or in case of DAO, "dark ritual or ultimate sacrifice".
Modifié par tmp7704, 02 octobre 2011 - 01:05 .
#199
Posté 02 octobre 2011 - 02:38
tmp7704 wrote...
Perhaps you don't see it because you look at it from 'wrong' perspective -- as being able to put your character at disadvantage as result of taken choice isn't "punishing people for roleplaying" but simply roleplaying, period. The difficulty obtained as result of taken action can be seen as a gain from perspective of person shaping personalized story for their character, not "punishment".
And yes, it's not different from "cake or death" choice from such RP point of view. Or in case of DAO, "dark ritual or ultimate sacrifice".
That's not quite a fair comparison. The Dark Ritual and all its non-taken permutations (Self, Loghain, Alistair) are all roleplaying consequences for a roleplaying choice; your story plays out differently depending on what you choose. The consequences follow perfectly from the action. Both the player and the Warden can reasonably predict what will happen as a result of the decision made.
Missing your class gloves because you're actually trying to get to your mother before something dire happens to her or playing Ostagar with two less bomb recipies or no green equipment whatsoever is a mechanical consequence for a roleplaying choice. It actually makes the game more difficult to beat. It's not a logical in-game consequence that "racing to save your cousin" means "require more time and effort to kill an urelated pack of darkspawn a month later" - that's not something that would follow in the Warden's universe. It really only barely follows from our perspective, and we understand loot tables (which don't exist in the Warden's world, unless you think wolves actually drop coin or deepstalkers are supposed to, lore-wise, walk around with health pots in their innards).
I'm a strong believer that mechanics should support the story as much as possible, and when it's required that they not in order for the game to be fun, the design should do its damnedest not to draw attention to it. Where that leaves us on the crafting issue, I'm not sure. I do think it's one of those many sad BioWare ironies that the Warden, who's lauded and needed primarily for combat prowess and was on a time limit, was free to roleplay as a skilled craftsman who held a plausible peacetime profession, while Hawke, who had nothing but time, was raised as an active part of the Lothering produce economy, and is desperate for any work at all through the first act, can demonstrate no skills beyond killing.
Modifié par Quething, 02 octobre 2011 - 02:49 .
#200
Posté 02 octobre 2011 - 03:03
I'd say having your character actually die and become thus unable to appear in followup installments of the game goes quite beyond 'roleplaying consequences' and straight into mechanics territory, on level considerably more drastic than missing out on a piece of equipment...Quething wrote...
That's not quite a fair comparison. The Dark Ritual and all its non-taken permutations (Self, Loghain, Alistair) are all roleplaying consequences for a roleplaying choice; your story plays out differently depending on what you choose. The consequences follow perfectly from the action. Both the player and the Warden can reasonably predict what will happen as a result of the decision made.
Missing your class gloves because you're actually trying to get to your mother before something dire happens to her or playing Ostagar with two less bomb recipies or no green equipment whatsoever is a mechanical consequence for a roleplaying choice.
(granted, it's a decision for which the players ultimately got a get ouf of jail card in said followup, but that's not something known to them at the point they'd normally make such decision i.e. before Awakening shipped)
Modifié par tmp7704, 02 octobre 2011 - 03:04 .





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