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Dragon Age Question of the Month (August)


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#251
JennDragonAge

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I would like to see crafting effect both form and function.
I'd like the ability to customize the way items look while worn as well.
I think the ability to upgrade items would be nice.
As far as collection of materials, I would like the option to either gather or purchase in case I miss some along the way.
I think the way crafting was handled in DA2 in general was preferable since I don't really enjoy wasting that much time on it (I'd rather get on with the story). I pretty much only used it for runes and potions.
Finally, I think randomizing results would just be frustrating.

#252
Svojda

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The ability to tailor the way an item works (stats)
The ability to tailor the way an item looks (visual) design own looks would be great :)
The ability to upgrade an item (runes)
Collecting lots of things to use in crafting (but only if online, so the players can trade with each other :)
The ability to buy crafting materials

:wizard:

#253
KROGAN_shadow

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Here wash opinion.
Creation of potions and traps very helped with DAO but it is not enough of it. Where it is more pleasant to go with the weapon and an armor the shaped hands. As told Walls not many perceive the weapon as a part of. In DAII creation of things isn't present, but most of all it was not pleasant system of levels of an armor and the weapon. If you chose weapon and an armor which are pleasant to you at the beginning, at the end they become useless stuff. And because of it there is no feeling of unity with the equipment. Why I should choose between an axe of gnomes and a human sword only because at one of them level is higher? On it it is better not only additions of craft abilities but also possibility of increase of level at equipment. In forging weapons and armor is very important control. When a player creates their own weapons or armor he wants that she vygledela according to his expectations. That can be the creation of some types of armor and weapons to be available after a mission. For example helped squad Legion of the Dead, and blacksmiths will teach players to forge weapons and armor Legion of the Dead. It is also important to give the player a choice craft that he wants to be engaged in and what would the world react to this choice. Still, you can add different craft guilds in which the player can join. These guilds can teach him the secret techniques to create different equipment (weapons, armor, potions, poisons or runes)

Modifié par KROGAN_shadow, 02 septembre 2012 - 06:15 .


#254
Llavi

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Call me a girl, but how my character looks is important to me.  Being able to change the way a piece of equipment looks would be awesome!

As for potions, more convenient is better in my opinion.  Maybe DA2 was little stripped down, but I preferred it over DAO's, and actually over most crafting systems I've seen.  This is especially true if you're going to put such a big emphasis on potions for healing again.

Incidentally, healing is very important, especially on the harder difficulties.  If you're going to restrict us to just one specialization, I'd considered it a personal favor if you'd get rid of Spirit Healer and just make those essential spells part of the normal selection.

#255
Get Magna Carter

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Trying to think of games in which I actually engaged in activities of crafting..generally tend to ignore it.

The one I was most engaged in was Star Ocean: the second story with it's combining of items to produce better items or junk depending on the ability of the crafter, The random creation of junk is not really a good idea as it encourages the save, try, reload if failed approach which is too frustrating.

Recently dragon's dogma had me mixing items to make better healing items (healing is important - please don't put players in a situation where the only healer is a mad bomber).

Some of the more recent dynasty warriors (and similar) have a weapon-crafting system where you can combine similar weapons to merge enchantments(with a finite number of distinct enchantments on each weapon).

I'll try to tap my memory further...

#256
mad_mac_hl

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Weapons & Armour
Customisation of weapons and armour is something I'd like to see more of.  I'd suggest that modifications to the appearance of existing items should be limited - they already exist therefore it is more difficult to change (note I don't include rune upgrades in this).  But when it comes to crafting new weapons and armour, more options for this would be welcome - I think most people like to be able to customise their character equipment both in appearance to fit character look, and in stats so that the equipment makes sense functionally for the character. 

One thing to consider would be to break down weapons and armour into component parts.  A sword for example has blade, hilt, and pommel.  Any inherrent properties are likely associated with the blade so elements like hilt and pommel could be switched out for a different appearance at a good smithy - obviously a legendary weapon likely comes as a complete item and would possibly suffer from such modification.

Alchemy
I thought DAO's herbalism and poison creation system was straight forward enough except that it was possible to create potions from the menu mid-combat which shouldn't be possible.  I like the set-up that The Witcher series uses where you can collect or buy components, experiment for possible random results and potion creation can only be done at a safe time (ie. outside combat).

Upgrades
I like the rune system that is currently used in Dragon Age.  Its a simple, visual mechanic.  What I'd like to see is greater variety in the effects of runes.  I like the different 'levels' of runes but more effects would be good.

I'm 50:50 on allowing fighters to make unskilled use of weapon enhancing oils and potions.  I think they should be able to make some use of these, but there has to be a limited effect as they haven't invested the skills in this themselves so can't make the best use of them.

#257
PsychoBlonde

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Personally, I think the best attribute of crafting is as an impetus to get more involved with the WORLD and your CHARACTER.  ALL the other factors serve those goals, e.g.

1.  If crafting involves gathering materials, that gets you more involved in exploring the WORLD.
2.  If it allows you to customize your appearance/stats, that gets you more involved with your CHARACTER. 

etc. etc. etc.

My favorite/most engaging crafting systems come from Dungeons and Dragons Online and Gothic (well, Gothic 2, really, which they pretty much copied flat-out for Skyrim).

DDO has about . . . 30 or so different crafting systems.  No, seriously.  No, REALLY.  Eldritch rituals, Cannith Crafting, Greensteel Crafting, Incredible Potential, Epic crafting, Cauldron of Sora Kell, Alchemical Crafting, Touch of Madness, Suppressed power, Reaver upgrades, Abbot upgrades, Dragontouched armor, dragonscale armor, challenge crafting . . . it's pretty insane.  If you play for any length of time you're going to have several bags with HUNDREDS of crafting ingredients in them.  The variety of systems gets you really involved in the complexity of the game.

However, the system from DDO that might actually be appropriate to a single player game is Cannith Crafting.  It's a pretty simple system: you crunch magical items you find for essences, which you can then use to craft other items.  However, there's the caveat that you can only craft items with bonuses up to the limit of your crafting skill, and the only way to gain crafting skill is to a.) deconstruct items (which gives you a tiny amount of xp) and  b.) make items (which gives you a lot more xp).  However, making items uses up your essences, and most of the stuff you make is going to be pretty useless to you as you level yourself up.  However, you can always crunch those items again to get (some) of your used essences back.  It's a really fun system because there are benefits to the crafted items: they have a lower minimum level than non-crafted items, for instance.  Or you can put magical benefits on items that have certain base non-magical benefits, yielding an item that would either a.) never drop randomly, or if it did, would be INCREDIBLY rare and difficult to obtain.  Cannith Crafting has another systemic limitation: you can only put a maximum of 3 different bonuses on an item--2 if it's not a weapon or armor, and some bonuses won't go on certain gear slots (dexterity can't be put on a belt, for instance, but it can go on boots) or in certain locations (there are "prefix" bonuses and "suffix" bonuses, and you can only have 1 prefix and 1 suffix on a given item).  This becomes really involving and interesting as you weigh the various pros and cons of having certain bonuses and trying to fit them in certain slots.  However, you don't HAVE to craft and a lot of people don't.  Unique named items tend to be better stat-wise because they can have *many* more bonuses--but you can't customize which slot you wear them in. 

The fun of the crafting in Gothic, on the other hand, is more about resource-gathering, which drives you to explore absolutely every nook and cranny of the world.  One of the other things I liked about crafting in Gothic was that in order to gather a number of resources (animal skins, for instance), you had to find someone who could train you, and when they "trained" you they'd actually *give you a little spiel* about, say, how to skin an animal, or how to extract the teeth.  Resources had a number of uses: you could use them to make items (potions, runes, weapons, armor, food, jewelry, etc.) or, you could sell them for cash.  It also had the benefit that once you learned hunting and skinning, the random wandering monsters became less of an annoyance and more of a lucrative activity.  You actually felt like you were gradually coming to master the world and its various interesting contents.

The ability to customize cosmetic appearance to at least some extent is a really, really valuable one.  When I play Skyrim, I almost always dispense with armor so I can pick and mix clothing items and enchant them however I like.  (Most of the armor is just . . . ugly to me, but there's enough clothing that I can find SOMETHING I like.)  However, it's not a particularly *engaging* part of the crafting system itself (in that you'll spend a lot of time fiddling with it--you'll cycle through the options until you find something you like, then stick with it).  It's more like a perk.  The engaging parts are a.) the exploring and b.) fussing with your stuff.

DA2 really lacked either element of that.  The exploration element was minimal--you only got access to certain areas at certain times, and, at most, the ingredient nodes were hidden slightly around a corner.  Most of the stuff you could make was trivial--and the items that weren't trivial you were only allowed to make/use one of, ever.  The amount of money involved was trivial.  There weren't any trade-offs involved, either, it was just a matter of waiting until the game let you get to the 4th ingredient node so you could make the best runes/potions.

I'm not sure this type of crafting is really suited for a game like Dragon Age.  It seems to work better in open-worldish games with random loot and open-ended economies (e.g. games where you can make a literally infinite amount of money if you really want to invest the time).  It might be better to turn potions/bombs/traps into a medi-gel like system a la Mass Effect, where you can only carry so many of each type, and only refresh them when you get to a station--this would add a much-needed attrition factor to the game.  That, and you can acquire various slots of various different types as the game progresses.

But what about customization?  Well--how about putting some clothing and armor shops in the game where you can try on and purchase different looks--kind of like the Mirror of Transformation, but for your armor and weapons.  Maybe certain looks you unlock throughout the game by, say, doing quests and whatever other activities present themselves. And instead of having stats tied to certain pieces of gear, why not have a system like Jade Empire where you just have so many rune slot openings and you acquire various runes as the game goes on.  If you want to have trade-offs and more complexity, make it so that certain runes can only go in certain types of slots.  Or some runes are exclusive (the massive +crit% rune can't be equipped at the same time as the massive +damage% rune, for instance).  Or don't stack.  Or if certain runes are equipped together they form a "set" with a bonus . . . or a penalty.

I think a system like that would work much, much better than trying to shoehorn in a Gothic-like system.  That, and it would free your level designers of the need to put in tons of unnecessary half-concealed corners, so they could focus on making all the areas a.) look really awesome and b.) act as a really cool/varied/interesting combat theater.

#258
ARLATAN

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I would like to:
1) the ability to determine what looks like a gear, but only partially (eg shade or small accessory)
2) the ability to define how the equipment works, but with a limit depending on the material used
3) the ability to upgrade equipment (use of runes)
4) collection of the set of items for use in crafting
5) limited opportunities for craft depending on the class of your character
6) the ability to buy materials for crafting
7) Kraft can make yourself (this requires a special skill), or from vendors (for money) 

#259
Get Magna Carter

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I did like the give-items-to-smiths system in DAO and the runes system when I finally got round to trying it

Of course the ability to smith your own weapons feels better
limitting creation based on skill/level is fine
randomising is not so good (unless all possible results are more-or-less equally good)

one thing I find frustrating in games is when my inventory gets so full with crafting mateials I have to throw stuff away 

#260
Nalia_dArnise

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The ability to tailor the way an item works (stats) -- will be good
The ability to tailor the way an item looks (visual)-- will be GREAT! It's very, very important how my hero look )
The ability to upgrade an item (runes) -- yes of course
Collecting lots of things to use in crafting-- it will be interesting,  very
Randomizing the process (so you aren't guarenteed to always craft exactly the same thing; stats/visual variable etc)-- interesting too
Limits on what you can craft based on skill-- NO
Limits on what you can craft based on class-- NO

I think better to have some smithy or labaratory where you can cfraft something. If you have no skill, yor must pay gold, if you have, 

The ability to buy crafting materials-- yes of course. But not rare materials you can by in the very smithy.
No crafting materials-- NO, not DA2, pleeease :crying:

I have an interesting idea: you can process non-magical loot into materials for craft. For example: I found two iron daggers and one veridium long sword. I go to, for example, smithy and process them and get two little iron ingots from two daggers and one medium veridium ingot. Now I can pay some gold and in the very smithy another weapon. I choose a type of the weapon: for example, to make a dagger I need three iron ingots, and when I use veridium ingot instead of one of the iron, the dagger becomes more sharp (deals more damage) but less accurate (penalty to attack). Also I can use some "mystery gem" and then get dagger with slots for runes. Or cursed dagger that I can't unequip. Also it can be random quantity of materials I get from convertion. If I also can choose form of the weapon or armor, it will be <3SUPER GREAT <3.

That's all. Sorry for my poor English. 

#261
Guest_PurebredCorn_*

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Two games that I really enjoyed crafting,NWN/Hords of the Underdark, and Skyrim. If I could take the best parts of both those games and combine them I would have the best crafting experience EVAR.

I'll break it down.

In HotU I could actually customize the appearance of armor and weapons as well as the stats, and both are equally important to me. In Skyrim I loved being able to mine the ore I used to craft the armor/weapons, then smelt, then make the item... but I also had a place to store all the stuff so I didn't have to lug it around for the entire game. And actually mining and smelting the ore myself resulted in better stats for weapons and armor, but for some reason, in Skyrim you can't customize the appearance of armor/weapons. So I would go through all this trouble and have better stats but still have the same looking armor, and even though it usually looked pretty cool, I prefer a crafting system where I can customize the appearance of the end product (meaning something like what was done in HotU with being able to choose from a variety of different shoulder paldrons, gauntlets, etc, not just color).

I also don't mind having to put points into this skill either, mostly because I can't really think of any other way my character could improve at crafting if I can't allocate points or levels to the skill (like in Origins). I don't really like the idea of crafting being class based, I would like to be able to craft armor and weapons no matter what my class is.
 
I also really enjoyed being able to add magical abilities to my armor and weapons in Skyrim in addition to improving the overall performance of the product. I guess that would be a rune enhancement in the DA games.

I've never really been big on crafting potions, poisons, and traps, so I will leave that up to others to make suggestions on.

Modifié par PurebredCorn, 02 septembre 2012 - 07:42 .


#262
Ashklambeg

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 I didn't read all the thread, but I just can't miss opportunity to speak my mind.
If someone already told that idea, I'm deeply sorry.
So, what bugs me off in whole crafting idea, is that there is no recognition in the world about your skills. It's like, you are grandmaster swordsmith that created most powerfull weapon in history and all, and no one actually knows about you that way. Random smiths in world that sells **** won't even think that  you are some lowlife. Or to complete some qust, you need to go on venture to find special smith that can create magical hammer to destroy evil. but the fact is that you have 1000/1000 points in crafting doesn't even matter. 

The whole crafting's idea to give players some new stuff by collecting some un-intersting items and sometimes schemes, it's actually just a nice addition to the gameplay. But why not make crafting something more usefull, fun, and recognisible inside the game world? Not just taking item X, open menu Y, click on icon Z etc. 
I'm probably wrote a lot of spelling mistakes, but I really want to say that crafting needs innovation and it's hard when english is not my native language. 

#263
MichaelHoyle

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well obviously with any crafting system I like to be able to tailer an items stats but my favourite thing about crafting systems is when you have the ability to tailer the way an item looks and I prefer it when you must collect the materials yourself.

#264
Dagr88

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Crafting in games exists for several reasons:
- Market/drop can't provide you with good armor/weapons/potions/poisons.
- Save/Make money (item price > ingredients cost)

Crafting becomes/looks more useful if:
- It allows to create best/2nd best/unique items. (expected difficulty curve for creating "Diamond Dragon armor of Savior" or "Legendary Sword of Genocide")

- The amount of money used in "non-equipment" upgrading/bribing/charity/recruitment is somewhat equal to the amount of money you get from selling loot + quests.

It's easy to give 5 gold coins to poor Willy so he could buy food and medicine for his starving/dying family if you have 1000 gold coins in your pocket. But if you have only 25 coins and still need 10 more to recruit mercenaries so they could help you protect the city from the zombie horde.

P.S. Visual customization is always a big YES.

Modifié par Dagr88, 02 septembre 2012 - 10:06 .


#265
blueumi

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i liked dragon age awakening letting you add runes to armor
i think when you make a weapon with any magic that the weapon should shine with that power
i like to upgrade everything that i use

i think all of the classes should be able to do the most basic weapons and potions with the option to level that skill up if the player wants to make the best items

i think a shop in a big city should sell lots of what you need to make items and should get better stock as the player levels up

I think there should be some place to take armor or weapons to get the runes out so you can use them again even if it cost a little to do

i liked that some weapons in dragon age 2 would level up with the player rare items like that are a good idea and if these types of weapons or armor could be made would be a nice idea

Modifié par blueumi, 03 septembre 2012 - 01:00 .


#266
Featuringdark087

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 I like visuals in my crafting. but also stats and a believable way that I was able to create said item.

#267
PounceTeazle

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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 ability to upgrade an item (runes)
-Runes one has to swap like DAO (to make it tactical, do i go after an dragon? Lich? Templars/Mages.
Just adding more whoomp and thats it removes tactical (pre fight ) options. Plus maybe add again that maces do more damage on skeletons and such, then it makes sense to swap out gear and lugg it around.
  Collecting lots of things to use in crafting
-IF it makes sense, maybe the daily use small potions from common few ingredients, the one turning you into an superhuman beeing rare so they are spared for the big fights.
  Randomizing the process (so you aren't guarenteed to always craft exactly the same thing; stats/visual variable etc)
-Wiht an game where i can save and reload ? IT makes either way not a lot of happy people imho and if i am a skilled in an craft the point of skill is that i know and have an certain outcome.
Maybe an "you can try your luck with something behond your abilities" option.
  Limits on what you can craft based on skill
-Limit how powerfull it can be, not what you can make, an less skilled smith can make an sword, an very skilled one an real good sword...
  Limits on what you can craft based on class
-Only if it makes sense, why cant an mage doing potions not dabble in poisons too and give them to an rogue?
put poisons an potions into one skill tree, If i can make the superbig lyrium potion i should have the skill to cook up something usable for an rogue too.
  The ability to buy crafting materials
-The commonly used ones, deathrood yes, dragonblood no?
  No crafting materials
-No, a world where you have potions without people selling stuff to make them makes little sense.


Crafting should have meaning in as so faar that it can maybe drive the story too.
Make speciel points each level only to spend on an crafting tree maybe, this way you do not end with an "crafting" and an " exploring" mage in your group of companions.

Even earn money this way, if i spend three hours running around crafting junk to sell i get money out of it, we are talking here about an single player game where one can edit saves amyways (more money) so it is not like you imbalance an game economy like in an mmprg, if an player means it is cheating to do so they can just not do it, if an player likes to play an wandering alchemist making money on making potions they have fun....

Like in SKyrim better gear from crafting, improving gear by crafting would give crafting a meaning.
An mage who can enchant making his robes better, or an warriors plate armor,

That would give options to play with, adding different runes and enchantments to survive that battle with the dragon spewing fire or the life draining spell of the lich.

When we talk endbosses alone the preparation of the fight should be an quest, we go to kill something 99.99% of all people in this world failed so faar miserable on!

If you climb a mountain in real world you prepare over and over and try to get best gear possible so you come back in one piece.

And that is where crafting would have real impact by enabeling you to do what noone else managed to do in this world, just "getting strong enough" to walk up to that dragon and spamm it with special skills at the right time versus to " what armor do i wear? What spells do i need? what enchanting/runes/upgrades would be good to have.

Visual stuff is good eyecandy but wears of rather quick, better spend the time to put meaning into the tactical advantages one can gain by using an crafting skill meaningfull.

#268
PounceTeazle

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Ziphen7 wrote...

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.

Yes I hate it when the supergood looking dragonslayer armor i got from climbing mount everest and then killing the dragon god of all dragons is junk to sell next level and i have to wear something i dislike.
Equipment growing with level and enchanments i can put onto it means i have whider choice of what dudds i put on to go and save the world!

#269
chuckwells62

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I only visited Dragoncon on Sunday, so I missed seeing you guys there (couldn't even say where you were located among the various hotels that the show is splayed across). As far as this question, I don't like mass accumulation of crafting materials and having the option available to buy stuff would be nice. I wouldn't mind doing quests to acquire special extras that could boost attributes or ramp up an items actual appearance, but accumulating tons of lower grade gear that I'm not gonna use or want to use, is irritating.

I would rank these three responses in this order of personal preference: The ability to tailor the way an item looks (visual); The ability to upgrade an item (runes); The ability to tailor the way an item works (stats).

For example, I much prefer using (and finding) the unique weapons, armors and accessory items that can be found in Kingdoms of Amalur, over anything that I've crafted in that game.

#270
PounceTeazle

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chuckwells62 wrote...
For example, I much prefer using (and finding) the unique weapons, armors and accessory items that can be found in Kingdoms of Amalur, over anything that I've crafted in that game.

How about finding the seven gems that make your family heirloom sword that much better?

My complaint is that you have that sword handed down over fifteen generations and one level up you ditch it for generic dragonbone sword (better stats) only to ditch that for an enchanted dragonbone sword and so on.

My dramoption would be you can choose between four or five different outfits and build on them, so one can choose how ones looks and what stats are on the items by doing quests to recover artifacts of power to stick onto them.

You have something you consider worth holding on and it grows with you, still have to go out and hunt down that shard of fire resist +2 instead an endless parade of upgraded gear you ditch a few levels later on.

In DA2 there was some awesome looking stuff and i did run around often levels in junk that was so outdated because the next upgrade was like looking stupid (in my opinion, tastes differ and that)

And it would remove that " Oh wow endlevels outfitlooking sweeeet " and then you have use for it like 15 minutes because it is endfight and the game is over.

It feels like putting many hours of work into something and you are rewarded with 15 minutes hawaii and then its back to foggy london.

Let me pick a style at the beginning of the game so I can run around looking like i want (My rogues prefer bland leather looks, they want to fit in, not strud around in gemmed armor!

That is someway an immersion breaker having to run around with bling as an sneaky char, so make it an choice, not gritting your teeth each time you look at your character wearing as rogue (example) gaudy colors while sneaking...

#271
Patchwork

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I quite like it when there's a master crafter who will make you a legendary item if you pay and hand over some rare ingredients. They've been leveling their skill for much longer than the pc naturally they'd be better at it.

Crafting should always be optional and standard items available for purchase. There's no need to penalise someone because they decided to focus on something else.

I like crafting, discovering what an item does and making stronger versions as I get better. Being able to control what the end project looks like is always a nice addition.

#272
SafetyShattered

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PounceTeazle wrote...

chuckwells62 wrote...
For example, I much prefer using (and finding) the unique weapons, armors and accessory items that can be found in Kingdoms of Amalur, over anything that I've crafted in that game.

How about finding the seven gems that make your family heirloom sword that much better?

My complaint is that you have that sword handed down over fifteen generations and one level up you ditch it for generic dragonbone sword (better stats) only to ditch that for an enchanted dragonbone sword and so on.

My dramoption would be you can choose between four or five different outfits and build on them, so one can choose how ones looks and what stats are on the items by doing quests to recover artifacts of power to stick onto them.

You have something you consider worth holding on and it grows with you, still have to go out and hunt down that shard of fire resist +2 instead an endless parade of upgraded gear you ditch a few levels later on.

In DA2 there was some awesome looking stuff and i did run around often levels in junk that was so outdated because the next upgrade was like looking stupid (in my opinion, tastes differ and that)

And it would remove that " Oh wow endlevels outfitlooking sweeeet " and then you have use for it like 15 minutes because it is endfight and the game is over.

It feels like putting many hours of work into something and you are rewarded with 15 minutes hawaii and then its back to foggy london.

Let me pick a style at the beginning of the game so I can run around looking like i want (My rogues prefer bland leather looks, they want to fit in, not strud around in gemmed armor!

That is someway an immersion breaker having to run around with bling as an sneaky char, so make it an choice, not gritting your teeth each time you look at your character wearing as rogue (example) gaudy colors while sneaking...


Dude I agree with this post 100%. Unique weapons need to actually be good! What's the point of having a legendary weapon if you ditch it 5 minutes later for some random sword. Agh! I'm going to pace around in my angry dome!

#273
Bondari the Reloader

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I'm not a big fan of crafting, but I really liked the rune system in DA. Being able to upgrade the stats of weapons or armor is the biggest appeal of crafting to me, so any system that doesn't allow for that simply isn't worth my time.

Visual aspects are cool, but not essential. I liked how in NWN: HotU you could buy dyes to change the color of your armor, but it's something I can live without. That being said, if I apply a rune that does elemental damage, I want my weapon's appearance to reflect that change (like Rizolvir's enchantments in HotU).

Being able to have my character craft things isn't such a big deal (I prefer going to smiths), but I definitely think it should be attached to a skill or set of skills and not class or race. Characters who are automatically awesome at everything aren't very fun to play, in my opinion, but all characters should have the option to learn how to craft through skills.

I like having to go to specific NPCs to make the really awesome weapons and armor. BG2 was great for this, and I really felt a sense of accomplishment when I found all the right things and made something awesome. It's even more fun when the smiths have actual personalities like Wade from DA:O and (my personal favorite) Cespenar from ToB (You sure you not just want to dump everything out? Easier that way...). The DAII mail-order catalogue approach was very dull; I expect more involvement in an RPG.

I'm not a big fan of crafting non-equipable items like potions and traps, but if that's going to be part of the system I would prefer it if they didn't take up inventory slots. I ended up destroying the majority of the ingredients I found to free up inventory space. Either put them all in a bag/container you can buy or have them be like plot items where they don't count.

Thanks for asking these questions! I look forward to a more interesting system in The Future!

#274
LadyFenris

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It seems there are those who enjoy crafting and resource management and others who consider it a hassle. In my opinion, the ability to craft armor and weapons makes for a much more deep and immersive experience.

Many of us spend a lot of time in the character creator customizing our heroes and then a few more hours tweaking them in the mirror of transformation. It's important to us to have control over the way our characters look, so the ability to tailor the looks of an item is just as important as the stats of the finished product.

It would be nice to be able to buy the more common, utilitarian components (iron , steel, etc.) as well as gather them, to ensure you have access to as much as is needed to craft to your heart's content. It would be cool to be able to find some unique components to make unique, legendary items.

I always felt that a more open world and the ability to craft armor and weapons were some of the things missing from DA that would make it a truly epic game. I would just hate to see a dumbed down crafting system because some people don't enjoy crafting. Maybe offer some unique gear in shops for those who don't want to craft and give those of us who need to craft an awesome crafting system with some depth.

#275
PounceTeazle

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Why an sword takes as much room as an bundle of dried herbs is behind me.
And having an pocket systhem one can organize self would be an big plus, even with dividers for "armor, swords, crafting" DA games are a scroll orgy.
Maybe have crafting or pay for things to be crafted by an npc as loophole for people who do not want it, i wish crafting in an game would be implented to be part of the story, i guess more people would find it appealing then.