[quote]Maria Caliban wrote...
Dragon Age II's crafting system was damn near perfect. Don't touch it. [/quote]
It was damn near non-existant.
[quote]Cultist wrote...
1.
Almost everyone i know are sick of carrying 99 elfroots 99 vials and 99 concentrators. Gathering this garbage everywhere is anooying to no end.[/quote]
I rather like keeping my eye open for things that may be useful, then planning what to keep and make use of for where I'm going next.
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2. You get a lot of potions just lying everywhere, and crafted ones are too expensive to be effective.[/quote]
Simple balance issue. Once you achieve a high skill, you should be making potions more powerful than those readily available.
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3. As for awakening - to make a potion, you have to buy required ingridients, exit location and choose a party member with herbalism skill, craft potions, go back and choose party member with which you will go adventuring.[/quote]
As I said, as soon as I modded potion stats to take the user's skill/attribute levels into account, I found a nice balance between a system I could both find believable, and well balanced.
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4. Most potions are not worth it.[/quote]
Again, balance issue.
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I suppose the best solution is to follow Diablo III experience and implement NPC at your camp who can brew potions and potions for you. You can upgrade him via various quests, bring him new recipes etc. This will solve the problem of a "mule" party member, with all the crafting skills.[/quote]
As would having the skill level affect the effectiveness of the potion at the time of use. I don't want someone doing it for me. I want to make meaningful choices and sacrifices in terms of character build, and have the option of a gameplay experience that differs from the norm.
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The problem of 99 elfroots. I don't know how to solve it but can brainstorm some ideas, such as
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What problem? The only problem I can think of is that some shops carry an infinite supply. The obvious solution is to change that. I think some shops should be able to specialize in certain ingredients, but more like 15 at a time, and you have to return after some time for them to replenish stock.
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- Reduce their weight and implement separate inventory slot, like a "Ingridient bag" for them.[/quote]
Dragon Age inventory is based on space, not weight. There is no difference between 1 elfroot and 99 of them. Honestly, I can maintain way more crafting related items in my inventory in Skyrim and TW2 than I had to in DA:O without any problem.
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- Reduce number of ingridients on the maps and make them abdurant - i.e. get N elfroots from one bush. this will eliminate annoying "corner-searching".[/quote]
Again, the "99 elfroot problem" exists because of shops, not overabundant natural occurences. Of course, having skill upgrades to be able to harvest more out of a single plant is something I would agree with. I
like "corner-searching".
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The mage can use "quick growth magic" if you bring himher seeds. Basically, like DA2 but not as dumb. You can "upgrade" NPC and get more ingridients for the same price.[/quote]
I'd rather be able to plant a garden of chosen ingredients somewhere, but not have it contribute so much as to make actively searching for more ingredients unnecessarry.
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Make Alchemy(or potion making) skill matter.As you said, make potions have: quicker cooldown, stronger effects, additional effects depending of skill level. Make this skill affect gameplay and quests, i.e. PC can recognize poison of some victim if his Alchemy skill is high enough. Or can heal someone, like with dwarven cure in DAO.[/quote]
Yes, this is mostly what I miss from DA:O.
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Make potion effects significant+3 poison damage is nice, but not worth it, when you have to waste 5 minutes to gather ingridients and brew it. Make potion effects important. +20% damage, +30% resistance, +armor, immunity to knockbackstun and other. they will be expensive, but make potions worth their price.
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There are a number of ways to achieve this. When modding DA:O, I had poison damage scale to the user's skill level, as well as benefit from critical hits/backstabs, for example.
[quote]Wulfram wrote...
Maker, no! Crafting is a horrible addition to story based CRPGs.[/quote]
You see a story based RPG, I see a tactical, party-based RPG where it definitely does belong. Seriously, what does the significance of the story have to do with it? Unless that story suggests that crafting in this universe is impossible, I guess...
[quote]andraip wrote...
NO. DAO crafting was annoying, I just don't like walking around the world map to buy tons of ingredients, [/quote]
Then don't invest in it. It's obviously not a play style you enjoy.
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then get my potionier into the party, and then click hundreds of times on create potion.[/quote]
I've already proposed solutions to that.
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Not saying that the DA2 approach was perfect or 100% logical but it was still better.[/quote]
How was it better? How was it... anything? It required no skill investment on your part, and as such, did nothing to define your character and what he/she is good at. Major minus, in my books. Besides that, it scrapped a gameplay style I and others like me have always enjoyed.
Here's what I don't understand. What about that system really appealed to you? It is mechanically almost identical to simply buying a potion from a shop, with the added arbitrary requirement that you found at least 1 plant, sometime, somewhere. What do you actually gain from that? Would you truly miss that if it was gone? It could easily be replaced by several other gameplay "features". For example, you could find various metal materials around the world, bring them back to town with you and pay an armorer to use it to sharpen your weapons or temper your armor. Exact same mechanic, but at least it makes a little more sense. If you're so attached to that, you can still have it.
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Your idea of having the skill affect the usefullness of a potion is NOT logical. [/quote]
Yes, it is.
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You just have to drink the potion or to put the poison on your weapon, no skill required. [/quote]
By that logic, you just have to pick up the sword and swing it around, no skill required. Why have talent trees at all then?
You just have to fill the syringe and inject it into a vein, simple. But I bet you'd rather a doctor or lab technician did it, wouldn't you?
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Potions were originally intended to used by other persons the the potionier, you know...[/quote]
Yes, I do know, and I never suggested otherwise. However, the character(s) more skilled in their use would
be more skilled in their use.[quote]Gibb_Shepard wrote...
If anything, i'd personally prefer TW2's style of crafting. You have to continuously find relevant material for your potions and weapons.
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The things I loved about TW2's crafting were that almost everything in the game could be crafted, and there was a whole skill tree dedicated to the potion/device part of it. The only things I disliked were the pacing and I felt the skill tree could have been done better. I often found that by the time I gathered all the ingredients to craft something I wanted, I already found something better. Other than that, it was fantastic.
[quote]Filament wrote...
I support the functionality of DA2's system compared to DAO's needless bloat, which is not, in my eyes, a kind of
"complexity" that has any value. It's not rocket science, it's just tedious-- ok, I need to buy 32 rune stones to make 32 least runes, then convert those to 16 lesser runes, then convert those to 8 greater runes, 4 master runes, 2 grandmaster runes, and finally a paragon rune-- or, I need to go to that guy who didn't get mugged in Orzammar to buy 5 distilling agents, then to the Tranquil in Denerim for concentrator agents, then the Dalish camp for elfroots, etc. But DA2's could be presented better, in a way that feels like the player has more "RP" customization options.
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Rune crafting is a horrible example., that's not so much the complexity I'm after. Bringing back skill investment is key, but I still want to hunt down my own ingredients, discover my own recipes and give serious thought to what I bring with me.
[quote]Atakuma wrote...
I'd prefer they keep it the way DA2 did it, because running around collecting ingredients is nothing but tedious for me.[/quote]
Then don't do it.
Again, I just don't see what could possibly appeal to you about DA2's system in particular. The only difference from simply buying the potions from shops is an arbitrary requirement that you found some hand-wavy infinitely respawning plant somewhere, at some point. It doesn't provide a gameplay experience or character role anywhere outside the norm.
[quote]Realmzmaster wrote...
Doesn't it make more sense to have a portable work bench or lab in camp where potions or traps can be made. Where is the PC making potions or traps in camp?
There should also be a chance of failure if the skill is not high enough. Ordering the potion would ensure no failure possible. The PC making it should have a risk of failure same with traps. There should be a possibility that the potion would fail, the poison would poison the character or the trap injures the character.[/quote]
Agreed with all of that.
[quote]Davillo wrote...
Yea Origins crafting was fine but it was getting tedious, and if they bring traps back make them useful, there was no need to use traps whatsoever even on highest difficulty. [/quote]
The reason you use something should never be because you
have to, but because that style of gameplay appeals to you.
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The amount of inventory space the ingredients to make potions took was ridiculous same for traps.[/quote]
It was a fraction of the space required in games like Skyrim or TW2, and people who don't enjoy that simply don't do it. I don't hear too many people complain about it.
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This is one of your biggest dissapointments with DA:2? Damn kid I wish I had problems of this magnitude with DA:2.
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It's part of the bigger picture of what was one of my biggest disappointments.
[quote]Jackel159357 wrote...
The thing that should go is the fact that you can get shops with unlimited crafting materials, that was stupid and it just meant you had to run around everywhere to get. There should be a limited amount of resources to craft with which would force players to make tactical decision regarding exactly what they want to craft.[/quote]
Yes, thank you.
[quote]Maria Caliban wrote...
My Warden never learned a crafting skill though. She always had someone else do it. [/quote]
Ok, but that character had to make a meaningful sacrifice to achieve that skill. That's the biggest difference.
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In DA:O that other person did it for free after the Warden provided them with ingredients. In DA II, that other person does it for a small charge after Hawke provides them with a source of ingredients. [/quote]
Hawke tells them he found a plant, and suddenly he can buy as many potions as he wants. I find that nonsensical and completely uninteresting.
Previously, you had to find quantities of various ingredients and recipes, make meaningful sacrifices to achieve the proficiency to craft them, and manage your inventory to decide what was and wasn't worth saving and what to take with you/not to take with you for where you were going.
This is an entire style of gameplay lost in DA2. By contrast, what would you lose if DA2's system was scrapped? Almost nothing, because you were essentially just buying potions from a shop, anyway.
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Again, it seems as though the issue isn't the crafting system itself, but the game telling you someone else is making it and not the PC. [/quote]
No, see above.
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If instead of an ordering table, there had been an alchemy table, and the cost was for material goods used when Hawke made a potion herself, would you have liked the crafting system? [/quote]
No, it would be mechanically the same.
[quote]easygame88 wrote...
I like gathering materials and reagents and using them to craft items. Not just resource nodes like in DA2 though. I mean herbs, ore, bits and pieces of slain monsters. I really loved making potions in the Witcher games. Having to read journal entries about a monster which would enable you to gather a specific part from it and then use it as an ingredient in a potion. The game would often require the use of specific potions sometimes, to see in the dark for example.[/quote]
Agree 100%. Entirely different level of attention to detail, and feeling of accomplishment.
Modifié par Anomaly-, 09 avril 2012 - 09:25 .