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Dragon Age Question of the Month (August)


278 réponses à ce sujet

#176
MaladorTheGreat

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Dear Bioware:

I enjoy crafting in video games but sometimes it is too out-of-the-way of the main gameplay and storyline to pay attention to, so I tend not to do it. Maybe integrate it into the storyline to get people crafting early on?Also, if you could somehow make getting the required reagents easier, as in buying them from a store, instead of having to run around looking for the materials that would be appreciated.
The thing I love about crafting is the ability to customize the way a character looks. If you could increase the options for gear optimization that would be great. Of course along those same lines is modifying the stats on gear as well, which is a must have.

Crafting is not a deal-breaker for me but I just want to get my two bits in. Make it easy to use and navigate. And please don't punish people for trying it out. Ex: If you fail to create a strong potion maybe it turns into a weak potion instead. Because something like that doesn't just vanish with all the reagents. Just make it a fun activity.

I trust you to do the right thing,

MaladorTheGreat

#177
Massakkolia

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The ability to tailor the way an item looks is frankly at least as important to me as tailoring the stats. If I'm going to craft something I'd like to have a sense of accomplishment about it. A crafted item should feel somehow a bit more special than some general shop item. This can be achieved through upgrading. By crafting I should be able to lengthen the usefulness of the items I like and perhaps add some little visual details to them as they get upgraded. 

I would probably go as far as to completely separate crafting and shopping. We would get new items from looting and shops while crafting would be solely for upgrading by making our favorite armour a little cooler or the health poultice a little spicier. Otherwise trading and crafting just cannibalise each other or, worse, crafting is just reduced to shopping like in DA2. 

I do like collecting things but please stop adding useless stuff to your games. If an item is categorized as junk and the only thing I can do to it is sell it for few coppers, don't bother putting it into a game at all. Waste of time and space.

I also hope you'll make the materials part of the game scenery as seamlessly as Witcher 2 did. The materials I collected in that game actually added to the visual environment as part of the world's flora for example. It was nice to recognize mushrooms or some blooming shrubbery as a specific species. You tried something similar in both Dragon Age games, but the crafting materials graphics just stick out of the environment and don't really add to the immersion at all.

I definitely prefer crafting to be tied to the player's skills. We should be able to choose if we want to become great at crafting but there should be a clear sacrifice (meaning you couldn't become great at something else).

As a sort of an option for crafting, trading should be one of the skill trees as well. Right now money is kind of meaningless in Dragon Age. I often hit that spot around the half way through a Bioware game where money just becomes pointless. I just empty my pockets for some super expensive item and stop caring about my PC's finances altogether.

If you're planning to improve crafting, I suggest you mull over both trading and crafting together and try to make them both useful and fun in their own way.

Modifié par Ria, 28 août 2012 - 05:14 .


#178
Maleficarium

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Personally I want to customize things more.

So, I want the chance to choose what my equipment might look like in the end, alter/change, and whatnot...

A crafting system would be neat and the chance to loot these items and/or buy them.

#179
thats1evildude

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I despise crafting and everything about it.

That said, I value the ability to upgrade items with runes.

#180
twincast

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I consider crafting a nice addition, I by no means need it.
That said, I like FO:NV's crafting/repair system and Skyrim's crafting for the most part quite a lot. Two Worlds 2's crafting/upgrade system (unlike its predecessor's) is quite fun as well. Come to think about it, it's probably what I'd like you to look at the most.

Anyway:

Stats upgrades: Good.

Visual mods: I'd rather have separate inventory dolls for stat items and unlocked looks (akin to Dragon Age Legends) instead of exchanging an item's stats for another's. I assume that's what you meant anyway. If it's about adding parts to visualize upgrades it should probably be restricted to armor pieces. Weapons don't really have much potential for visual upgrades without drifting into ridiculousness quickly. Either way: No spikes!

Runes: Good, but only if you can easily retrieve them again without destroying either the rune(s) or the item.

Collecting (i.e. mining/harvesting/skinning) and salvaging materials is a must-have (as is being able to both buy and sell them).

Considering realism/versimilitude: I slightly tend towards needing crafting stations to create stuff, but vastly prefer crafting materials not to weigh you down (as opposed to a weight limit to actual items, which I am in favor of, but I don't expect you to limit our inventory space in either way, so I guess that point is moot).

I despise randomizing with a vengeance. Rondomized loot is the only aspect in which the positives outweigh the negatives and I can deal with it to a degree in combat and material collecting, but stay the hell away from it in salvaging and actual crafting (as well as the various stealth mechanics)!

Yeah, there should definitely be a limit on what you can craft based on a (small) number of crafting skills.

Actually I don't think any non-combat skill should be restricted to/from any class, but if I need to have three crafters in my group to be able to get all the armors and weapons, so be it.


That ought to cover everything in the OP and about everything I can think of.

#181
berelinde

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I like having the ability to customize items with regards to stats, whether it's done through a skilled craftsman appropriately classed party member or  by a NPC enchanter or blacksmith.

Please, no random functions, especially not if crafting consumes finite resources or coin. There's nothing worse than crafting an item that requires 15 widgets, 32 sproings, and 96 gold, scraping and saving to craft it, and then finding out that it would really work better if you were a rogue instead of a mage.

I don't mind having the ability to alter an item's looks, but it isn't a big deal for me.

I do like having crafting restricted to the appropriate classes or skills. The latter would be better, actually. There's no reason a warrior shouldn't be able to learn to craft potions (unless it requires an actual spell), but he should have to have some kind of potion-making proficiency to do so. Likewise, if the crafting does require a spell, it would be better if a mage could do it.

I vastly prefer a system with finite crafting materials, but I like it when they are available for sale somewhere. The practical application is that it limits access to overpowered items early on while providing players with a gold sink for later.

I liked the NWN2 system where crafting was almost a mini-game. I didn't like the DA2 system where crafting was like ordering something from Amazon.

Edited for punctuation fail.

Modifié par berelinde, 28 août 2012 - 07:22 .


#182
Grapadura

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first 4 points 

#183
CoughingFrog

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     One of the better crafting systems I have come across recently was in Kingdoms of Amalur: Reckoning. Each item you crafted was composed of a "core" component, blades for longswords, dowels for scepters, rings for chakrams, and three support components. Each core component was made of several progressive tiers of material that affected its damage or defense. I would have preferred there to be more variety, instead of simple progression have each material offer pros and cons, i.e., overcoming damage resistance against certain enemy or armor types for one material while another offered faster attack speed or bonus elemental damage. The real meat and gristle of the crafting system was the support components, rivets, grips, bindings, trim, string, and thread. None of these offered anything in the way of straight damage but there effects could be far more powerful. Instead of simple damage you could be offered +30% to ALL DAMAGE DEALT including magic and abilities or +2 health AND mana regen per second or +20% to armor or elemental resistance. However the two biggest gripes I had with this crafting system (well three if you count my previous gripe) were that A. it was impossible to choose the appearance of the item you crafted, most of the highest tier equipment is made out of something called "Prismere" which basically looks like someone took a hunk of quartz, use their flint-knapping skill to make it look vaguely sword-like, dipped it in red paint and called it good. On the other hand many of the unique and set items had exquisitely detailed and very cool looking models, but when compared to the bloody-quartz stuff you can make yourself at high levels they are about on par with tinker toys, this is however a minor complaint compared to B. the complete lack of balance, for the majority of the game crafting is completely useless the materiels you can find or salvage are of low tier materiels and are of the weakest varieties available that actually crafting anything with them is pointless, by the time you find or salvage for the components you want and get enough of them to make a slightly above average item you'll have leveled up enough to get access to the NEXT tier of materiels, which makes the item you just made look like crap or maybe you found some unique robe that is way better and doesn't look like your are wearing a bath robe you found at goodwill. This is how the crafting system feels for about 90% of the game. However it is the other 10% with which I have the real problem. Once you hit level 40 and start finding flawless energizing rivets and flawless damaging bindings and flawless... well, everything, it is entirely possible to make weapons and gear that turn into a literal god. With very little effort, assuming you don't have the Legend of Dead Kel DLC (which seems to serve no other purpose other than to give you access to ridiculous quantities of super-rare crafting components) it is entirely possible, in fact I would go so far as to say trivial, to make a set of gear that turns you into a living god. I was able to make gear that gave me a total of +240% to all damage (that part is important since I was playing a mage) with enough +% armor and elemental resistance that any health I lost or spell I cast  would take the tiniest sliver off the relevent meter, assuming I noticed the change at all given that the mana or health I lost would be recovered so quickly that I could cast the most powerfull spell in my repertoire and have my mana completely restored by the time I cast my next spell. Of course it isn't as if I NEED to cast a second spell as with all the +% damage I had a single meteor would deal 20,000 damage to every enemy on the screen. This is enough to kill EVERY SINGLE enemy in the game in one hit 
(except trolls, who have magic resistance) even bosses would die after just one (sometimes two) spells.
     Another good (and significantly less unbalanced) crafting system was in Diablo II, though I can't say I was a fan of it's complete and total dependence on the Horadric Cube which was some Ancient Civilizations Lost Phlebotinium Bull&#$%. Ahem... anyways, to return to the salient point, the aforementioned Phlebo.. I mean "Horadric Cube" would let you take various weapons, gems, and runes, combine them in various crafting "Recipes" stick them in an interdimensional storage space and Fuse them together using.. I don't know, they... never really expained that part, you don't know how it works and the game developers hope you don't care. The point is that combining these recipes would let you create unique items with stats on par with some of the best unique equipment. What I particularly liked however, was the concept of "rune-words." By combining certain runes in a specific order in a socketed item you could create an item with all the stats of the item itself plus the individual runes but with the addition of new abilities granted by the runeword itself, as well as a cool new prefix (or suffix I can't remember which) like Black, Fury, or Kingslayer (The aforementioned "words") When I first played origins, after I got over my irritation at being forced to choose between THREE classes and decided to give it a chance (I miss my clerics, bards and favored souls) I remember being genuinely dissapointed at the lack of this feature from the rune system (of course it just occured to me that I might be able to find a mod for this)
     However the best crafting system as far as I'm concerned, is still P&P Dungeons and Dragons (3.5 anyways, never played 4e) For one thing unlike just about every other RPG since final fantasy weapons and armor do NOT get progressively more powerfull base stats as the game goes on. This does several things but the most relevant to this topic is that it means that a good item is still a good item be you level 1 or level 20 what matters is not whether an item does 10 damage or 1000 damage but it's secondary stats as they pertain to your character build. For instance in one game, I had created a bard designed to optimize his inspire courage ability the specifics are technical and quite frankly boring to any non-D&D player, but the gist of it is that I would have been able to give my entire party +10-60 fire damage to all their attacks by level 10 (in D&D terms that is a crapton of damage), and one of the key items for this build would have been the badge of valor, an item that could be made at level 4. Since all weapons and armor of a specific type have basically the same base damage and armor class (varying only with material type) the aforementioned problem I mentioned with Kingdoms of Amalur, i.e., that items would get outclassed within hours of aquiring (or making) them simply doesn't exist. In D&D if you find or make a good item at level 5 you'll probably be hanging on to it for at least half a dozen levels which given that leveling is much slower in D&D than in other RPGs is probably about half the campaign. This was something I appreciated about DA origins, while different material grades had incrementally better base stats the difference was fairly minor compared to the secondary stats provided by the item. So armor like the Helm of Honnleath which was made out of tier two grey iron, was still better than about 90% of tier seven dragonbone helms, even at level 25.
     However this doesn't mean that their is no incentive to level up in order to find better items in D&D while there are item that can be found at low levels and used throughout the entire game they are quite rare. For the bard build mentioned above the badge of valor is usefull simply because it provides a boost  of +1 to inspire courage 3x daily. I would also be wearing a vest that provides no armor for the sole reason that it provides a boost to my bard levels for the purposes of determining the effect of songs and inspirations, and I'd be using a weapon that provides no bonuses to attack or damage simply because it lets me keep a song going even after I stop singing. The reason I can afford to use such items even though they provide no direct benefit to me in combat is because I am not expected to BE in combat, a bard expecially that type of bard is a support I stand in the back cowering in a corner while singing songs that turn everyone else into a fearsome engine of destruction. If you are playing a class that is actually expected to do things yourself, especially the combat oriented classes, then you'll be more interested in straight up damage and AC and yeah you probably will be ditching that +2 sword of okayness for a +3 sword of betterness the second it comes along. Another thing I like about D&D crafting, especially pencil and paper, is that crafting is WORK. In most, dare I say all, computer and console RPGs crafting is usually just a matter of gathering some parts together sticking them in a forge or an applied phlebotinum blender and clicking a few buttons. The most work you have to do in most games is grinding monsters for hours on end for that "+10 clothespin of awesome." In some games you actually have a few points in a relevant blacksmithing skill but thats pretty much it. In D&D, not only do you have to have the required skill, caster level, spells, recipe and components you also have to spend feats on craft arms and armor, craft magic arms and armor and craft wondrous items, which basically means making a character specifically for the purposes of crafting, given that you only get about a half dozen (normal) feats throughout the entire game (assuming the campaign goes from level 1 to 20, which it probably won't) taking those three feats is a significant investment in and of itself. Now assuming you have the skills and parts, you still have to actually make the darn thing which takes *GASP* !!!TIME!!! How novel! Specifically it takes 1 day for every 1000 gold of the items cost as well as costing the creator 1/25 of the items cost in XP. In addition to the straight up XP cost for making your wondrous item, one also needs to consider that while your mage is busy making that +10 vorpal sword of decapitating, the rest of the party is busy commiting the delving of dungeons, the slaying of monsters and the quenching of quests, and he... isn't, meaning that he is falling even further behind on xp. Fortunately D&D has a built in self-correcting XP system that lets lower leveled characters catch up with the rest of the party fairly easily.
     But before people start complaing about how difficult that is or "crafting needs to be easier" one needs to consider exactly what it is that you are doing here, even within our own history we have our legendary weapons like Arthur's Excalibur, the Japanese Kusanagi blade, and Odins spear Gungnir, many of these weapons have origin stories and myths of their own often as long and detailed as the stories of those who wielded none were gained without some sort of cost or sacrifice on the part of the wielder. Odin hung for nine days and nine nights impaled on on of the branches of Yggdrasil, the tree of knowledge, afterwords he fashioned the branch from which hung into the spear Gungnir. This it what it means when it says "Craft Wondrous Items" you are not simply making a cool sword for killing ogres slightly faster, you are making a Legend, something that will have it's exploits sung of for generations to come. It should not come without price, it should cost you some blood, sweat, and tears. I don't recall anything about the great mage Merlin grinding goblins in Azeroth for a few hours for nuts and bolts, sticking them in an oven for 30 seconds and BAM! out comes a sword-cookie.
     I could be wrong about that though, I'm a little rusty on my Arthurian mythology.

Modifié par CoughingFrog, 28 août 2012 - 07:55 .


#184
AlexZebol

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I am for the opportunities of crafting in Dragon Age 3!
So I choose all the options.

#185
Sheridan2010

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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)
The ability to buy crafting materials

#186
FenrirBlackDragon

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I appreciate the Origins system of making stuff yourself. But, I like in DA2 that you get experience for finding crafting resources, perhaps this could be implemented in a way that boosts the crafting skill for your class (instead of leveling a skill every 3 levels, have a separate progression for them)?

I think to tailor how an item works and looks is very important, and upgrading is also great, especially the addition of armor runes.

My dream is the ability to craft a decent set of mage robes that also looks really cool (think Vestments of the Seer, but in different styles and colors with some different but as effective or useful bonuses).

I would also like some cool visual effects from the upgrades, if possible. And randomizing actually sounds really great.

#187
TheMakersChosen

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Dear Staff Team of Dragon Age at Bioware,
The only time I ever did crafting was if I knew I was going to be going after an enemie that for sure would be damaged by something like a fire rune and such. But if the Crafting were to go beyond such elements than that would be wonderful. I would love if it went to the point of maybe a gem being able to turn a sword made of iron into a sword made of steel. But this should be a rare item that you find in dangerous places or levels you can get lost in. I would like if crafting did show on your weapon of choice. Like if its a jewel than have it show on my sword. So I can be the prettier Rouge around. Hee hee. It would be cool if some crafting tools were limited only to magical items such as staffs and wands, (note: I thought that if you're an aposete than maybe they should of invested wands to better hide their magic and shouldn't wear robes. If your an aposete, you should hide it. So if you have a aspete as an friend, no robes) Anyways, I do like they are limited bacause than they are special. And I love how you can buy tools and runes but also get to travel and find them. And before I go, I want to say thank you for this most interesting question of the month. Thank you.

#188
Skvorec

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«The ability to tailor the way an item works (stats)» – Yes!

«The ability to tailor the way an item looks (visual)»- Yes!Yes!

«The ability to upgrade an item (runes)» – yes of course.

«Collecting lots of things to use in crafting»- yes of course. 

«Randomizing the process (so you aren't guarenteed to always craft exactly the same thing;
stats/visual variable etc)» –No, it is no Mmorpg

«Limits on what you can craft based on skill» - No!

«Limits on what you can craft based on class» - No!No!No!

«The ability to buy crafting materials» – yes of course

«No crafting material» - What???mmm….no:?

Modifié par Skvorec, 28 août 2012 - 09:19 .


#189
Kawakita

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 - The ability to buy crafting materials. It's always nice to be able to spend some of your gold instead of your time to get the components you need. As long as it fits into the lore: guess it would be weird to find mature dragon's tooth for Blood plate of Epicness in city market, but smugglers might have one.
- The ability to tailor the way an item looks and works. This would be nice. But! If I have a big variety of armor(for example) to chose from, then I will craft what I like more. So, two choices: a large variety of crafting items or an ability to alter looks significantly.
- The ability to upgrade an item and see not only stats change, but also the way armor\\weapon(for example) looks. And I don't mean some major difference. Like this, maybe: you add "Rune of anger" to your armor. You get like +5 to damage and spikes on your left\\right\\both shoulder\\s.

The point is: you look at some character and say "Yeah, I see what you did there. This is some nice\\bad choice".
The way you look realy reflects the way you play and the way you play reflects the way you look. This is what a I always miss in DA. It's a role-playing game, right? So why most of the time I play I look like another 1000+ guards in Denerim and a drunken mercenary in, let's say, Redcliff village? Good crafting system might be a solution.

Modifié par Kawakita, 28 août 2012 - 09:47 .


#190
veryblackraven

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A story-based crafting, when there's an item with an interesting backstory, and you're able to upgrade it by completing different quests. BUT this shouldn't be a part of a main story. The epic-sword-designed-to-kill-a-final-boss isn't something I want to see. Let it be a side story. Maybe even a secret quest.

#191
Aleya

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I love crafting systems that allow you to bypass vendors and compete with high-level quest rewards. The more self-sufficient I can make my character, the happier I am. I prefer collecting materials for a completely new item every 2-5 levels to upgrading a preexisting item, it feels more rewarding.

Things I want in a crafting system:
-Crafting is a (really awesome) bonus, not a requirement.
-Raw materials may be collected or bought. I strongly prefer collecting (longtime MMO gamer, the money-hoarding habits have proven impossible to break), but buying is useful if you're in a hurry and I realize other people may prefer it.
-A few extremely rare materials for extra useful items.
-Crafting related quests and/or dialogue options. Personal favorites were helping people out in Lothering and tricking that one noble in the Wonders of Thedas into getting naked for the sake of herbalism.
-One character shouldn't be able to do it all. Replay value is a good thing. This doesn't just apply to what skills a particular class has access to. I'd love it if different quest paths led to different recipes/materials and allowed you to put together something to represent the choices you've made. The heraldry options in Awakening were a step in the right direction.
-Active learning. Rather like unlocking specializations through specific characters in Origins, perhaps befriending a particular character might get you access to new recipes.
-If DA3 works with time skips again the PC should be able to learn something like blacksmithing or leatherworking. Or s/he might be older and already have these skills. Or a companion might have this ability. In that case I'd love to be able to create my own oufits. Actually, just being able to tailor my casual clothes would be great. The reason I've downloaded so many armor mods for DA:O is that for me, a character's oufit is as much part of their identity as their face. With any Bioware game I expect to run dozens of playthroughs, and having all my mages/rogues/warriors wear the exact same oufit at the exact same points in the game gets really old, really fast.
-Absolutely no randomizing. Leave that to MMOs where you need to crafting 1000 fishing hooks to get to the next level. In single player where my resources and the time I'm willing to spend on acquiring them are limited, it's just annoying and serves no purpose.
-Pretty please give me my traps back?

Modifié par Aleya, 28 août 2012 - 11:47 .


#192
SRAOnline

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The crafting system of DA2 was one of the few positives of the game. Not having to run back and forth fetching ingredients was a welcome addition.

Tailoring the look of weapons and armour is a nice touch.

Crafting your own weapons and armour (master Wade's quests) was nice.

#193
Warjack

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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)
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

#194
CELL55

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 Visually, I always pick the best looking items that are within, say, the top five of 'best stats'. So for ME2 and ME2, for example, my Shep never wore a helmet, because it didn't look right. The Kuwashi Visor instead showed plenty of face, but also gave a nice +10% to headshots, so it was better than completely helmetless. But so long as it is not horrid to look at, I'm fine with wearing it, armor has usually looked pretty cool to me in Bioware games, and I really liked the Champion set in DA2.

As far as player input, I would like there to be at least a 'bare bones' crafting system that is easily accessible towards novices that provides minor rewards. And of secondary importance to that, I would also like a more in-depth crafting mechanic to it for the hardcore players who really want to push their gear to its limits. But if I could have only one, I would rather have the first, more accessible one so that players of all skill levels can get some enjoyment out of it, rather than just those with too much time on their hands. ^_^

EDIT: Oh, I forgot about bombs, traps, and potions. I never use bombs and traps. If I find I have to use bombs and traps, I lower the difficulty of the game. I'll use potions for healing and mana on an as-needed basis, but never exotic potions like Invisibility or Mage Armor or whatever. '

I'll spend all day at home base crafting stuff, talking to characters and planning ahead, but when I'm out in the field, all I want to do is crush my enemies, see them driven before me, and hear the lamentations of their women. :D 

Modifié par CELL55, 29 août 2012 - 02:51 .


#195
bgr148

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 The best crafting system I know is the crafting system of Dragon Age II (almost without crafting). However I suggest that new game should have some sidequests that allows player to create or restore some powerful artifacts. In any case, if my inqusitor hero will need to craft 10000 iron daggers to improve smithing or gather 1000 herbs to create healing potion, I will be most disappointed. (sorry for my bad english)

#196
BioFan (Official)

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I love being able to talor the way an item looks. Weapons are harder to do, and not so rewarding (gong by ME3), it was cool, but not i was hoping for. Armor, now THAT'S what i want to customize. Ithelps to make me feel like the character is mine. 

#197
morev007

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I think "no craft materials" is bad idea. Blacksmithing and tailoring with rare materials are interesting. There must be quests for opening vendors/options for vendors where u can buy endless base ingredients for potions.

#198
Eraser1729

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The ability to tailor the way an item works (stats)
The ability to tailor the way an item looks (visual
Limits on what you can craft based on class
The ability to buy crafting materials
Something like that

#199
Alesandalas

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The ability to make enchantments ONLY by dwarves according Lore of DA.

#200
seanileus

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I never crafted anything in either games, wasn't the least bit interested.
But if I had to, I'd say...

(visual)