Dragon Age Question of the Month (August)
#51
Posté 27 août 2012 - 09:43
That being said, crafting is okay, but not really why I play this particular game. If I want that, I'll play Skyrim. I don't. I play this game for the story, not the crafting.
#52
Posté 27 août 2012 - 09:44
Crafting is based on :
Materials to gather / your crafting skill / ability to slightly modify stats ( definately dont want the ability to be overpowered ) / ability to tailor your own design ( With possibly color dyes, or maybe with some different quality materials you get better quality ( stat based ) armor / weapon. / ability to enchance already crafted armor.
Basically what is very hard to do with crafting systems in games, to make it rewarding. I end up in most games, by the time i finish gather materials, and skill needed to craft particular armor, its pretty much outdated by vendors, therefore in most games crafting isnt very rewarding. I still do it tho, reason behind as always more customization.
So please, make it most impotantly rewarding, for us to do crafting. I know i might suggest things that maybe isnt possible, or something but.. I would love to see more rewarding and unique crafting systems.
Cheers!
P.S. Sorry for mistakes.
Modifié par Ethexia, 27 août 2012 - 09:44 .
#53
Posté 27 août 2012 - 09:45
I don't really know how to integrate that into a western game of the sort that Bioware makes, but when it comes to crafting systems, I know one thing: I have never used the crafting system in any WRPG, and I become nearly obsessed with crafting systems in JRPGs.
#54
Posté 27 août 2012 - 09:47
My favorite side-mission, if you wish to call it that, in Oblivion was the creation of spells. I would combine lightning with area create light for a big flash, ice with on target paralysis and chameleon to appear frozen, and other such affects. The ability to craft something like that, the freedom to customize stats or abilities as we wish (fairly, of course) would be a great addition to a DragonAge game.
I think so, anyway. It would be cool at the very least.
#55
Posté 27 août 2012 - 09:47
#56
Posté 27 août 2012 - 09:47
#57
Posté 27 août 2012 - 09:49
EDIT: As for changing appearance, I'd rather take my party's stuff to a blacksmith or tailor and get to play around with how it looks that way
Modifié par motomotogirl, 27 août 2012 - 09:51 .
#58
Guest_Xiomaraze_*
Posté 27 août 2012 - 09:50
Guest_Xiomaraze_*
Baronesa wrote...
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.
I agree, except i feel that if things are limited to crafting by class we would need a way too craft for the other classes aswell. Such as teaching one of our companions from another class to craft then having them craft the items you need that you can't make yourself.
I'm also pretty big on "rare" ingredients such as a one of a kind ingredient that can make something amazing, that you know you want too save for your end game equipment too make it just that much more awesome.
#59
Guest_Puddi III_*
Posté 27 août 2012 - 09:51
Guest_Puddi III_*
Probably my favorite crafting systems offered me the ability to experiment to find new recipes. I hate the idea of outcomes being randomized in any fashion. I like when crafting is reversible so that you're not penalized for upgrading something a certain way and then deciding you wanted it another way. (this is something I liked about Bastion's weapon upgrades, for instance, though that's not necessarily crafting per se, more like a level-up mechanic) So at risk of getting overly specific in this request, a weapon crafting system with interlocking weapon components that can be mixed and matched and remixed and rematched would be pretty neat.
#60
Posté 27 août 2012 - 09:52
With that being said, I do make use of smithing in Skyrim and find that it's pretty nicely straightforward. Smithing in WoW was painful sometimes due to the stats on an item being wonderful but the appearance turning out horrendously cartoonish. DA2 crafting was kind of excessively straightforward...I made use of it, but as someone who likes a totally immersive RP experience, it took a bit away to just poke a book at home and get an infinite number of runes so long as I'd discovered enough material locations and had the coin for them. Origins crafting I didn't use much...wasn't a flaw of the system, just didn't have enough of a need to bother with it.
I guess my ideal crafting system would allow for adding stats but also allow for some modification of item appearance. I also prefer to work from written recipes and learn from tradespeople rather than waste hours and materials trying to figure out how to make something when my time would be better spent making putrid smears out of darkspawn. Runes are helpful additions and I did like the rune system in both games. Randomization is okay for low level items but definitely not for items with high cost/rare materials. Buying crafting materials is fine (again unless it's something super rare) and, lastly, limit by skill level, not class.
#61
Posté 27 août 2012 - 09:55
#62
Posté 27 août 2012 - 09:56
#63
Posté 27 août 2012 - 09:57
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.
Crafting is a huge thing for me in games. Baldurs Gate dark alliance was were my love for crafting really began, because not only did that give stat boosting runes and gems but it also (however slight) offered an aesthetic change as well. I liked how fable allowed the physical apperance of the hero weopons to change depending on your allignment, however they just didnt go far enough with it, was a very nice idea though and should be expanded. I also think that class specific crafting is something that should be included. I cant think of a game that already supports this but i think that when your a dwarf (for example) everything you craft should look dwarven, by this i mean solid, rugged, stone, angular. and if your an elf then wood and nature should come into play. As far as collecting multiple things to craft something goes, it can work, however only if the items you find are appropriate. Like for an axe, thick strong wood, flint, stone, vines, iron etc. I hope people take the time to read this and actually understand what im trying to say.
Also naming a weapon as someone else said, would be kinda cool
I still have faith in you bioware!<3
Modifié par Mr.Possible, 28 août 2012 - 09:18 .
#64
Posté 27 août 2012 - 09:58
#65
Posté 27 août 2012 - 10:04
Collecting lots of things? NO. Some things sure and of course the more uber stuff shouldn't be easy to get but you shouldn't be trying to increase sales of the game guide because the player doesn't want to deal with going on the internet to find the one ingredient that only drops on an enemy .001% of the time and only on February 29.
Randomization? Big no, especially when combined with lots of hard to find loot. NO!
Limits based on skill or class? Skill maybe but even then it's just annoying. It's rarely worth it to make a PC a skill crafting character in games so unless crafting is OP, which is usually a bad thing I'm either going to shuffle this off on the NPC I always leave at the party camp or just use a respec potion. So I say preferably no to both and even if you do implement either I'm on PC and I'll just do an end run around such silly roadblocks.
Yes we should be able to buy crafting materials it only makes sense unless it the one uber ingredient that's super rare and we can only obtain by slaying a boss or some such.
Modifié par makenzieshepard, 27 août 2012 - 10:12 .
#66
Posté 27 août 2012 - 10:04
-Don
#67
Posté 27 août 2012 - 10:09
#68
Posté 27 août 2012 - 10:12
Random: No!!! I hate reloading, and guessing if I'll roll some good loot. I'd rather know where all the good stuff is and if I have to kill a dragon to get... so be it! Make me work for it, feel sense of accomplishment, not 'Ooh I got luck this time.'
Hate collecting millions of deathroot, etc. to craft, when I don't know where to look, or limited materials to begin with. Specified craft materials spawning locations. YES. If I need 30 wolf pelts to make AWESOMEBOW then I know to venture to Korcari Wilds, since that's where they all live.
Buying craft materials... eh, okay, if that's where I spend my money to make AWESOMESWORD instead of buying... I can see the fun in that. But it'd better be worth it!
Crafting and leveling, yes. Love when I read XYBOOK and get a recipe out of it. Makes reading and being completionist more worth it.
Dragon Age doesn't spend hours crafting and chasing ie. Skyrim, WOW, TOR. I don't want that to change. My squaddies can help out with tasks my personal class doesn't know. But Grey Warden/Hawke never seemed the type to spend/or have the time to learn a craft. They bribe/mooch/romance/fight/argue/talk their way into getting what they want. I'd love to see way more of that affect crafting than time spent/material fetching.
#69
Posté 27 août 2012 - 10:12
Recepiese for e.g. Swords, we can learn to make a few different visual styles of swords but the mesh and stats are dependant of the ore we use. Like the armour in DAO, there were a few similar sets that changed colour dependant by tier. Additional crafting materials could be used to give better stats e.g.. 1 lvl blacksmith can add 1 additional item, 20 lvl can add 2 and so on. Lyrium to add will, coarse-stone to add dmg, and so on.. The better materials give better stats but they are scarce and we cannot make to many weapons with them.
One more thing.. I know nobody cares for this but naming a weapon, that would be sweet...
#70
Posté 27 août 2012 - 10:12
Origins:
I liked that as long as I had a companion with a crafting ability with me, I could craft wherever I was.
I did not like having to carry a ton of crafting materials with me all the time.
I was not fond of how the crafting skill was set up - mainly because it seemed like it was very late in the game for me to unlock much, because the combat proficiency or whatever skills were so much more important to get early on.
DA2:
I liked how you only had to find resources and not have to carry things around with you.
I did not like that I couldn't craft wherever I was. I had to go home or to wherever some crafter in Kirkwall was.
I did not like that if you missed a crafting node once, sometimes you missed it forever. If I'm trying to just finish up one last quest before I go to bed, I may not scour every corner of the environment and miss a crafting material. Then at the end of the game, I can't make this awesome item because I'm one short of that certain material, but I can't ever go back and try and find it.
Edit: wanted to add that also - I think that if someone's at the best crafting level currently available to them and they're making the hardest things to craft, they should be the best items you can use for at least 3 or 4 levels. Make them be worth all the effort.
Modifié par BubbleDncr, 27 août 2012 - 10:17 .
#71
Posté 27 août 2012 - 10:13
I absolutely love the rune system in Awakening. DA2's ok but not as good. It's nice to be given an edge but not such a one where it makes battle a breeze: I do like a challenge. However, I'd like to see the possibility of combining two are more runes that result in a unique power in of itself. So rather than just a fire rune and a lightning rune resulting in 20% damage of each respective element, maybe add mana damage as well: on their own, the runes just do their specific damage to health, but together they do additional mana depletion. Or, you could just combine two runes into one and have one unique power. It would be a bit like a modified version of the hybrid runes from Awakening. Just a thought.
#72
Posté 27 août 2012 - 10:14
#73
Posté 27 août 2012 - 10:14
As far as examples for you to look at for DA3, don't look too far because I loved the crafting system in The Old Republic. Hunting down ingredients is not my favorite thing to do so the option of sending out my companions to do it for me was spectacular. I still got the feeling of accomplishment after obtaining enough of an element but didn't have to spend hours killing the same creatures over and over. I could play the story missions and resource gather at the same time. It also encouraged me to play the game more often as I would want to check in and see how my companions faired with their tasks.
The other aspect that TOR did fantastically was the occasional "critical hit" crafting. Having it be possible to improve upon an item's original design was a great draw for me to keep building it in hopes that I might unlock the item's next level. Crafting the same sword repeatedly just to further one's skill level is only so entertaining but if there's a chance that the next craft will yeild something great, it helps make it worth while. One gets a certain kind of glee when one sees that although a weapons dealer's wares are of a similar level, they are inferior to those hand made by the player. If it's possible to buy better same level gear, then the crafting system has much less appeal.
What I do not like to deal with when it comes to crafting is a ridiculously large inventory. I don't mind having to obtain ingredients for various items but I don't want to have to sort through them every time I open my bag. In DA2, one simply had to find a resource source to use it so it never clogged up my inventory. While that was nice and simple it also felt a little cheap. In TOR one's ingredients had a tendancy of taking over the inventory. I was constantly reorganizing and juggling inventory slots. I could stash ingredients on my ship and still access them, but it was highly inconvenient to travel all the way back to my ship mid-story mission just to drop off a few peices of durasteel. I suggest you consider fusing the two ideas and have ingredients automatically transfer to a seperate storage facility, independant from other loot. I would also recommend that these ingredients may be organized according to various attributes, such as level and purpose. That way when one does advance to the next crafting stage, it would be a simple matter to sell off all the old ingredients rather than have to sort through pages and pages selling each off one by one.
It would be nice to also have a couple completly optional side mission sequences that lead specifically to gear, an example of this being Ocarina of Time's Biggoron Sword. Wade, the armorer was in DA but his quest for the player was almost too easy to want to accomplish. Complex and oft times a little silly and convoluted quests can be justified if the payoff is good enough. In fact, maybe you could just ask Nintendo to let you put the Biggoron Sword into DA3. That would make my day.
Thanks.
Modifié par Gen. Squee, 27 août 2012 - 10:36 .
#74
Posté 27 août 2012 - 10:14
#75
Posté 27 août 2012 - 10:15
I did not like finding plants in DA2. If you're going to do that, make the plants distinctive or something. It's been five playthroughs of DA2 and I still haven't gotten the achievement for collecting all the plants.
In Gothic 3, the artists made health potions plants to be distinctive by having red parts - like fruits or leaves, and the ones for mana blue; the plants were also higher than useless plants, so it was easy to spot them.
Also in the Gothic series, you can craft weapons. It was one of the main sources of income in the games. With higher levels you could create better weapons, and new quests at blackmiths opened up, i.e. bring him some magic ore so he'd teach you how to make magic ore weapons. Also, weapons made by you and sharpened by you dealt more damage.
In the Witcher you can experiment with ingridients and often get something quite useful by just mixing random ingredients, or by talking to people and reading books to learn new recipes, which could be altered.
There could be potions that added strenght to warrior, cunning to rougues or magic to mages, for example - for a limited time, but they also wouldn't deplete one's wallet.
In Skyrim, you can destroy a found sword to learn how to make a more powerful one with the same properties. I found that interesting. For example, Wade tasks you with finding a rare Dalish arrow and then he either teaches you how to make them or sells them.
As per what haven't seen, but really liked - the visuals. Often I ended up using an inferior object because it looked better. Also, different visuals affect replayability value.
That's it for now.




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