Dragon Age Question of the Month (August)
#226
Posté 30 août 2012 - 05:12
#227
Posté 30 août 2012 - 05:16
I usually tend to play as a warrior/paladin mixed with a crafter, so I welcome if this ability isn't limited only to healers or mages.
#228
Posté 30 août 2012 - 05:52
And ability to autoupgrade with your level, and i want to go into the hell because i want to create MY OWN *other***ker weapon - my honour.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
Can be interesting - create weapon manually - not by interface, but like a blacksmither, by forge, hammer and anvil. Rune more useful, weapon more powerful\\plates more armored BUT the process much(!) more hard(example - like craft in Dark Messiah Might and Magic) and player must have a skill or patience, because if u failed blacksmithing u lost all of it.
#229
Posté 30 août 2012 - 06:05
#230
Posté 30 août 2012 - 06:28
Jessica Merizan wrote...
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
Damn, this question is too complicated this time, to only say what's the BEST we enjoy, at least me personal. So sorry, but it has to be complicated anwser fo that:
1. The ability to tailor the way an item works (stats) - yes, but only if it cooperate with skill or class. Stats that can be applied only to see it work on an item itself, is too... Dragon Age II (yes, hack'n'slah, and Dragon Age III is supposedly be RPG like 1st game, isn't it?
2. The ability to tailor the way an item looks (visual) - what kind of question is that? Of course we like it. But don't create such (generic strong word) items like in Dragon Age 2 DLC - we wanna see it functional and beautifull at the same time, not just a giant piece of crap. And oh... make it a part of the game itself, not a DLC. Who's gonna buy DLC for ITEMS? Not me, that's for sure...
3.
The ability to upgrade an item (runes) - yes, but try to think of it as two-level deal. Some runes works with all classes, some works only for a mage, warrior, etc. RPG mechanics again, folks!
4.
Collecting lots of things to use in crafting - this is a nightmare. I love Kingdoms of Amalur: Reckoning, Diablo series, but i NEVER, EVER use stuff to craft items, if it's too time-consuming. Simpler, the better.
5.
Randomizing the process (so you aren't guarenteed to always craft exactly the same thing; stats/visual variable etc) - interesting, but it's a two-way sword. If you can provide good system of randomization without a lot of stuff to collect - I agree, do it. Otherwise, forget it.
6.
Limits on what you can craft based on skill - well... yes? Isn't it the purpose of making a game balanced? But, if I can craft an item and wait even 10 levels to use it, then yes. And oh... remember this time about (random strong word) chest to store our items and actually INCLUDE it on DVD (Dragon Age: Origins Ultimated Edition PC free DLC chest that takes less than 1mb to install... That was below the belt...)
7.
Limits on what you can craft based on class - yes. I don't want to craft a sword randomly, when I play as a mage.
8.
The ability to buy crafting materials - runes - yes. Other crap coming in thousand parts - no. Too complicated and time-consuming for me.
Hope that was helpful. Interesting crafting system in RPG genre is always welcomed, but think before you implement a lot of things, and none of them will work, or 90% turns out to be trash (Diablo II). You wanna do it - fine, but if it's gonna be weak, spend this time wisely, on a core-game content itself. Don't wanna buy Dragon Age II again...
Modifié par YobelX, 30 août 2012 - 06:32 .
#231
Posté 30 août 2012 - 07:08
Skyrim definitely has one of my favorite crafting systems, although I would've preferred more visual customization options. Although, occasionally, you'll be able to create an armor that has a second variation. For example, steel armor with or without pauldrons. Even a minor change like that, made it feel like I quite a bit more control over how my character looked.
I also loved the direction that Reckoning took, having each component of the weapon have it's own bonuses allows me to create a specific set of armor and weapons that are specifically tailored to the sort of character I'm playing as opposed to just getting +4 armor.
Modifié par DarthChicken, 30 août 2012 - 07:17 .
#232
Posté 30 août 2012 - 09:54
#233
Posté 30 août 2012 - 10:09
However I don't think that altering the appearance of armor, weapons, etc should cost you any resources.
A system where you can combine the stats of one item with the looks of another is always a good idea if full customization turns out to be too costly.
In general I preferred the more abstract resource management in DA2 to the ingredient collecting in DAO.
#234
Posté 30 août 2012 - 11:41
Effects such as electricity, fire, cold etc.
Penalties if skill is not high enough in certain areas.
Limits on crafting materials because it can become tiresome and time consuming when trying to find too many items in order to make a finished product.
Perhaps finding raw materials and giving them to a higher skilled npc to craft.
The ability to make a matching set.
Modifié par aldien, 30 août 2012 - 11:43 .
#235
Posté 31 août 2012 - 07:14
Btw I'd like to see mages using other weapons, not just mere staffs all the time. Maybe something exotic. Sorry for this little offtop.
#236
Posté 31 août 2012 - 08:28
I like being able to customize things, whether that means tailoring the look or stats, and upgrading is a nice touch -- it means I can keep something I like the look of, rather than having to wear something atrocious because its stats are good. (Morrigan's ridiculous outfit, and the upgraded version from Flemeth, come to mind.)
I have zero interest in randomizing: it pretty much just guarantees that I'll save every time I'm about to craft something, and then restore if I don't like what I get so as not to waste the resources. This is a pain in the neck, so please don't make me do it.
I disliked having to put points into crafting skills in DA:O. In fact, with a few exceptions (stealing; the additions of Vitality and Clarity in DA:A), I really didn't miss the skill component at all in DA2. Any time I had to take something other than Combat Training (until I had maxed that one out), I felt like I was trading combat usefulness for things I only rarely needed.
I liked the DA2 approach for materials, where I got the "collect 'em all!" approach of hunting down sources, but didn't have to carry around stacks of them in my pack. However -- and this is a big however -- I really, really, really missed being able to farm gold by crafting potent lyrium potions (or whatever the rune one was in DA:A). It's boring as all get out, and ends up making very little sense from an in-character perspective, but I like being able to buy all the shiny equipment if I put in the time and effort to earn money. DA2 felt really lacking in all respects where that was concerned: no way to earn "extra," insufficient gold in the normal course of things to buy all the cool equipment, a general dearth of cool equipment that wasn't plot-scheduled drops, and some *really* disappointing piles of gold that turned out to be worth 4s 32c.
. . . I digress. But anyway, if being able to earn gold through crafting means having to carry around stacks of stuff, then I vote for stacks. But I liked not having to mess with those.
#237
Posté 31 août 2012 - 10:03
Modifié par Geth_Gestalt25, 31 août 2012 - 10:11 .
#238
Posté 31 août 2012 - 10:14
The proliferation of runes
DAO: I liked how runes were rare and precious. Weapons come and go during the progression towards the apex weapon (e.g. Spellweaver, Rose's Thorn, etc), however, like a diamond, once you found a good rune, it went everywhere with you and was used in every weapon.
DAA: Being able to craft as many runes as you want simply by buying enough materials from Cera didn't seem like a very well thought out strategy (especially since, iirc, one of the runes allowed a profit). While some ingredients should be available for purchase, I do believe that there should be a key rare ingredient (either expensive or limited in numbers) for at least the high end runes (no, the tracing does not count as the key ingredient, they are the instructions).
DA2: Disposable runes coupled with a nearly endless upgrade of weapons meant I almost never used runes. Despite being cheap to produce, I recall I used only one rune. I also recall I disposed of that weapon literally 2 minutes later after the next battle when I found a better weapon. (Another reason I didn't like DA2.) If DA2 had the same rune system as DAO, then the endless change of weapons would be less frustrating.
Material scarcity
NWN/NWN2: Introducing scarcity of the key ingredients (e.g. the Blue Diamond) through random chest loot is a mixed bag. On one hand, it induces frustration as you reload and reloot that chest for the elusive key ingredient. On the other hand, it can be tactical if at a certain point (say, 50% of the way through the game), you have collected all the gemstones and have to work out the best combination of enchantments. There could be a compromise between fixed and random loot.
NWN/DAO: Picking up that rare dragon scale (from the mountain top dragon or from Klauth) for the dragon plate armour as a natural quest reward is a good thing. Also allowing the type of armour (massive, heavy, medium) to be made is good. The abundance of regular crafting materials (e.g. quartz crystals, deathroot) is fine.
Legendary weapons
BG2: The Equalizer and the Silver Sword were interesting discoveries. Pick up the pieces and take them to Cromwell, all is good.
DAO: Topsider's Honour involved too much running about if you ask me but otherwise the concept is fine and reminded me of the Equalizer. There should have been a smithy to take the pieces to once you returned to, e.g. Wade, in the main city hub. Not having to search out Topsider's coffin would have been less frustrating.
Randomised result of crafting/enchanting
Generally not a good idea. Randomised results tend to cause frustration (I'm looking at the ME3 MP store as one culprit, but then again it is a form of revenue from rich people with more money than sense).
We'll take BG2 hit points as an example, how many times do you think the average gamer saved before levelling up and reloaded afterwards, just to ensure they got the maximum number of hit points increase?
If the enchantment says that you have a 10% chance of getting a +3 enchantment, 20% chance of getting +2, and 70% chance of getting +1, then watch as players reload on average 10 times to get the top +3 enchantment.
Crafting limited to class, skill, player, NPC, etc
Since recent times, BW SP CRPGs have seemingly moved away from the traditional (DnD-based) non-combat RPG aspects of gameplay (e.g. loss of persuasion/coercion in dialogue) and more towards focussing on combat. Because of this it may be a good idea to offload the crafting responsibilities to an NPC. Otherwise I'd just offload crafting responsiblities to a companion (e.g. Wynne made the lyrium potions and health poultices so that the PC could focus on combat-related skills). This is only applicable to single player. In multiplayer, someone who bothers to invest in crafting skills may be invaluable.
#239
Posté 31 août 2012 - 10:47
Quests where you have to go to a certain place in order to collect a rare component, or to craft a certain item/weapon/potion to complete a quest. All optional, of course, or, if it is part of a main quest, you can have it be solved multiple ways, with crafting being only one solution.
But, essentially, bringing the gameplay element of crafting into the story element of quests. Not just having each exist in a vacuum.
#240
Posté 31 août 2012 - 12:39
Wade type of crafting quest is a good middle ground.
Customization is good. Randomization is bad (reloads).
Limited amount of resources/money is good. X00 gold coins at the end of the game is bad.
There is no point in +stats/effect on equip crafting if:
- Those stats don't give us lock picking/steal/intimidate/persuade/... options.
(Stats are needed not only for more HP/MP/DMG)
- Difficulty is Hard/Nightmare but you still don't need poisons/runes... potions only for low levels while you have no arsenal of skills.
(Difficulty where you have to use every possible advantage you can get)
Best things I've seen in crafting systems before...
The ability to upgrade an item (runes) [DA:O type = runes are rare]
Modifié par Dagr88, 31 août 2012 - 07:33 .
#241
Posté 31 août 2012 - 01:32
The origins search for runes, and da2's menu, both worked well, you could come across some good runes in origins, and in da2 you always had a steady selection of the usual ones. I would go for a combination of the two. Such as always have the basics to craft, but with special circumstances and one time buys for the more exceptional ones.
In da2 they got rid of collecting ingredients for every item, and on the whole i was very happy about this, because i was never using the craft feature in origins because with limited or expensive ingredients it just seemed a waste (with the exception of Awakenings Paragon Runes). So in this Da2 got it right, perminant ingrediants.
What i would also do is bring back removables for runes. So that you can recover the more valuable or unique runes, such as if you wanted to shift Sandals special rune to another weapon in DA2, perhaps to balance it you could add a charge to cover the cost of removing a rune intact.
It could also be considered to add a new level to enchantment, in the lore, weapons are enchanted with lerium to improve them, perhaps there could also be a sort of upgrade system where you could have your weapon enchanted to improve its basic stats. This goes back to my first statement, as it would help to hang on to weapons you are fond of. (But in this limitid uses would be essential to keep the game ballanced and the character moving)
Last comment on prices, it always annoyed me when it came to selling my weapns and armor in DA2 and even though they were enchanted, they were the same price, i spend good money on those runes that i cant take out! hahaha. Also as far as potions and grenades, da2 was right in this, have them always available at full price, but have bargins here and there, like Mythals Favor, 2sovrins at home, 71silver for the 1 at the Hanged man.
#242
Posté 31 août 2012 - 02:09
Still, the best part about DAII's crafting was tha you didn't have to go out and harvest or spend time trying to find individual ingrediants. Keep the "finding the resources and then payign for them" plan. Much better than Origins.
#243
Posté 31 août 2012 - 03:15
I think I would prefer to pick up recipes and ingredients as opposed to a lot of lesser potions early in the game. Just a thought.
One thing I would really like is to see the effects of the potion on my character. Not like that irritating sparkly ball of spell shield (DAO or the psychotic swirls of arcane shield (DA2) but more of a subtle haze around my character. A soft, transparent golden haze around my character while warmth balm is in effect. The stronger the potion the greater the haze (distance wise from the character). The ball of Arcane/Spell Shield in DAO was kind of strange, (those balls remind me of a hamster in a toy) the subtle coloration was fine. Should be visually there but not visually distracting.
Same with poisoned weapons.
What about mixing potions to create another? I think that might be interesting. Several people have mentioned breaking down old weapons and armor to enhance/create other pieces of equipment, I don't see why you couldn't do something similar with potions (not break them down). Maybe combine 2 lesser health to get a higher health, or a lesser spirit + health, etc. That could be a way to make lower level potions more useful later in the game as well as a form of inventory control.
#244
Posté 31 août 2012 - 03:17
QueenPurpleScrap wrote...
What about mixing potions to create another? I think that might be interesting. Several people have mentioned breaking down old weapons and armor to enhance/create other pieces of equipment, I don't see why you couldn't do something similar with potions (not break them down). Maybe combine 2 lesser health to get a higher health, or a lesser spirit + health, etc. That could be a way to make lower level potions more useful later in the game as well as a form of inventory control.
What he/she said.
#245
Posté 31 août 2012 - 04:47
#246
Posté 31 août 2012 - 06:03
#247
Posté 31 août 2012 - 09:47
#248
Posté 31 août 2012 - 10:01
I also really enjoy scavenging/skinning/harvesting for ingredients needed for crafting.
#249
Posté 01 septembre 2012 - 02:26
#250
Posté 01 septembre 2012 - 02:39
I don't mind being able to buy resources. I just want a fast way to collect resources. Actually, being able to buy materials makes sense because it gives a feel of a real sense of economy. It's nice if there is a monopoly of certain resources just like in reality.
Also, whatever happens, the rune system must stay. The ability to tailor the way an item works and looks sounds really amazing. After a few modding in looks and I'll probably have my ideal character because of this.
Random results for crafting is something that I very much dislike because it just encourages me to reload my save and do it over and over untill I get the desired item. Saving almost anywhere is something that I love in Dragon Age so please don't even think of changing it.
Limits on what you can craft based on skill and class sounds really interesting but tricky because it can lead to severe frustration if done wrong. Like why can't I craft this when this is what I need and I can't make another character or something something.
Modifié par Kickiluxxx, 01 septembre 2012 - 02:43 .




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