Jessica Merizan wrote...
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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
etc etc etc
Big thing for me is the option to develop my characters in different ways. I also like my companions to be able to do different things: one for poisons, one for traps, one for herbal, one for runes . . . .
This also means I want to be able to purchase a lot of stuff if I want to build my character and companions a different way.
BRING BACK SKILL TREES
Limits based on skill or class: Skill yes, class no, race no.
You can give a headstart on a particular skill based on class and race, but there should be no limit on who can learn a skill. The limit should be in the control of the person playing the game. In fact, it always bugged me that anybody could learn the trapmaking skill, but only rogues could disarm them. Something like that, the disarm ability could have been based on either.
If I choose not to develop my herbal skills beyond a certain point it means I can't make certain potions. Maybe I can buy some of them, but not all. And I want to develop my companions in different ways. But I should be able to decide, and not just at the character creation, how far my character can go in a particular skill. Skill, to me, implies that any can learn it if they take the time and dedication.
Buying and collecting crafting materials: Yes and Yes
I think you should be able to purchase the basics at different places as well as some collect as you go. For special potions you should have to earn or find the ingredients and/or recipes. If you don't do the one quest in Awakening you don't get a particular lyrium recipe you need for one of Master Wade's specialty items. I like the idea of an ingredients bag which might have, say, 20 slots in its own right but only takes one slot in your backpack. This bag could be the result of a quest or purchase.
If you're not interested in crafting, you can stick with some basic potions. I've played Origins using nothing but health and mana potions, and usually no greater than Greater. I've also played where crafting different items was more key.
If you don't like crafting and are willing to spend the extra money you should be able to purchase a reasonable variety of potions and some runes.
Maybe some randomization: Varathorn always has elfroot available but the amounts can vary from 20 to 99 each visit so you have to decide whether to load up or not. Same with potions, Merchant A will always have lyrium potions available but number and strength will vary on each visit.
Runecrafting/weapons upgrade:
I liked runecrafting in Awakening. I could decide how far I wanted to take the ability. There should be consequences for not developing the skill to its highest level. DA2 was all find stuff in neverending streams and if you have the money create what you want, no skill required. Ultimately, didn't like it.
If you want more than expert or master level runes you have to learn runecrafting. Nor should you be able to purchase all expert or master level runes. It's all about the choices you make.
Runes should not be one time use only.
Weapons upgrade outside of runes, should be a skill you have to learn. Or something you have to pay for.
Visual customization:
Definitely yes, at least as far as color goes.
A mod that I downloaded after purchasing the PC version of the game is the Universal Dye Kit. For me it is an automatic for every playthrough. If I take a lot of time customizing my character's appearance I want to be able to have his/her clothes compliment them. I enjoy the additional aspect of being able to go online to create custom combinations and saving them rather than having the mechanics saved on my computer.
I also like to be able to change the colors if I put the armor on a companion.
Maybe yes, when creating armor/weapons. It might be fun to have a smithing skill or access to an armorer (if I have the money) to create items and determine material, type, straight v. curved blade, certain styles of armor, etc. But I honestly don't know how much I would spend on this, it would probably depend on the quantity and quality of found items.
Stats customization: yes, when creating based on materials used. Or upgrading
Randomization: partly
I think some things when found or created could have a random element. There are a lot of bows and blades that are found, and if it's not something special it doesn't matter to me if in one playthrough the dagger I find in chest A has flame damage capability on it and in another one it does more straight damage or is just very low level. If I'm on a particular quest to get Starfang (or it's one of the rewards I can choose) I want to know what I'm getting.
I think crafting potions could be a mix. For instance, elfroot will always give me health, the amount of elfroot (plus distillation or concentration agents) determine the strength. However, maybe there's a plant called moonblossom which can add stealth, invisibility, or threat reduction and you don't know which it will do when you create the potion. Maybe you can't use it until you find information about it, or you have to use it a few times to see what it does. At some point you know when you use it you will get one of those features.
Perhaps some ingredients could be added to existing potions: Moonblossom plus greater health increases health at the same it adds stealth for x seconds.
Using these more exotic elements would require a certain skill level.
DA2 could have used a greater variety of potions. Flame resistance, spirit resistance, etc. It relied too much on the runes.
More about potions: I want the crafting and other skills back, as I have said before. I do understand how frustrating it can be to carry all those items around with you. The resources in DA2 really don't make sense - a never ending supply of lyrium, glitterdust, etc.? Why wouldn't the templars and the mages be tearing down your front door? Perhaps an option would be to set up an alchemy lab, for example in Hawke's basement. You and whichever companion has the requisite crafting or poisonmaking skills could go to the lab to do your work, same for runecrafting and trapmaking. In fact, you could have to carry all your supplies at the beginning and have a quest for setting up the lab: storage, work space, equipment. As you purchase or find supplies you can either store them back at the lab or carry them with you to create the items as you go along.