Crafting in DA3
#1
Posté 05 octobre 2012 - 09:00
I would like to see the crafting system from DAO return while keeping the system of DA2. I want to be able to decide whether to make the rune, trap, potion etc myself (given the appropriate skill) or after finding the resource have someone else make it.
What are you thoughts on the subject.
#2
Posté 05 octobre 2012 - 09:05
I'd rather have "companion" style characters handle all of that, like Wade or Sandal.
#3
Posté 05 octobre 2012 - 09:06
#4
Posté 05 octobre 2012 - 09:07
Wulfram wrote...
All I want from Crafting is the ability to pretend it doesn't exist.
What if it was done more like Wade in DA:O? You don't actually do any crafting. You just bring weird, rare ingredients to him and he makes cool gear for you.
#5
Posté 05 octobre 2012 - 09:08
It removed all the tedious busywork of leaving the party base, switching between companions with the appropriate crafting skills, checking the recipe, checking your inventory for what you needed, running around to three different vendors, buying what you needed, and then crafting. In DA2, we could simply craft what we needed from home with a few easy button presses.
#6
Guest_krul2k_*
Posté 05 octobre 2012 - 09:13
Guest_krul2k_*
#7
Posté 05 octobre 2012 - 09:13
Do they use this system so we don't clutter our inventory and make us pick and choose? I really don't understand it. Loot glows and I have to loot everything in my environment. I need to be able to tell what areas I've already explored and what boxes I've looted. That's why I take everything out of the environment. I don't like going back and seeing lootable chests that I already looted and left the junk loot in there. Inventory constraints sometimes make me do this.
Why not make everything used in a recipe? Your idea about writing spells is excellent too because I've found that playing on nightmare(especially DA2), sometimes I don't have the proper setup. Like fighting the Legacy boss in the DLC. And I had no way to really cycle out my companions without knowing what was coming next(which I didn't). I needed specific abilities like healing. Why not allow us to craft consumable spells so you aren't forced to use certain companions in certain situaitons you can't see coming?
That also brings me to another point. I often times attach myself to very specific companions and want to see their conversations/banter throughout the entire game. However, it seems Bioware(especially in DA2) decided to force them along specific roles. Which makes sense because they have their own personality. The problem is, I end up using Aveline in DA2 because I need a tank. And she's usually one of the only characters outside me/Carver that can do it. To make matters worse, she has a specialization unique to her and makes her arguably the best tank anyway. It's almost like I feel I must use her on the higher difficulties. But I get tired of seeing her content(as much as I like her).
Using anything but a tank isn't playable in nightmare. You must have healers/tanks. Writing spells is an excellent way to get around balance issues like this. It also allows me to play a party build that I want and see specific content I want from my companions throughout the game...
Modifié par deuce985, 05 octobre 2012 - 09:16 .
#8
Posté 05 octobre 2012 - 09:26
Maclimes wrote...
Wulfram wrote...
All I want from Crafting is the ability to pretend it doesn't exist.
What if it was done more like Wade in DA:O? You don't actually do any crafting. You just bring weird, rare ingredients to him and he makes cool gear for you.
As basic fetch quests go, those are OK, but not particularly special.
(and they should never ever involve anything so profoundly painful as having to deal with DAA's Runecrafting)
Modifié par Wulfram, 05 octobre 2012 - 09:28 .
#9
Posté 05 octobre 2012 - 09:28
Realmzmaster wrote...
Would the gamers on this forum like to see crafting enhanced to include the crafting of spells, (or at least allow the spellcaster to acquire the skill of spell writing) and the return of a rune crafting system. (Not the abomination from Awakening). Spell Writing would allow the caster to write spells on vellum scrolls for use by the other classes. The other classes would have a skill called for example arcane lore to read scrolls.
I would like to see the crafting system from DAO return while keeping the system of DA2. I want to be able to decide whether to make the rune, trap, potion etc myself (given the appropriate skill) or after finding the resource have someone else make it.
What are you thoughts on the subject.
Basically, you're asking for the Morrowind spellcrafting system to be implemented in DA3. I can see why, but I don't see it happening. I wouldn't be against it, though. I'd like a spellcrafting system, even if it was as base as the one in Legends of Grimrock. DA needs a greater variety of spells. As for runes, I've already stated my piece here:
http://social.biowar...517/10#14364040
In a ... rather large post as well, convenietly labeled: "6. Crafting & Enchanting."
#10
Posté 05 octobre 2012 - 09:28
Modifié par Realmzmaster, 05 octobre 2012 - 09:29 .
#11
Posté 05 octobre 2012 - 09:31
SirPetrakus wrote...
Realmzmaster wrote...
Would the gamers on this forum like to see crafting enhanced to include the crafting of spells, (or at least allow the spellcaster to acquire the skill of spell writing) and the return of a rune crafting system. (Not the abomination from Awakening). Spell Writing would allow the caster to write spells on vellum scrolls for use by the other classes. The other classes would have a skill called for example arcane lore to read scrolls.
I would like to see the crafting system from DAO return while keeping the system of DA2. I want to be able to decide whether to make the rune, trap, potion etc myself (given the appropriate skill) or after finding the resource have someone else make it.
What are you thoughts on the subject.
Basically, you're asking for the Morrowind spellcrafting system to be implemented in DA3. I can see why, but I don't see it happening. I wouldn't be against it, though. I'd like a spellcrafting system, even if it was as base as the one in Legends of Grimrock. DA needs a greater variety of spells. As for runes, I've already stated my piece here:
http://social.biowar...517/10#14364040
In a ... rather large post as well, convenietly labeled: "6. Crafting & Enchanting."
Actually the system I purpose predates Morrowind. That system was good but could stand improvement.
#12
Posté 05 octobre 2012 - 09:41
Realmzmaster wrote...
What would be the best way to fix (if it can be fixed) the runecrafting system from Awakening. Runecrafting in Awakening was tedious. I would suggest that the requirement be that crafter have the necessary recipe and skill level to craft the rune on one blank rune. Grandmaster and above recipes can only be found on quests. Rune recipes of Expert can only be purchased at certain shops and not cheaply. Lower rune recipes can be purchased at different shops.
Runes should, first and foremost, be item drops themselves. We shouldn't always get them, and we should be able to break them into materials. Sometimes, we might just get a small amount of materials. The stronger the rune, the more materials it requires to craft and an equal amount produced when broken. Should a recipe be procured, either as loot, a quest reward, or purchase, you can teach it to an artificer. The artificer should be a character with an available mage's lab. The artificer can be your PC, an NPC mage or a designated merchant in each city. Let me say that one more time; in each city. As in, gee wiz, Bio-dudes, can we get more than one city this time? Hope I was subtle enough ... anyway, everything else I had to say about crafting, I've already stated in my aforementione post. No need to go posting it twice, I think.
Realmzmaster wrote...
Actually the system I purpose predates Morrowind. That system was good but could stand improvement.
Well, now I'm doubly interested. Please, do tell more.
Modifié par SirPetrakus, 05 octobre 2012 - 09:46 .
#13
Posté 05 octobre 2012 - 09:47
#14
Posté 05 octobre 2012 - 09:55
1. You don't actually collect resources. You simply tag nodes. There's no buying/collecting of materials like in DAO (or even MMOs, like WoW). There is no finite supply, no worry about having enough. You simply tag enough nodes, and boom.
2. Hawke doesn't craft. Hawke doesn't know Herbalism or Runecrafting or any of that. He is hiring other people to make the items with the nodes he tagged. It's right there in the interface: "Order Potion" not "Craft Potion".
3. The only similarity it has to "real" crafting systems is the collection of recipes. Which itself seems weird to me, since he's not actually learning the recipes, he's passing them along to Lady Elegant or some such so he can buy them from her or her agents.
Now, I'm not saying it's a bad system. I'm just saying that calling it a "crafting" system is perhaps a tad disingenuous.
#15
Posté 05 octobre 2012 - 10:01
Maclimes wrote...
Now, I'm not saying it's a bad system. I'm just saying that calling it a "crafting" system is perhaps a tad disingenuous.
Yes, but if pretending that it's a crafting system allows them to not bother with a real crafting system, it's serving a valuable function.
#16
Posté 05 octobre 2012 - 10:20
Maclimes wrote...
Remember, DA2 didn't REALLY have a crafting system.
1. You don't actually collect resources. You simply tag nodes. There's no buying/collecting of materials like in DAO (or even MMOs, like WoW). There is no finite supply, no worry about having enough. You simply tag enough nodes, and boom.
2. Hawke doesn't craft. Hawke doesn't know Herbalism or Runecrafting or any of that. He is hiring other people to make the items with the nodes he tagged. It's right there in the interface: "Order Potion" not "Craft Potion".
3. The only similarity it has to "real" crafting systems is the collection of recipes. Which itself seems weird to me, since he's not actually learning the recipes, he's passing them along to Lady Elegant or some such so he can buy them from her or her agents.
Now, I'm not saying it's a bad system. I'm just saying that calling it a "crafting" system is perhaps a tad disingenuous.
DAO had unlimited resources, you simply had to know where they were. The elves had unlimited elfroot. The tower unlimited lyrium dust. One tavern had unlimited flasks etc. The PC simply went shopping at the various locations. The warden did not have to look for the ingredients. The warden bought the receipe. At least Hawke had to find some of them in various chests or on corpses.
The Warden did not have to know Hebalism or Runecrafting. The warden simply needed a companion with the skill otherwise the warden bought the item from a vendor. What many gamers did was pick a companion that was not used that often and level them in the appropriate craft.
Neither system was true crafting because there was no possibility of failure. That is something that needs to be added if you craft your own the possibility of failure. The PC can attempt a potion that requires a greater skill at a lower level with a possibility of failure. Success is guarnteed at the appropriate level.
Modifié par Realmzmaster, 05 octobre 2012 - 10:25 .
#17
Posté 05 octobre 2012 - 10:28
Maclimes wrote...
Remember, DA2 didn't REALLY have a crafting system.
1. You don't actually collect resources. You simply tag nodes. There's no buying/collecting of materials like in DAO (or even MMOs, like WoW). There is no finite supply, no worry about having enough. You simply tag enough nodes, and boom.
2. Hawke doesn't craft. Hawke doesn't know Herbalism or Runecrafting or any of that. He is hiring other people to make the items with the nodes he tagged. It's right there in the interface: "Order Potion" not "Craft Potion".
3. The only similarity it has to "real" crafting systems is the collection of recipes. Which itself seems weird to me, since he's not actually learning the recipes, he's passing them along to Lady Elegant or some such so he can buy them from her or her agents.
Now, I'm not saying it's a bad system. I'm just saying that calling it a "crafting" system is perhaps a tad disingenuous.
1. Gold is a limited resource.
2. That Hawke isn't physically crafting it isn't relevant. He collects the reagants. He collects the gold. He collects the recipes. He decides which items he wants. He orders them. If the button said craft potion instead of order potion, there would be no difference in mechanics, just labels.
3. Arguing over whether this is really a crafting system or not is just arguing over pointless semantics. From the perspective of game mechanics, it is a crafting system.
Modifié par MillKill, 05 octobre 2012 - 10:29 .





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