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Dragon Age Question of the Month (August)


278 réponses à ce sujet

#1
Jessica Merizan

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 Hey everyone! 
It's time again for another Dragon Age Question of the Month! Apologies for the delay this month - we've just returned from Geek Girl Con and Gamescom, and getting ready to go to PAX and Dragon*Con. Eee!!! 

This time, we want to ask you about crafting! What are some of the best things you've seen in crafting systems before?

Some examples: 
The ability to tailor the way an item works (stats)
The ability to tailor the way an item looks (visual)
The ability to upgrade an item (runes)
Collecting lots of things to use in crafting
Randomizing the process (so you aren't guarenteed to always craft exactly the same thing; stats/visual variable etc)
Limits on what you can craft based on skill
Limits on what you can craft based on class
The ability to buy crafting materials
No crafting materials
etc etc etc

Remember, this is to call out the BEST things that you've seen in crafting systems or how you enjoy engaging with this feature.

Toodle pip! Looking forward to you answers! As a reminder, this thread will be open until next Monday!

I should go. :wizard: 

#2
FLStyle

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I loved that in Dragon Age there isn't HP-absorbing runes. Don't give players the ability to create game breaking weapons that are overpowered by absorbing HP faster than the enemy can do damage.

#3
Knight of Dane

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The most important for me is that the action of crafting makes sense. It's not the same when you go to your table in DA2 and just order the potions and poisons as if it was off the internet, it seems more real when you see your character get down and dirty with it like in Skyrim.

#4
auberonh

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The ability to tailor the way an item looks (visual)

#5
Jobrill

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On the other hand, I like enchantments and runes that give you abilities like that. Being able to customize existing weapons to add procs or damage types (Life-steal, blast of elemental damage, base elemental damage with each strike) is one of my favorite things to do with a crafting system.

#6
Myrika

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The ability to tailor the way an item looks (visual)

#7
raulranma

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I prefer the way Origins did It. You (or your mage companion) go and get the materials and craft the things. DA2 was had very weird crafting.

(I prefered almost everything like It was in Origins, tho)

#8
Baronesa

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Jessica Merizan wrote...
The ability to tailor the way an item works (stats)
The ability to tailor the way an item looks (visual)
The ability to upgrade an item (runes)
Collecting lots of things to use in crafting
Limits on what you can craft based on skill
Limits on what you can craft based on class
The ability to buy crafting materials


Actually... all of these are of my liking.

I really liked NWN2 crafting system, but not only stats are important, you also feel the need to make your armor or weapon to look in certain way. It is one of the best things to me, at least, to be able to personalize how my character looks.

#9
Wolf_in_the_Meadow

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For me, it's form and function.

I want to be able to control what it does and how it looks. I don't mind going on quests to get the materials, in fact, the more awesome the item the more epic the quest, bring it on!

But as long as I don't get stuck with an awesome item that looks like garbage or a garbage item that looks awesome, I'm good. I want to be able to tailor my experience to my aesthetic.

#10
Ziphen7

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I always hope that in a crafting system there is a way to alter the look of the piece that you want without having to adjust the stats on it. This gives the player almost full control on what their character looks like and truly makes it theirs. To me there is no sense in having a piece that makes you dislike the way your character looks for stats, unless it is for pvp.

Modifié par Ziphen7, 27 août 2012 - 09:14 .


#11
Guest_scottishwarrior92_*

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Visual, ie making costume looking Armour allowing to change the colour and add runes or upgrades that are cosmetic but also add bonuses to the suit.
Weapons are also the sm kind of custom as armour...including clour

#12
Morkid

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What I like when crafting is the ability to create an item that perfectly suits my character build. Randomly found items usually have a buff that I really need and another one that I couldn't care less about so it's perceived as a "slot" is wasted and could have been used on something more useful to me. Crafting an item in accordance with my desires solves that problem.

Also crafting items like spell scrolls or potions or things like that guarantees, at least partially, that I will always have items of that sort handy. It is also a good source of money, which is usually sparse, at least in your more recent games (DA2, ME3 to some extent)

#13
DavianBurke

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I enjoy the ability of full customization, especially if it's something that takes time to achieve through finding rare materials and investment of skill points. I feel like if I max out everything I can for crafting (on my main or a companion character) I like the idea of being able to spend my resources on decking out my character is customized stat gear that looks damn sweet from my pov.

Imagine a team with matched uniforms, or being able to ensure every character has their own flavour, and the player chooses to what degree either is true. To answer your points individually though:

The way an item works - Yes!

The way an item looks - Yes!

Upgrade an item - I enjoy this option very much, rather through runes or "levelling" a favorite item.

Collecting crafting items - Yes, but I can't remember which game I'm thinking of, but it had a special box in the inventory for crafting gear so it all stored in the box that took 1 inventory space. I dislike crafting gear taking up 40% of my inventory.

Randomizing the process - I find this just tends to result in a lot of re-loading of a game. The rush of a wicked result isn't worth the monotonous reloading to ensure my Epic Dragonheart Bowl of Eating has just the right amount of paprika in it.

Limits based on skill - Yes. I strongly feel that this is important in order to ensure actual investment in crafting results in rewards that feel appropriate.

Limits based on class - Never liked this. Many swordsmen couldn't do anything past sharpening their blades, and not many smithies were adept at using the weapons, armours, or even some of the tools they were relied upon to create.

Purchase craft material - Yes, this makes me feel as though the world has an economy and that craftsmen are a part of it, NPC or PC.

No crafting materials - Interesting concept. I did like the DA2 crafting idea, though I think having the resources supplemented by rare materials for special effects would be cool. I don't like super detailed crafting (must have a flask!),

#14
Madmoe77

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The ability to tailor/smith an item like armor or at least change it somehow. Mass Effect 2-3 has this with their armors.

Runecrafting was fun in Awakenings. Maybe some item crafting too.

#15
TheCharmedOne

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The ability to tailor the way an item looks (visual)

#16
Kendric99

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I prefer visual changes and the ability to tailor the way an item works. The best crafting systems are often the most robust, especially when paired with multi-layered game mechanics.

For example, it's not just that Sword X is better than Sword Y, but that each has properties that are valid for one character build vs a different character build. When you then add crafting, and the ability to combine or effect different attributes based on the crafting decisions, it gets very interesting and fun.

#17
Throrr

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I love crafting. Every time I get an ability to focus on crafting in an RPG, I do so. Playing Alchemists and Engineers is my most favourite thing to do.

My favourite crafting systems are the one in Arcanum of Steamworks and Magick Obscura, because of the variety of recipes and steampunky nature. I also loved to run around and collect various junk. Sifting through trash cans to get ingredients for bullets and stuff, it was amazing.

The second fav. crafting system is the alchemy in Witcher 1 and 2, personally I find it better than the alchemy in Skyrim. The ability to experiment with properties was very well executed. The Witcher 2 also had a very viable explanation for why you can not just drink a ton of potions and become a demigod. It is always good when mechanics that are mostly implemented for game balance are also backed up by lore.

Also I am eternally grateful to Witcher 2 for giving me the ability to play a character that is FULLY SPECIALIZED INTO ALCHEMY and all his skills revolve around him, being an alchemist.

Upgrading items is nice, but it can lead to some difficult choices. For instance, you will definitely get people who will be inclined to cling onto their upgraded items and pass on new items. That might not sound like a big problem, but it is actually good when you do not just go through a game with a few items, but keep changing them and upgrading. The thrill of getting a new item that is an upgrade is a nice thing to have in a game.

#18
Aislinn Shea

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Origins did have a better crafting system than DA2. The most useful crating I found were useful ones like alchemy, tailoring, etc. The possibility of making that 'ultimate' item should not be taken away, but should meet with a lot of effort to gather the materials or a specific recipe to create it, and only above a certain higher level. A reward system of sorts. Being used to crafting systems in WOW or SWTOR, DA crafting was very simple and straight forward.

#19
Androme

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  • The ability to tailor the way an item works (stats)
  • The ability to tailor the way an item looks (visual)
The two most important, basically.

The reason why I picked : The ability to tailor the way an item works (stats), and not the one where you can UPGRADE the stats of an item, is that having the ability to upgrade an item naturally results in me upgrading whatever item I have whenever I can, but this can lead to conflicts with gear earned later on in the game, I don't wanna stand  still for 15 minutes and think: ''Ok hmm, is weapon A better than weapon B? Oh god this is so hard''. But CHANGING the stats of an item (Turn +15 Health into +15 Damage, or something) to the stat that you need the most for your build or whatever it is the character is working towards, adds more customizing to the game, which is good.

Modifié par Androme, 27 août 2012 - 09:19 .


#20
Giga Drill BREAKER

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The things I would like to see are:
  • The ability to tailor the way an item works (stats)
  • The ability to upgrade an item (runes)
  • Crafting of Armour and Weapons.
  • Collecting of Parts for the crafting of special Armour and Weapons or the Collecting of special Armour and Weapons.
  • Collecting lots of things to use in crafting
  • Limits on what you can craft based on skill
  • The ability to buy crafting materials

Modifié par DinoSteve, 27 août 2012 - 09:18 .


#21
kellyofthemagi

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First Id say the crafting wheel was great in Origins. It worked to the way you leveled up your character., as well as your party members. Do not limit creating to a specific class. Let us level our party to what we need.This is for potions ,bombs and traps and runestones. Let us still find items ingredients and such to make these . Being able to buy items for crafting from shop keepers is a must. I hope this helps. :D

#22
DalVel

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Some of the best crafting systems I've seen so far are in Lord of the Rings Online and Guild Wars 2.

I like Guild Wars 2 option to experiment with materials to find viable crafting recipes as well as ability to simply buy the designs and learn them from paper.

#23
Messi Kossmann

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Customize the appearance (color, shape, etc.) and the stats would be awesome!

#24
Morroian

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A crafting system that lets the player gather raw materials, refine into building blocks of an item and finally assemble into an item. Like Skyrim, SWTOR is a bit more simple but I like that as well.

Apart from that:
Tailor looks
Upgrade or customise weapons and armor via runes
A randomising process would be nice as well
No limitations based on class or profession but the player should be able to select a couple of crafting skills from several like swtor.

#25
snk575

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The ability to tailor the way an item looks (visual)