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Dragon Age Question of the Month (August)


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#201
TheAgarrar

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Here are a few of my thoughts on the subject at hand,

The ability to tailor the way an item works (stats): This is a very important feature that can be found in many RPGs and should be included in DA3, we should not only be able to choose how an item works but we should also be able to improve upon an item later on in various ways like ability slots or enhancing an item's current stats to improve its effectiveness. Not to mention, the ability to salvage item should also be included with relation to crafting.

The ability to tailor the way an item looks (visual): I believe this regard to be one of, if not the most important aspect of crafting systems. However, the ability to tailor the look of a item falls flat when the visuals available for us to choose from do not measure up to other acquired items in a game.

Collecting lots of things to use in crafting: In many RPGs a collecting crafting materials are tied to a certain skill that improves the proficiency of the character who collects the item. I believe that unless the aim is to bar characters from attaining certain crafting components due to a lack of skill, then the ability to buy components along with collecting them is the best approach.

Modifié par TheAgarrar, 29 août 2012 - 06:34 .


#202
Apollexander

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1. There's no need to make crafting too complicated because it's DA, not DIABLO.
2. I don't like randomizing the crafting process, because that will only cause save&load.
3. I prefer more attractive trophies from the bosses. Why do the bosses just leave a pile of junks? I really love the upgrade of the Hawke's Key. The process made me feel like forging an epic weapon.
4. Maybe we can turn some weapons and armors into raw materials and then use the them to upgrade other items.

#203
DragonFan18

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I would like more quests that focus on getting epic weapons and equipment, this can certainly be through crafting, maybe an epic chain quest that has you gathering materials to make epic armor or an epic weapon, it needs to be an optional very challenging quest in my opinion. Maybe a quest chain with several bosses in it increasing in difficulty over the quest chain, so that when you finally get the weapon you will feel that you really earned it.

Besides that my favorite parts of crafting are

1: changing how equipment looks, (There is nothing cooler to me than makeing my guy look amazing) you could take a page from WoW's book and put in something like transmografaction, where you can change the appearance of an item to another, item in the game. However if you wanted to devote more resourced to it and make it really awsome you could add sliders with differant colors, and a seperate slider with differant apperances for your item, as far an lore you could just say that mages can do this to make their party look more intimidating, obviously the ability would be locked unless a mage is in the group.

2: Enchants, being able to enchant gear is always fun, allow us to collect materials to make differant enchants, and also proc enchants are always cool.

3: Give us the option to switch stats around say an item has dexterity on it, give me the ability to change that stat to strength or whatever.

4:Please do not make the crafting process random, there is nothing i hate more.

5: please do not have crafting resorces everywhere, make them rare so that when you find one it's exciting.

6: In my opinion there should be a skill up system in crafting so you can't craft something of high level right away, but you should always have the option of going to a blacksmith and dishing out some gold to get it crafted right away.

7: class based crafting is an odd idea to me, everything should be available to everyone (Within lore of course)

8: i certianly think you should have the ablilty to buy some crafting materials, stuff such as low level crafting stuff to level up crafting, but the higher end stuff should be quest related, where's the satisfaction in buying the material to make an epic sword?.

9: In my opinion it shouldent be like DA 2, where you found the source and now you can make the stuff, you should just pick the material up and that should be it.

Thanks for reading :)

#204
Jairidian

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Jessica Merizan wrote...

 Hey everyone! 
It's time again for another Dragon Age Question of the Month! Apologies for the delay this month - we've just returned from Geek Girl Con and Gamescom, and getting ready to go to PAX and Dragon*Con. Eee!!! 

This time, we want to ask you about crafting! What are some of the best things you've seen in crafting systems before?

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

Remember, this is to call out the BEST things that you've seen in crafting systems or how you enjoy engaging with this feature.

Toodle pip! Looking forward to you answers! As a reminder, this thread will be open until next Monday!

I should go. :wizard: 


Take a look on SW-TOR or Kingdoms of Amalur - Reckoning. That Crafting-Systems are very good.

#205
kerkirochka

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Thank You for question.

First of all, I prefer to find or to loot from boss that to craft. I like stuff with its story, Bregan's Bow for example. For me crafting - is more to make a thing better, than to create new. Anyway I was crafting a lot of poisons, portions in DAO and almost nothing in DA2.
Stats - yes, yes, yes, it`s my favourute ability
Visual - yes, i want my party look unique
Runes - yes, Sandal was great!
Collecting lots of things to use in crafting - sometimes it`s boring
You aren't guarenteed to always craft exactly the same thing - nooo, i like planning
Limits on what you can craft based on skill - yes, i want to divide skills between party members
Limits on what you can craft based on class - yes
The ability to buy crafting materials - yes, i want to buy them, maybe, not some very extra super importent, but simple

#206
Terranaunt

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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

That's exactly what I like most in DAO & Newerwinter Nights

#207
Icinix

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Definitely the look.

From choosing how the design itself is shaped, to how it looks due to the material that is used.

The stats it gains - I don't mind slight random generation of states - e.g Defence between 27- 32 - but massive variations are just annoying.

A reasonable selection of crafting materials - but not a stupid amount - Skyrim gets it just about right.

The ability to break down items for their raw materials too. The ability to enhance existing items - that change both its stats and appearance - either through runes or building on the materials, such as steel studs on leather armour etc.

Finding various unique materials through the game, not necessarily open world harvesting, but gradually building up a collection of unique materials that allow you to create truly unique and epic pieces for use in the last quarter of the game.

Not a fan of limits due to class or character - but skill based limitation is fine and I think actually is better than no restriction.

Generally though - love crafting - anything building something unique to your game.

Being able to share and showcase unique crafted items to other gamers is awesome - also allows to create a truly awesome set of armour and weapons suited to your character and playstyle.

#208
Skaliger

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I agree with:
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/

#209
marleysauce

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I actually barely ever use crafting. It always feels like such a chore to have to sit there and figure out ingredients, and hunt down materials just to make something. Even if creating my own potions and armor makes them more potent/ resilient, etc., it feels like an awful lot of work to do when I can just as easily buy something, or kill an enemy and take their stuff.

To sum up my point, crafting is boring. I'd rather kill a horde of bad guys, take all their gold, and use it to buy a set of armor and some health potions.

Modifié par marleysauce, 29 août 2012 - 05:16 .


#210
KingRoxas

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marleysauce wrote...

I actually barely ever use crafting. It always feels like such a chore to have to sit there and figure out ingredients, and hunt down materials just to make something. Even if creating my own potions and armor makes them more potent/ resilient, etc., it feels like an awful lot of work to do when I can just as easily buy something, or kill an enemy and take their stuff.

To sum up my point, crafting is boring. I'd rather kill a hoard of bad guys, take all their gold, and use it to buy a set of armor and some health potions.



#211
ladyofpayne

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berelinde wrote...

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.

Oh yes random is very bad idea- you pay money,  give some ingredients, waste your time . But there is a chance to throw your money and ingredients away.:sick:

#212
Alyka

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Limits on what you can craft based on skill

I think that all your time and effort spent into leveling a crafting skill should be rewarded by being able to make more powerful items. The higher the skill, the better the item.

Using crafting items to their maximum potential (Potion and Poison-Making)

Some herbs have both positive and negative effects. Elfroot should not only be used to make health potions; the negative properties of the plant could also be used in poisons when mixed with other reagents.

Repurposing 'junk' items and old equipment

We should be able to take 'junk' items (like in DA2) and equipment that we don't use anymore and repurpose them.
Let's say you pick up a Cracked Wooden Shield; we should be given the
ability to take some Silverite and repair it. Or an old staff could be
wittled down a bit and fitted with a gem.Not only would the staff do more damage but (depending on what kind of gem you attach to it) it could also give you more damage percentage to your spells (eg: +5% fire damage with a ruby).


The ability to upgrade an item (runes)

I like the use of runes in the DA games (both for weapons AND armor).But, I would like to be able to unequip them and reattach the runes to other pieces of equipment.We should still have to see Sandal or a Tranquil to attach them.

Limits on what you can craft based on class

All job classes should be allowed to craft weapons and armor but this ability should be restricted based on their job class.
For example:
- A Mage can make staves,swords and cloth or light armor but they can't make heavy armor.
Why? Because a Mage can be an Arcane Warrior. Therefore,a Mage should be able to craft those pieces if they choose to learn the skill to make them.
- A Mage should be able to enchant any piece of equipment.
- Rogues and Warriors can make all weapons (except for staves), shields and any type of armor.

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

The amount/percentage of stats that are added to items should be based off of the level of the characters crafting skill. Example:
Novice level = +5 physical damage added
Journeyman level = +10 physical damage added

The number of stat boosts/effects a character can apply to a piece of equipment during crafting should depend on their job class level. (Note: This should be independant of the effects of runes that are equipped.)
For example:
Level 1-5; 1 stat effect
Level 5-10; 2 stat effects
Level 10-15; 3 stat effects
etc.

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

Again, 'junk' items and unused equipment could be used to embellish armor and weapons and boost stats in the process.A wolf pelt could be added to pauldrons,used as a cap, or fashioned into a belt.A gem could be taken from a ring and applied to a sword.Antlers could be applied to a helmet.

The ability to buy crafting materials

We should be able to buy materials from shops AND find them in loot and in our travels. But, not all crafting supplies should be that easy to come by.
Rare/powerful items should only be obtained through quests and travels. (eg: Dragon's Teeth, Raw Lyrium etc.)


Randomizing the process (so you aren't guarenteed to always craft exactly the same thing; stats/visual variable etc)

This would be a nice feature to add.
A Rogue's idea of what a sword should look like can differ from that of a Warrior or Mage.
A Warrior could add one more point of defense to a shield they're crafting while a Rogue could add more +Dexterity points to their dagger, etc.


Some pieces of equipment should have unique names

I always like to find rare items in loot that have a unique name and background story.

Modifié par Alyka, 29 août 2012 - 04:56 .


#213
manreg

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I really liked crafting system in DAO - it is nicely balanced and needed both material collecting and crafting skills.
The best things in crafting, IMO, are:
Resulting things - visual and stats.
Process things - collecting, buying materials, finding\\learning recipes, knowing the exact result (no process randomizing )

And additional. I love things like this.
Ability to randomly combine stuff and get a result (making of discovering new recipes sometimes). This includes silly stuff like if in crafting material option you choose & compile a pile of junk, you get one as a result. It`s kinda logically. For example - one takes a metal pipe and a metal teapot and gets a "Teapot on pipe" item as a ridiculous result or something like "Distiller" as a serious result. 
I made example on the same two items but that`s for example only.


 


 

#214
CaribWarrior J

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I mostly liked getting materials/special items needed to craft weapons and armor such as vigilance and Wades' goods. Also fetching materials for crafting.

#215
OctavianAK

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crafting with idem mod similar to TOR, but also affecting appearance as well

#216
Iakus

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I like the ability to craft my own equipment in a game. And of course, I love being able to alter the appearance of my gear (and yes, my companions' too) To me that's a way of saying this is MY game, I'm putting my own interpretation of the characters while still keeping them as their own individuals.

Crafting for stats is nice too, be it on the equipment itself or runes. Nothing quite says "accomplished adventurer" like wearing your own suit of dragonscale armor you made yourself, from a dragon you killed yourself, and fitted with runes made by your dwarven sidekick who keeps saying "Enchantment!"

One thing I do not like is randomized crafting. I don't like the idea of scraping together materials to make a helmet that has totally bizarre/wrong stats for me. If I'm going to craft, I need to know what I'm making.

As for gathering materials, I'm generally in favor of making them relatively easy to get. From markets or not-too-out-of-the-way locations. With some more exotic materials being needed for high-end items. Crafting should be a fun extra, an alternate way to get useful and stylish equipment. Not a chore.

#217
ElNikolos

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Ah, very badsome would be able to collect items from the given designs (patterns), and in consequence be able to improve them with the engraving. Which would allow not only endow objects characteristics, but also to change their appearance. Also a very nice visual effect would be on the quality of the material used, like Neverwinter Nights 2.
And, in order to make this process of meaning and appeal would be to add a description to objects based on the type and material. For instance plate armor of steel Templar has a description, a typical, all recruits vydovaemy and plate armor of dragon bones, this is a typical example of armor available to the higher hierarchies of the order.
By the way, I confess, I was passionately involved in crafting only two single games: Evil Islands from Nival and Gothic.

#218
Alexander1136

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Crafting the way the weapon looks
the stats of the weapon (weight, damage)
runes, sharpness.(as you use the weapon the sharpness goes down as does critical hit chance)

I personally love my twin swords on my warden it's duncan longsword dragonbone and wardens companion they have three grandmaster silverite runes and they pwn darkspawn.

but I liked actually going out and getting the materials to make the weapon like in monster hunter for ps2 and skyrim for ps3. In monster hunter if you used say parts from a rathalos(wyvern boss) then your sword would kind of reflect the characteristics of said wyvern(red black scales/ fire damage) 

As far as crafting goes If you are going to be able to craft weapons then you should be able to craft armor.

#219
Menagra

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No matter what I enjoy ability to change the way an item looks. I also enjoy the skill system where you level up your ability to craft or enchant items, however I think it would be better if your craft skills progressed with your class skills. Having made 100s of items in skyrim I can admit it becomes tedious to have to level up a specific crafting skill. You could also make crafting a mini-game where how well you played results in how high the stats are for the weapon. A blue print could be set up to decide the visuals of the item, then a mini game to upgrade the stats. Blueprints could be things you buy or find along the way. Then the level of weapons could be linked the the level of the character so that a crafted weapon would always be best, but it wouldn't be ridiculously high. Also please give us ability to change companions clothes and weapons like DA:O. In fact your inventory system for DA:O was awesome.

#220
RinpocheSchnozberry

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Crafting is an enormous waste of the time that I can spend playing.  I almost never do any crafting in any game at all.  The worst part of crafting?  Ingredients, or reagents, or, as I call them, useless hunt and peck crap.

With that said... the best crafting I've seen is in WoW and DA2.  In WoW, I could disenchant items, so basically, the reagents came to me.  That's good.  I did not have to spend any additional time out of my 60-90 playtime minutes searching pixels for random spawns.  DA2 improved that by letting me discover resources and then repeatedly use those resources with the plans I found.  That's good, but it sucked that if I didn't feel like crawling all over a map, I could sometimes lose a more complex plan for the entire rest of the game.  

DAA's runes were good.  I actually used those to highlight portions of weapon powers that favored my charater's strengths.  But DAA's system was way too complex and too intensive to create.  Typical of DAO's greatest sin... way to much time planning to play the game and not enough time playing the game.  DAO was good at letting me make unique looking weapons too, which is a good thing.  I liked that startfall or starfang or whatever it was.  Good stuff and I always made it.

Randoms are always bad, set patterns are always good.  Always.  If I invest time and effort in getting materials, then I make a random craft, if it sucks, I'm just going to reload the game.  Why bother?  Just make the pattern work in such a way that I know what I'm going to get when I put all the candy in the cookpot.  

If there =have= to be ingredients, then make they need to be purchaseable. 

#221
assassin_wtf

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Need blueprints you can create weapons and armor, and the appearance and characteristics will vary from the components. For example: a long sword can be forged out of iron, steel, mithril, adamantium, etc. Accordingly, the force of the attack and the look will be different. It would be nice to be able to disassemble it into its component objects, but only that for example 50% of the raw materials returned to inventory. 

#222
Tracy-Shepard

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The ability to tailor the way an item looks (visual) - as a female player I would like to able to play a female character who LOOKS female. In both DA and ME games a female character rarely ever is able to look as beautiful as other female companions. Like morrigan and Isabela in DA games looks hot, the warden or Hawke could never really look good, without mods to give a character a good female look. Like in DAII the clothes you wore at the estate was boring and looked too much alike whether you were male or female.
So I ask - please, make it possible to wear armor/robes on a female that is beautiful, and well thought though like the clothes for female companions…

#223
Weelx

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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 class
The ability to buy crafting materials

I liked all of these :)

#224
papa het

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The ability to upgrade an item (runes)

#225
Daylen Amell

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There should be the ability to tailor the way an item works depending on materials and the item you choose to make.

Also the ability to tailor the way an item looks like color, heraldry, armor looking streamline or decorative, etc.

Runes need to have the ability to upgrade an item depending on the rune you use for what upgrade the item gets.

You should have to collect a lot of things to use in crafting, like certain materials being needed to craft certain items.

Limits on what you can craft based on skill will be like really powerful items needing higher skills and the right materials to make.

Certain crafting materials should be able to get bought, but you can find the same materials while out adventuring. There should also be certain rare and unique materials out while adventuring, just like the exotic materials for Wade in Awakening.