Sylvius the Mad wrote...
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. You find ingredients by scraping the bottom of barrels or picking deep mushrooms off of fleshy darkspawn sacs that happen to be placed along linear quest paths, and if you still need more ingredients, you run all over to different towns to find the right merchant. I don't see that as satisfying. With that kind of world I prefer just having the resource nodes, with a certain amount of nodes unlocking certain craftable item.
No, I want to have to have the ingredients, not simply know where they can be found.
When you're carrying around venom sacs, you have to choose between holding onto them to use them as ingedients later, or selling them. DA2 removes this decision from gameplay, simply awarding you with access to infinite resources based on a single discovery.
I'm not sure how that relates to my point about hunting down ingredients. I was talking about how I welcome the "streamlining" via nodes in this particular instance, because "hunting down" resources as implemented in DAO didn't strike me as very fun.
I don't see how the nodes "don't make sense." You find a vein, it stands to reason there's more lyrium in the area than just the handful you would scoop up in Origins. I suppose some of the nodes in DA2 don't make sense, like the flower randomly sitting on a crate during Isabela's quest constituting an important high level resource, but the concept of the nodes, at least, I have no problem with.
As far as choosing whether or not to sell an item, I will say I don't see the hoarder's dilemma as a great roleplaying feature. That's why I used the camp storage chest mod, and maybe why they've included storage chests in both major installments since Origins.
I suppose you could call the nodes "infinite" resources, but I wouldn't characterize the system as simply "awarding" the player with said resources, as if this gives the player unbalanced access to freebies, considering it still involves a resource cost in gold, and considering more powerful recipes require more nodes to unlock. If the nodes were truly infinite in every aspect of the word, no recipe would require more than one node of a given resource. Maybe this is another reason you think it "makes no sense," but I chalk it up as an abstraction and it hardly bothers me.
Anomaly- wrote...
Maria Caliban wrote...
If that's the case, I'm not sure how the DA:O system is crafting either.
Because it allows the player to do it.
That's like saying DA2 has Shapeshifting, or a Shapeshifting "system". Sure, it exists in the game because Flemeth can do it, but it's not an element of gameplay available to the player.
The
player is allowed to do it either way. It's fundamentally the same "gameplay" as Origins had, allowing you to "craft" items normally unavailable from merchants by finding recipes and ingredients, except the "hunting down" is streamlined and you don't need to carry around sacks of ingredients. So the difference is not whether the gameplay itself is available to the player (though it has variations, as noted), but whether the player's character can personally craft the item. Given that difference, it seems the comparison would only be appropriate if DA2 had an imp who followed Hawke around and used its magic to shapeshift Hawke on command. Hawke doesn't personally know shapeshifting magic, but the player still has access to shapeshifting gameplay. And I'd be down with calling that a "shapeshifting system."
Or to use another example, I'd say Skyward Sword has an "upgrade system", even though Link can't personally upgrade items. He goes to a crafter with resources and money and gets his items upgraded for him.
Granted, even in that adventure game, you do collect resources in the more traditional way. Perhaps for DA3 they could do a bit of both: there are Crafthall organizations who will pay you to find resource nodes (like the quest to find silverite, etc in Awakening), and then sell the resources to you (through the crafting UI) at a discount. You can also find individual resources scattered across the land, like in DAO, digging through flesh sacs or piles of ****. Maybe these respawn, or you could do other things like cultivate your own resources. When you craft an item through the crafting UI, the requirements would be:
Recipe
Skill OR craftsman fee
Material x,y,z OR crafthall fee
Both fees together would amount to the same cost as DA2's system, since that's what DA2's system represents. If you don't have a node for x,y, or z, or the materials themselves, you can't craft it.
Or, you know, they could just design a new crafting system from scratch, or whatever. Armor and weapon crafting like in NWN2 would be nice to have, too.