Dragon Age Question of the Month (August)
#26
Posté 27 août 2012 - 09:18
#27
Posté 27 août 2012 - 09:18
#28
Posté 27 août 2012 - 09:20
#29
Posté 27 août 2012 - 09:22
#30
Posté 27 août 2012 - 09:23
But most of all, crafting must not be just a matter of enhancing equipment, but must involve a whole matter of economy in the game. That must be a way to create item when you can't buy them, a way to earn money by selling your craft and a matter of trade with materials from one place to another.
#31
Posté 27 août 2012 - 09:23
To answer this specific question: The ability to make some extra coin through the tedious process of running all over Feralden for ingredients and combining them to make a resale product was the best part of crafting in Dragon Age. It is way too boring for most people but if it will get me enough gold to buy that Felon's Coat or Lifegiver Ring then I will do it.
#32
Posté 27 août 2012 - 09:25
Also, considering the resource gathering; the system from DA2 was rather weird. Felt more like collecting some kind of "bonus collectible itmes". It was very far from the typical resource hording I was used to. In the end I ended up with printed list of resources and a pen.
#33
Posté 27 août 2012 - 09:25
#34
Posté 27 août 2012 - 09:27
That said, those items you forge are pre-determined, so you can't truly customize them. Nevertheless, they are unique and that is what counts more. You don't want an item that looks like anything anyone else in the game is using.
Also, I think it's important for the system to be relatively simple. You should need 50 of X and 25 of Y for each step of a crafting process. Obviously, the better the item you're making, the more you have to invest, but there's a point where the effort isn't worth the reward.
#35
Posté 27 août 2012 - 09:28
A way to customize your looks, while also being able,at least to an extent, to customize your gear.
SWTOR is nice due to the looks customization, but falls really short on the whole enhancement part. It's a nice system, but when you put limitations on what one can or cannot get, whilst also having really good and really bad stats, is a bad design. If you force limitations on certain combinations, then there needs to be a really good balance between stats so that the player does not feel slapped over the face in his decision.
So yea, SWTOR item look customization with Awakening's runes more or less fits the bill.
However i personally think it's ok to have certain overpowered options if it's a single-player game with no co-op/multiplayer mode.
#36
Posté 27 août 2012 - 09:30
But most importantly; MAKE THE GEAR LOOK REALISTIC! Sorry, just wanted to make sure everyone heard...
#37
Posté 27 août 2012 - 09:30
#38
Posté 27 août 2012 - 09:30
(I'm rambling sorry) I'd really like to be able to create overpowered weapons. Some might not be a big fan, but once you've gone through the game multiple times, and I know I'm not the only one, it's fun to just run through and kill things with massive overpowered things, so that as an option would be fantastic!
Modifié par emilymarie, 27 août 2012 - 09:32 .
#39
Posté 27 août 2012 - 09:31
Runewords are pretty cool. And could be incorporated into the telling of the story by learning runes, what they represent and by combining runes into runewords have them inherit some of the characteristics of the individual runes, plus the meaning/interpretation of the rune word.
As to farming materials... eh. Seriously not interested anymore. I think you guys did a pretty good job in NOT making that the focus of adventuring.
#40
Posté 27 août 2012 - 09:33
Momiji.mii wrote...
But please Bioware no obligatory crafting. ;_; Make it completely optional!
That can be arranged. Crafting should be fun, engaging and let you have lots of control, but I don't see that it be mandatory to complete the game. Maybe to see everything in the game, it becomes required, but ideally that kind of goal also requires things like playing a different class.
#41
Posté 27 août 2012 - 09:33
Modifié par FreshIstay, 27 août 2012 - 09:34 .
#42
Posté 27 août 2012 - 09:35
#43
Posté 27 août 2012 - 09:36
The ability to tailor the way an item looks (visual)
#44
Posté 27 août 2012 - 09:38
Mike Laidlaw wrote...
Momiji.mii wrote...
But please Bioware no obligatory crafting. ;_; Make it completely optional!
That can be arranged. Crafting should be fun, engaging and let you have lots of control, but I don't see that it be mandatory to complete the game. Maybe to see everything in the game, it becomes required, but ideally that kind of goal also requires things like playing a different class.
Laidlaw!!! if you read me, Is the a possible return of the Legendary weapons Starfang or Vigilance?
Yes, No, Maybe so???
#45
Posté 27 août 2012 - 09:40
Wolf_in_the_Meadow wrote...
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.
I'm gonna parrot this because it basically touches on my opinion.
Edit: Quoted the wrong dude.
Modifié par AKowalczyk1987, 27 août 2012 - 09:40 .
#46
Posté 27 août 2012 - 09:40
#47
Posté 27 août 2012 - 09:41
Visual difference between items goes hand in hand with the gearing system you choose to use and is a component of the customisation. Given the previous discussion of customisation system Mike mentioned and route he implied would like to go in I think visual difference could be limited to most special or unique items from plans find in books or locate in dungeons. Some of the easier to find or gain designs can have less unique appearence and can be related to store bought or generic found items from the game. Only the hard to find or harder to gain plans or designs (imho) should lead to unique appearence that do not find in store bought peices.
Multiple types of plans or designs which can be found or bought, read or given by others. The plans and designs decide what you can or cannot craft and leads to increased enjoyment for those who wish to put in the effort to find or work towards gaining the most powerful designs for the most powerful equipment can craft. Ideally being able to craft not just weapons, potions or runes but expand into types of armour too if time allows during development.
For dungeon crawlers like Diablo random stats does well and keeps people playing longer. It can lead to probably a more negative effect than positive in general if there is not enough resources, I personally do not mind randomisation but I can easily see many would if leads to going through entire game trying to craft something and by the end having wasted all your resources on something you do not get based on bad luck with rolls. This can be overcome by providing enough resources to cover infinite attempts to craft most plans or designs in the game (generic resources). The most difficult and amazing plans or designs should have a limitation on attempts though (unique resources).
Upgrades like runes work okay and a nice touch is visual 'effect'. Blizzard just added such feature to their Diablo 3 title, giving unique weapons such 'effects' and this is a very nice thing. The runes themselves make sense being present in the franchise and always has since the beginning, so crafting them is a good idea. As long as they have a good variety in stat effects and the visual effect on gear is nice then thats fine.
The resource system I did not like personally in Dragon Age 2, the find a resource and having some imaginary third party gather for you even though I know some people like it. This comes all down to personal taste of the player so is no win situation for 'all' players and each system will make some happy and others not. I suggest a mix of both systems, generic resources can be found and then gathered by others but special (unique) resources should need to be gathered by the player for the unique most powerful designs, plans and equipment.
I approve of a skill based system, those who want to make the best and most interesting things having a consequence of not being demigod in battle and godlike in crafting. There should be a causality of being good at one or the other without having such vast effect to make one or the other impossible to progress. Just has to have an impact as far as I personally am concerned. This allows for specialisation in gameplay and progress which helps with replayability in a small way.
I think the limitation should be skill based however there are certain races not classes that should increase the benefit of the certain crafting skills. Skill should have impact on the quality of the item crafted stats wise, not the ability to craft the item itself which should relate to whether have found or bought the plan or design. The higher the skill the higher the end results stats will gain. This would as said earlier require infinite generic resources but limitation on unique resources for most unique plans and designs to cover the aspect of randomisation in stats.
The crafting itself should have some form of animation (imho), it is a pleasing thing to me and many others to see what you craft taking shape in some form. It does not have to be a long sequence but one that I know many would like to have. The gratification is destroyed for me and some others when the crafting merely relies on a click or button press resulting in instant items. Not everyone has such a short attention span that could not put up with a few seconds animation multiple times. Especially since the people who do not like crafting would not do it very often in the first place with or without such an animation.
Crafting itself is a part of the game that should be for those who like and will love to use the system and those who don't won't be required to use it to complete the game or progress the narrative. One thing I will also suggest is the ability to trade with your friends via a social aspect of some sort. Helping them out with resources and items if they do not care for crafting, others who like the system can give them a helping hand to see and gain something they have crafted or a resources they have surplus of themselves.
Potions themselves should use the infinite (generic) resource, but ideally for me a skill check will have an effect on the amount heals or length of status effect. The most powerful potions such as base stat improving ones or equivilant of 'makers sigh' to potions from Dragon Age 2 should require the use of the limited (unique) resource type but with these ones the balance of having to use unique resources is offset by there being no skill check in place.
/Finished (Tried to give as much detail as possible and hope was helpful).
Modifié par Dragoonlordz, 27 août 2012 - 10:54 .
#48
Posté 27 août 2012 - 09:41
looking for the crafting material and buying some
upgrading an item
potion crafting: you find/buy the ingredients and can do it on your own assuming you know the formula (you either buy/discover it or you can try mixing stuff and see what happen (no random if you get the good mixture you get the potion and formula) this allow you to save money rather than buying them
item crafting: mostly upgrade, rune, trap
NO WEAPON OR ARMOR THAT NEED REPAIRING OVER TIME
NO RANDOM ITEM
#49
Posté 27 août 2012 - 09:43
#50
Posté 27 août 2012 - 09:43
It's hard to find a little nice area where everything's perfect, or pretty good where it doesn't matter if there are some flaws in it. But it's really fun work to run around while you're tired, picking up all the mats to craft some new gear




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