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Dragon Age Question of the Month (August)


278 réponses à ce sujet

#26
sinergi

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I thought that the crafting system in DA: Awakenings was quite nice. I liked how you can create your own runes and then apply those to upgrade items. I'd like to see that back if possible. I think upgrading items, and collecting lots of things to use in crafting and upgrading is key. It's something that I expect not just in an RPG but particularly in this game series. I think buying crafting materials is important too, but perhaps that's where things could get randomized. The shop owners who do have crafting materials not always having the same items available. I think NOT knowing or having a randomized outcome of your crafting isn't a good thing. Particularly if it is difficult to obtain money, or not able to buy/sell items in order to make money. The reason I say this is, I'd hate to be crafting and spend a lot of money on a hard to make item to then turn out to be a dud. This was a HUGE frustration I had while playing Phantasy Star Universe. So I'd really avoid the whole randomized outcome of crafting. That's my two cents.

#27
Artemis2112

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I'm a huge fan of the visual aspect, as long as function is not glossed over. I like being able to use crafted items to buff stats and improve gear and armor, but I don't want crafting to be so complex that it overrides the flow of the story. It shouldn't be a "bulky" experience.

#28
bleetman

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Generally being able to customise or upgrade existing gear to keep its appearance, there's been several games that've done that via one system or another. The modifiable armour/weapon system The Old Republic has is probably my favourite, allowing custom visuals and item stats all in one.

#29
harmoniousk

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I like it when the more you craft, the better you get at it, the more powerful the item crafted. That way you cannot have something too powerful too early. I also like, for potions, the way Skyrim does it - ingredients can do different things if you play around with it and figure it out. So, if you have ingredient A and combine it with a certain root, it makes a health potion - but if you put ingredient A with a certain type of berry, it creates invisibility. Makes crafting a fun experience within the game.

#30
The Lahaarl

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Dragon age 2 lacked crafting. In Origins we had the possibility to do lot of it. I think the system of artisans crafting items for you is good, provided they sell blueprints to allow some of your characters to do the crafting themselves based on their level. This way you can add materials to collect and blueprints that you can't buy.

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
RBCharger

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The ultimate crafting was the alchemy in Elder Scrolls IV: Oblivion. I had pages of recipes of potions and poisons and just plain concoctions for resale. There was nothing like that in Dragon Age Origins/Awakening and certainly not in DA II so I am sure there won't be in the future either.

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
Mytthrawnurruodo

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I would love to have the actual option to create entirely new equipment.

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. :D Though i don´t find that system actualy bad, IMO it´s not suited for resource gathering.

#33
Momiji.mii

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Visual - If there is any crafting feature I'd enjoy, it'd be this. But please Bioware no obligatory crafting. ;_; Make it completely optional!

#34
Kampfer0081

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One of my favorite crafting systems comes from Dark Souls, specifically, the ability to take something from a boss and turn it into a unique weapon or armor. I also like that since these items are one time use only, there's an element of replay value.

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
tudor03

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For me personally it would be a mix between the DA:Aw and the SWTOR model.
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
Pelle6666

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The ability to forge elite weapons from scratch, Whitcher 2 style! Not a fan of the idea to limit this to skills unless this could be assigned to another party member, I always want to max out the "speech" and combat skill treas. It would be awesome if you could be able to alter a weapon or other item and have it change appearance in the game, like putting magic gems in them and stuff! =P
But most importantly; MAKE THE GEAR LOOK REALISTIC! Sorry, just wanted to make sure everyone heard...

#37
Mike Laidlaw

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Lots of good notes in here already. Thanks for taking the time to offer opinions, guys. We have some pretty exciting ideas about crafting, but I'm really keen to see what you guys prioritize and love/hate. I will say this: our thoughts for The Future™ are quite different, and significantly more involved and detailed than we had in DAII. So, that's nice!

#38
emilymarie

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I wasn't really a big fan of the crafting in DA2, I very much did like how things were done in DA. I would like to gather items for my potions, or go on special quests to get materials to create neat and unique armors or weapons. Don't get rid of the runes though! They're my favorite. Would love to randomize everything as well. Also, having some limitations on crafting would be okay. If you create two items that are the same, putting one on a rogue (armor for example) and putting one a warrior shouldn't look the same. If you're going to have different classes, each item you make shouldn't look exactly the same either. I'm sure humans and elves don't have the same taste!

(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
Enzarker

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On crafting itself: that other game with lots of dragons and shouts in it ;) did, in opinion, a very cool thing in that they gave you the choice as to whether or not you wanted to be able to craft something. If yes, then you sacrifice skills somewhere else, if no, then you're a better fighter/rogue/mage, but don't have the best gear available. So it's a nice compromise.

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
Mike Laidlaw

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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
AlexanderCousland

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Im partial to crafting the way an Item Looks. Also, I must say I rather enjoyed the item descriptions In Origins. Nothing like reading a fancy Item description , It makes your weapon feel all the more Legendary. Image IPB

Modifié par FreshIstay, 27 août 2012 - 09:34 .


#42
Enzarker

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As a general comment on gear (sorry, I know the discussion is about crafting but I really want to say this): set items should look different to other armours of the same type (ie if it's leather armour, don't make it look like every other leather armour). Please :) With cherries on top.

#43
DOYOURLABS

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

#44
AlexanderCousland

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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???
Image IPB

#45
AKowalczyk1987

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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
TemplarAssassin94

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I prefer crafting systems in games where you can create and visually alter the appearance of the item all together. Like, designing a set of armor or a sword and then choosing what color the the designs on it are. That way we could have much more personalized armor, instead of the obnoxiously repeated designs found in Dragon Age: 2.  

#47
Dragoonlordz

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Difficult subject because the opinions will be quite different between people and not only covers the creation of item but the gathering of resources is a key part of the systems.

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
mp911

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to choose the visual of it
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
Rjames112

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 Actually the bets crafting system I ever used was the Star Wars Galaxies Beta system. It allowed for taking refunded materials to make components and then have additional components that you can add optionally to experiment and change or add additional stats.This involved mining resources, and refining etc. but I think incorporating sale of crafting items into the DA system could work.

#50
Chiramu

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What I like about crafting is collecting the items and being able to make new items to level my crafting skill. What I dislike about some of these crafting systems is that the amount of stuff you need to craft an item is usually VERY high, and this makes it very hard to level the crafting skill without a lot of grinding in one or two areas for the materials.
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 :) (get home from work and do crafting yay :))