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Please bring back DA:O style crafting


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#76
Realmzmaster

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Pasquale1234 wrote...

Realmzmaster wrote...

In my post I also what trial and error which is not present in either system. As far as reloading there is nothing stopping gamers from doing that. In fact gamers do it now when a battle or decision made goes bad. Why should I have to craft an item if there is no possible way to fail. I can simply hand that task off to someone else and pay for it. It is simply a waste of skill points. Where is the sense of accomplishment?


You can also call a plumber everytime the toilet is plugged and hire a lawn service instead of mowing it yourself.  Where is the sense of accomplishment?

Some people prefer hiring work done, others are do-it-yourselfers.


You said it do-it-yourself which involves failure/trial and error. I have no problem with both systems being present.  If I gather the materials and recipe the PC should have the option of handing off the work or doing it . DAO did not provide the first option. The PC is forced to either have the skill or a party member must have the skill, because at least one sidequest in DAO required it and you had to be a master hebalist. There was no option for the character who found the ingredients to hand the making of the potion to a craftsmen or try to mix the potion at a lower skill level with possibility of failure. You had to spend the skill points on hebalism or not do the sidequest.
DA2 in your estimation does not provide the second. Both can be implemented.

#77
Sylvius the Mad

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Maria Caliban wrote...

Dragon Age II's crafting system was damn near perfect. Don't touch it.

DA2's crafting system was shopping.  It resembled crafting almost not at all.

#78
Sylvius the Mad

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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.

#79
Sylvius the Mad

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Anomaly- wrote...

like having to manage large quantities of ingredients of varying rarity, planning what to use and take with me where I'm going, and defining my character as someone who is skilled in their use, and therefore, less skilled at other things. This is what makes the experience of playing that character actually different from playing others. Paying someone gold to give me as much of something as I can afford does not accomplish any of that.

I agree completely.

Mike Laidlaw was quoted...

My opinion of the Origins skills is that they were a little vestigial. They were there, and they certainly served their purpose in terms of putting points into crafting, and as a result of putting points in crafting, I can now make cooler things. That's very good, but the problem is, because we're providing a party where you can have a B team--to use the old Final Fantasy terminology--you could have Oghren as a master herbologist, mixing together all of your potions at camp rather than having you feel like you're making a meaningful sacrifice. You just have a character you simply didn't use who covered that base for you. Again, looking at that, we thought that really wasn't rewarding. It's more just kind of a pain.

If things that require planning and forethought are viewed as a pain, then we have nothing at all in common as gamers. 

I'll agree that the dearth of skill areas in DAO meant that you didn't need to make meaningful sacrifices, but the solution there is to flesh out the skill system, not remove it completely.

Modifié par Sylvius the Mad, 11 avril 2012 - 06:54 .


#80
Realmzmaster

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Sylvius the Mad wrote...
Snip


Would you agree with the implementation of both systems for those who do not wish to engage in doing it themselves?

Modifié par Realmzmaster, 11 avril 2012 - 06:57 .


#81
Sylvius the Mad

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Realmzmaster wrote...

Would you agree with the implementation of both systems for those who do not wish to engage in doing it themselves?

It seems reasonable that the merchants who buy ingedients would likely also sell the products made from those ingredients.

So, you could buy a potion from a vendor, or trade him Elfroot to get that potion at a discount (but not free, since the vendor's labour is worth something), or you can just skip the vendor and make the potion yourself at no cost (save the opportunity cost associated with having learned the relevant skill).

The node system doesn't make any sense within the setting, so no, I wouldn't support its inclusion, but simply having the PC use an NPC vendor to do his crafting for him makes perfect sense.

#82
Aaleel

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Thori wrote...

Although a DAO fan, crafting system is actually the one thing ( besides voiced protagonist) in DA2 that I liked. I used to spend hours, making potions and runes for me and my companions, comparing ones with others, experimenting. While it IS highly rewarding as OP says, it is also, VERY time consuming. And as much as I love locking myself up in my room and playing DAO all day and night, I simply can't afford myself to spend so much time thinking about potions and runes when there are more important things i should do. Both in game and IRL. Maybe some things should be added to DA2 system, but it should be preserved in basis.


I don't see how crafting taking a lot of time can be a reason to streamline it basically into non-existence.  Crafting is not mandatory, it's optional.  People who want to craft can craft, and people who don't can buy items from a merchant or make due with what they pick up as loot, or some combination of the two. 

#83
Anomaly-

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SirGladiator wrote...
I really liked the DA2 crafting system, this was one of the best upgrades in the game. 


Upgrade? Please be trolling.

sickpixie wrote...
A random chance of failure in a game where you can save/load anywhere is pointless and just leads to many people saving and reloading every time they fail to craft something. I don't see anything wrong with thresholds. Neverwinter Nights 2: Storm of Zehir had one of my favorite implementations of crafting (even if some recipes were broken and could lead to overpowered characters, which is par for the course with crafting systems) and there was never any chance of failure as long as you met the skill requirements.


Well yes, the chance to fail with a given recipe is a system better used in MMOs where saving/reloading is not an option. What I'm really referring more to is the chance to attempt to craft something without explicitly knowing the formula. And sure, people can still save/reload if they wish, but that is true of many things. In Skyrim, for example, I frequently try various combinations of ingredients and I don't reload when I get failures, because that would be a little too tedious given their frequency. If instead I had a recipe for a sword that took me days to gather all the materials and I had a 86% chance of success and failed it, yes, I would probably reload. A chance for failure is not especially useful in that case, though the same can easily be said for pickpocketing.

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.

Sylvius the Mad wrote...

Realmzmaster wrote...

Would you agree with the implementation of both systems for those who do not wish to engage in doing it themselves?

It seems reasonable that the merchants who buy ingedients would likely also sell the products made from those ingredients.

So, you could buy a potion from a vendor, or trade him Elfroot to get that potion at a discount (but not free, since the vendor's labour is worth something), or you can just skip the vendor and make the potion yourself at no cost (save the opportunity cost associated with having learned the relevant skill).

The node system doesn't make any sense within the setting, so no, I wouldn't support its inclusion, but simply
having the PC use an NPC vendor to do his crafting for him makes perfect sense.


I agree with Sylvius. I also wouldn't mind having NPC crafters. It annoys me a bit that I can't pay an Enchanter to enchant an item for me in Skyrim. If I want to have anything enchanted, I have to invest in the skill myself.

What is most important to me is that if I want to, I can invest in Enchanting and eventually reach a skill level where I can create more powerful enchantments than what the NPCs can provide me, and experience a noticeably different style of gameplay along the way.

Modifié par Anomaly-, 12 avril 2012 - 12:08 .


#84
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Aaleel wrote...

Thori wrote...

Although a DAO fan, crafting system is actually the one thing ( besides voiced protagonist) in DA2 that I liked. I used to spend hours, making potions and runes for me and my companions, comparing ones with others, experimenting. While it IS highly rewarding as OP says, it is also, VERY time consuming. And as much as I love locking myself up in my room and playing DAO all day and night, I simply can't afford myself to spend so much time thinking about potions and runes when there are more important things i should do. Both in game and IRL. Maybe some things should be added to DA2 system, but it should be preserved in basis.


I don't see how crafting taking a lot of time can be a reason to streamline it basically into non-existence.  Crafting is not mandatory, it's optional.  People who want to craft can craft, and people who don't can buy items from a merchant or make due with what they pick up as loot, or some combination of the two. 


Not quite, in DAO one sidequest (Exotic Methods) it is not optional. The sidequest is optional but you must have a party member who is a master hebalist to create the dwarven regicide antidote. Otherwise the quest cannot be completed

#85
prizm123

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Maria Caliban wrote...

Dragon Age II's crafting system was damn near perfect. Don't touch it.

.


this pretty much encapsulates my views as well

#86
Xerxes52

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prizm123 wrote...

Maria Caliban wrote...

Dragon Age II's crafting system was damn near perfect. Don't touch it.

.


this pretty much encapsulates my views as well


I'd have to agree, it was simple and easy to use, even if Hawke isn't the one doing the crafting.

Only thing I would change would be to make runes removable from items again.

#87
Sylvius the Mad

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Xerxes52 wrote...

prizm123 wrote...

Maria Caliban wrote...

Dragon Age II's crafting system was damn near perfect. Don't touch it. .

this pretty much encapsulates my views as well

I'd have to agree, it was simple and easy to use, even if Hawke isn't the one doing the crafting.

Only thing I would change would be to make runes removable from items again.

I hate the resource nodes.  We need to have to pessess the resources to craft the item.

#88
mesmerizedish

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Sylvius the Mad wrote...

Xerxes52 wrote...

prizm123 wrote...

Maria Caliban wrote...

Dragon Age II's crafting system was damn near perfect. Don't touch it. .

this pretty much encapsulates my views as well

I'd have to agree, it was simple and easy to use, even if Hawke isn't the one doing the crafting.

Only thing I would change would be to make runes removable from items again.

I hate the resource nodes.  We need to have to pessess the resources to craft the item.


The idea is that you don't possess the resources, the craftspeople do. The resource nodes are an abstraction of Hawke telling her supplier "here, I found a source of xyz, now you can make more runes/potions/bombs for me."

I wouldn't object to this activity being more explicit, but I find it an acceptable abstraction.

As Filament suggested however, I would like even more to see a system functionally similar to DAII but tied to player or companion character skills, to help the player feel more involved (and also because non-combat skills should exist and also be useful).

#89
Xewaka

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ishmaeltheforsaken wrote...
 also because non-combat skills should exist and also be useful.

There is so much truth in this statement it's almost painful. We need the characters to be something other than lawnmowers. The non-combat skills are a neccesity to round out character sheets and give the characters... well, character. There needs to be something for the characters to do other than fighting and talking (okay Ish: fighting and talking and sexing).

Modifié par Xewaka, 12 avril 2012 - 08:44 .


#90
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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.

#91
Aaleel

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Realmzmaster wrote...

Aaleel wrote...

Thori wrote...

Although a DAO fan, crafting system is actually the one thing ( besides voiced protagonist) in DA2 that I liked. I used to spend hours, making potions and runes for me and my companions, comparing ones with others, experimenting. While it IS highly rewarding as OP says, it is also, VERY time consuming. And as much as I love locking myself up in my room and playing DAO all day and night, I simply can't afford myself to spend so much time thinking about potions and runes when there are more important things i should do. Both in game and IRL. Maybe some things should be added to DA2 system, but it should be preserved in basis.


I don't see how crafting taking a lot of time can be a reason to streamline it basically into non-existence.  Crafting is not mandatory, it's optional.  People who want to craft can craft, and people who don't can buy items from a merchant or make due with what they pick up as loot, or some combination of the two. 


Not quite, in DAO one sidequest (Exotic Methods) it is not optional. The sidequest is optional but you must have a party member who is a master hebalist to create the dwarven regicide antidote. Otherwise the quest cannot be completed


It's a sidequest it's optional.  Same way there are quests you couldn't do without someone who could make traps, or make poisons, or had survival, or pickpocket, or lockpick.  Heck you can't even open chests without being or having a rogue in the party.

If you don't need it to finish the main storyline it's optional.  Having certain skills present should get you extra things, most basic example is getting loot out of locked chests.

Modifié par Aaleel, 12 avril 2012 - 12:11 .


#92
FaeQueenCory

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I liked both versions, because it suited the narrative of each game.
In Origins you are running around in a moving camp that is just you and your small group of friends. So it makes sense that you people would buy things from vendors and craft everything yourself. You're on the fly.
In DA2, however, you are local. Nontransitory. So it makes more sense to have the resource finding and the vendor ordering/delivering that DA2 had. (It would have been nice, like with oh so many of the quests to have a little scene of a delivery boy delivering your packages.... but immersion isn't the point here.)

Basically, I want whichever suits the narrative to be used. Because then it would make the most sense. (Given what little is known about DA3... I think Origins style crafting suits it better.... unless, of course, there is a main base of operations... that isn't a camp. Then DA2 works fine.)

And yes, Awakening should have used DA2's style because its base was localized.

Modifié par FaeQueenCory, 12 avril 2012 - 01:27 .


#93
bleetman

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Xewaka wrote...

There needs to be something for the characters to do other than fighting and talking (okay Ish: fighting and talking and sexing).

I miss being able to invest a skill point in Deft Hands and snickering to myself.

#94
Sylvius the Mad

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ishmaeltheforsaken wrote...

The idea is that you don't possess the resources, the craftspeople do. The resource nodes are an abstraction of Hawke telling her supplier "here, I found a source of xyz, now you can make more runes/potions/bombs for me."

I wouldn't object to this activity being more explicit, but I find it an acceptable abstraction.

It's a simplification of the process.  BioWare seems to be systematically reducing or eliminating inventory management as an aspect of gameplay.

#95
Maria Caliban

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Sylvius the Mad wrote...

It's a simplification of the process.  BioWare seems to be systematically reducing or eliminating inventory management as an aspect of gameplay.

Glorious, isn't it?

#96
Chromie

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Maria Caliban wrote...

Sylvius the Mad wrote...

It's a simplification of the process.  BioWare seems to be systematically reducing or eliminating inventory management as an aspect of gameplay.

Glorious, isn't it?




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#97
GodWood

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I haven't managed an inventory in so long.

I think I might be having withdrawals.

#98
Sylvius the Mad

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Maria Caliban wrote...

Sylvius the Mad wrote...

It's a simplification of the process.  BioWare seems to be systematically reducing or eliminating inventory management as an aspect of gameplay.

Glorious, isn't it?

It's dreadful.  Is your character a packrat or a minimalist?  Does she care more about accruing wealth, or is she more concerned with convenience?

#99
Maria Caliban

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Sylvius the Mad wrote...

Maria Caliban wrote...

Sylvius the Mad wrote...

It's a simplification of the process.  BioWare seems to be systematically reducing or eliminating inventory management as an aspect of gameplay.

Glorious, isn't it?

It's dreadful.  Is your character a packrat or a minimalist?  Does she care more about accruing wealth, or is she more concerned with convenience?

I have more than one character. They're typically unconcerned with wealth but my warrior Hawke cared about it a great deal because of her mother's desires (to reclaim the family estate) and because of the utterly false suggestion that wealth might help protect her sister.

#100
Sylvius the Mad

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Maria Caliban wrote...

Sylvius the Mad wrote...

Maria Caliban wrote...

Sylvius the Mad wrote...

It's a simplification of the process.  BioWare seems to be systematically reducing or eliminating inventory management as an aspect of gameplay.

Glorious, isn't it?

It's dreadful.  Is your character a packrat or a minimalist?  Does she care more about accruing wealth, or is she more concerned with convenience?

I have more than one character. They're typically unconcerned with wealth but my warrior Hawke cared about it a great deal because of her mother's desires (to reclaim the family estate) and because of the utterly false suggestion that wealth might help protect her sister.

But with any given character, inventory management is a tool with which you can express that character's personality.

A character who hoards wealth might collect every piece of loot and worry about how to carry it all back to a merchant and how to maximse his return.  A character who values convenience, though, might leave loot behind because she couldn't be bothered to deal with it and it would clutter up the carefully arranged inventory she already has.

Inventory management is just another way in which your character design can affect the story.  And I want more of those, not fewer.

Modifié par Sylvius the Mad, 12 avril 2012 - 05:30 .