Filament wrote...
Well it was horrible, that's true. I'm in favor of bringing back skills, but how do you want to "hunt down" ingredients? Do you want DA games to be more open world? Because the DA worlds as they are currently presented really don't offer much in the way of "hunting down" anything.
True, it needs improvement. At least in it's current (DA:O) state, it requires you pay attention to your surroundings and explore off the beaten path. However, what I'd like is something similar to Kingdoms of Amalur, where ingredients are littered around the landscape and grow back over certain periods of time. Of course, this is better served by a less linear game, but it could still work in the current design similarly to how merchant inventories work. Not to mention, they've hinted the design could be slightly less linear in the future. That would be great, but as I said, there is no reason it couldn't be done even now.
Additionally, I'd like to see improvements to gathering with a certain amount of skill investment. Things like more (quantitative) useful ingredients harvested from a given plant, and/or the ability to cultivate your own stockpile at some location.
I don't recall being able to discover recipes in any particular way other than just finding them in DA, but being able to experiment with resource combinations would be interesting.
Yeah, that's a good point to touch on. Skyrim and KoA focused more on experimentation, with recipes available but not actually necessary to make an item. The Witcher 2 (as well as DA:O), by contrast, required a recipe to make anything. I'm really not certain which I'd prefer, as I've enjoyed both approaches. I think it depends on the overall implementation, and just what kinds of craftable items are available. Experimentation makes more sense in Skyrim or KoA where the majority of crafting is consumables, while TW2 allows for crafting of more specific things.
Realmzmaster wrote...
The crafting system used in the Witcher 1 and 2 is interesting but is not really different from the one in DAO and DA2 except you can use trial and error in TW1. Both games require the ingredients and a recipe (formula in DAO and DA2. Scrolls (TW1) and diagrams (TW2)).
Mechanically they're pretty much the same, yes. I think when people talk about TW2 crafting being different, what they're actually talking about is the ability to craft many more things besides consumables. At least, that's what I'm talking about.
You can have both systems. If the player finds a node of an ingredient then the PC can direct the craftman to go gather the necessary ingredients from the nodes and make the potion for a fee. Or the PC can travel to the nodes.
Gather the ingredients from the nodes and make the potion with their portable lab provided their hebalism skill is high enough.
Except those 2 systems are quite different in implementation. If you're going to have an actual skill tied to crafting (as you should), it should also affect the skilled character's effectiveness when using those items. As I said before, this solves the problem of having party member craft mules.
BillsVengenace wrote...
Two Worlds has one of the best crafting system I've seen. BioWare should look to that for inspiration.
Anyone here played Vanguard? I loved the crafting there. But again, as great as that would be, I wouldn't get my hopes up for Bioware to make that radical of a change. Right now, I just think a return to skill investment and meaningful sacrifice/reward is a good start.
MagmaSaiyan wrote...
honestly the crafting system is practically identical to each other, the only problem is you have to pay for a recipe to even make anything in Origins, so you are paying either way.
Edit: acutally i remebered that you pay for recipes in DA2 also, but you can find them elsewhere to.
You may want to read the rest of the thread before you come to that conclusion.
naughty99 wrote...
Fortunately, the "potion drinking system" with its lengthy cooldowns is much improved over DA:O, where you could
simply spam potions to get through any battle.
That's a simple matter of adjusting cooldowns and/or having shared cooldowns between potions with similar effects. I did this when modding DA:O.
And I really liked the fact that enemy rogues could steal your potions in DA2.
That is a nice touch, though unfortunately it's just another way that the player character(s) and enemies are governed by separate rulesets in DA2. Bring back stealing, please.
Modifié par Anomaly-, 10 avril 2012 - 11:34 .





Retour en haut







