Crafting
#1
Posté 19 novembre 2012 - 01:58
#2
Posté 19 novembre 2012 - 04:02
#3
Posté 19 novembre 2012 - 04:06
I'd like the system to be tweaked but I'd still prefer for collection of crafting resources to be abstracted the same way that they were in DA2, because then I can't run out of a particular ingredient.
I would like to be able to craft weapons and armor, but I'd prefer it if it worked more like a dedicated crafting "store", where you could make any item as many times as you wanted, provided you had the right components.
Modifié par Plaintiff, 19 novembre 2012 - 04:09 .
#4
Posté 19 novembre 2012 - 04:09
#5
Posté 19 novembre 2012 - 04:16
#6
Posté 19 novembre 2012 - 04:59
Very few gamers did that from what I can tell. Also many of the recipes in DAO had to be purchased not found. The only one that was given was for the dwarven King killer antidote.
DA2 you simply find the ingredients and the recipe (many of which must be found). Hawke then order the potions. So in DAO you pay upfront for the recipes and maybe ingredients or on the backend with DA2 you pay the potion maker. Neither is a real crafting system.
A real crafting system would allow for trial and error. The ability to discover potions and increase their potency.
Considering the fact that DA3 will have a castle it would make sense that once the resource is found that troops would be sent out to secure the resource. The resource will be shipped back to the castle. Much like the granite and other metals were done in Awakening for the Keep.
Modifié par Realmzmaster, 19 novembre 2012 - 05:02 .
#7
Guest_EntropicAngel_*
Posté 19 novembre 2012 - 05:16
Guest_EntropicAngel_*
Realmzmaster wrote...
I prefer the system in DA2. The system in DAO got to be tedious. Once the gamer knew where the unlimited resources were it did not matter. For example the Circle has unlimited lyrium dust. Ruck has unlimited deep mushrooms. Other vendors have unlimited other ingredients. It simply became a shopping trip. I would then set one companion I rarely used to make potions (max that companion in Herbalism). Unless you limit the party to only the ingredients that could be found not purchased.
Very few gamers did that from what I can tell. Also many of the recipes in DAO had to be purchased not found. The only one that was given was for the dwarven King killer antidote.
DA2 you simply find the ingredients and the recipe (many of which must be found). Hawke then order the potions. So in DAO you pay upfront for the recipes and maybe ingredients or on the backend with DA2 you pay the potion maker. Neither is a real crafting system.
A real crafting system would allow for trial and error. The ability to discover potions and increase their potency.
Considering the fact that DA3 will have a castle it would make sense that once the resource is found that troops would be sent out to secure the resource. The resource will be shipped back to the castle. Much like the granite and other metals were done in Awakening for the Keep.
Huh. I had no idea about the unlimited stuff, though I have seen stuff like the Toxin extract with 99 of it.
I never bought ingredients, ever, except for toxin extracts for the Gnawed Noble quest "Favors for Interested Parties." Isn't that the point, after all, that you're finding this stuff and thus not having to pay hardly anything except for flasks?
I think it makes sense that you pay for the recipes--you're an adventurer, not an alchemist or whatever the DA equivalent would be. Though something more like Skyrim's, with what you mentioned (potency and mixing compounds to discover potency) would be best.
I personally feel the DA:O system is best, myself.
#8
Posté 19 novembre 2012 - 05:24
#9
Posté 19 novembre 2012 - 06:06
That said, I did not care for Origins but at least I felt a sense of accomplishment.
Hope they come up with a reasonable compromise
#10
Posté 19 novembre 2012 - 06:38
DA2 wasn't really crafting so much as a form of shopping with a few hoops to jump through. It was tolerable. Though I'd probably have hated it if I hadn't had access to the Black Emporium's extra resources.
Modifié par Wulfram, 19 novembre 2012 - 06:39 .
#11
Guest_Lemarcheur_*
Posté 19 novembre 2012 - 07:55
Guest_Lemarcheur_*
Best item should come from boss fight or be crafted. Then crafting would be meaningful.
Potion should be rare or difficult to produce, then abilities or spells use would be meaningful and so does crafting.
Unfortunately, I suspect that the average player prefers finding magical armors out of random barrels or magical weapon from parachuting templar, over collecting the bit and pieces around.
My preference is what was implemented Awakening, you collect pieces to craft something unique. Otherwhise (unless insane looting is abandonned which I doubt), just forget about crafting and keep DA2 system.
Modifié par lemarcheur, 19 novembre 2012 - 08:07 .
#12
Posté 19 novembre 2012 - 10:09
I'd also love to be able to create a signature weapon for the Inqusitor, like Vigilance for the Warden.
Modifié par Lord Issa, 19 novembre 2012 - 10:10 .
#13
Posté 19 novembre 2012 - 10:14
#14
Posté 19 novembre 2012 - 11:46
Liamv2 wrote...
I never crafted on DA O or DA2 it was a waste of time
Go and try to do a walkthrough with a Poison Maker and a Perfect Herbalist in DA:O, you'll find out that it's pretty awesome and awfully useful.
#15
Posté 20 novembre 2012 - 02:44
EntropicAngel wrote...
Realmzmaster wrote...
I prefer the system in DA2. The system in DAO got to be tedious. Once the gamer knew where the unlimited resources were it did not matter. For example the Circle has unlimited lyrium dust. Ruck has unlimited deep mushrooms. Other vendors have unlimited other ingredients. It simply became a shopping trip. I would then set one companion I rarely used to make potions (max that companion in Herbalism). Unless you limit the party to only the ingredients that could be found not purchased.
Very few gamers did that from what I can tell. Also many of the recipes in DAO had to be purchased not found. The only one that was given was for the dwarven King killer antidote.
DA2 you simply find the ingredients and the recipe (many of which must be found). Hawke then order the potions. So in DAO you pay upfront for the recipes and maybe ingredients or on the backend with DA2 you pay the potion maker. Neither is a real crafting system.
A real crafting system would allow for trial and error. The ability to discover potions and increase their potency.
Considering the fact that DA3 will have a castle it would make sense that once the resource is found that troops would be sent out to secure the resource. The resource will be shipped back to the castle. Much like the granite and other metals were done in Awakening for the Keep.
Huh. I had no idea about the unlimited stuff, though I have seen stuff like the Toxin extract with 99 of it.
I never bought ingredients, ever, except for toxin extracts for the Gnawed Noble quest "Favors for Interested Parties." Isn't that the point, after all, that you're finding this stuff and thus not having to pay hardly anything except for flasks?
I think it makes sense that you pay for the recipes--you're an adventurer, not an alchemist or whatever the DA equivalent would be. Though something more like Skyrim's, with what you mentioned (potency and mixing compounds to discover potency) would be best.
I personally feel the DA:O system is best, myself.
In DAO certain merchants always had 99 of a particular ingredient. The PC could buy all 99 leave and go somewhere else comback and buy 99 more. Thereby completely unlimited supply of that ingredient. The Dalish elf camp had elfroot. Bohan had flasks and so did the bartender in the Noble Tavern. You could literally have 99 health potions of all the levels once the PC had enough gold. Gold was not hard to come by in DAO (Or DA2 for that matter) 99 was the max that could be carried in one slot. The PC could actually have more than 99 with the other in a second inventory slot. Given DAO's lack of a cooldown on potions the PC could spam them forever.
Also not all recipes should have to be purchased. If the PC runs across a lab tthere should be a chance of finding a book on potions. If the PC breaks into rogues guild the chance of fining notes on trapmaking should present itself.
#16
Posté 20 novembre 2012 - 02:54
DA2 was so incredibly boring. It was less of a crafting system and more of just spend all your gold here.
#17
Posté 20 novembre 2012 - 03:05
#18
Posté 20 novembre 2012 - 03:20
One thing I did like was rune crafting in Awakening and to a lesser exten in DA:O. I liked that you got something that lasted more than a single turn, and loved the ability to mix and match, and to customise weapon and armor enchantments essentially on the fly. Researching and making the best runes really felt rewarding. DA2s rune system was a significant step down for me.
I imagine some people are going to consider this blasphemy, but I liked the alchemy crafting system in Skyrim. Finding potion effects through trial and error, occasionly making potions with unexpected negative side effects, was all interesting.
Finally, I hope they bring bac k craftable armour and weapons like Starfang or the dragon-scale armour. How much more awesome would the Champion armour set have been if it had been craftable and customizable?
#19
Posté 20 novembre 2012 - 03:22
Maria Caliban wrote...
Dragon Age 2. Best crafting system in any game. Ever.
Remind me what it even was? Was it the find resource nodes, in order to be able to buy potions? My memory is a bit blurry, but if I recall, the only thing I didn't like was that I never had enough money to buy all the cool magic items from the black market place, the potion recipes were so expensive, you'd have to be a huge potion chugger/thrower to ever bother buying most the recipes available, then of course buy/order the potions.
Anyways, my favorite aspect of "crafting" was building the drake and dragon armors. I'd like to see that expanded into more cool stuff that could be made by collecting items of power.
#20
Posté 20 novembre 2012 - 03:35
#21
Posté 20 novembre 2012 - 04:04
If this were to be extrapolated into other elements of crafting (like smithing, where creating steel would require knowing to mix iron and bronze, but having different leeks of quality/defects based on your smith skill) would be really great. I feel like there is lots of room for improvement, but I also feel like any game from here on out needs to take the Skyrim alchemy as its baseline for which to create/improve their own systems.
#22
Posté 20 novembre 2012 - 04:08
Kileyan wrote...
Maria Caliban wrote...
Dragon Age 2. Best crafting system in any game. Ever.
Remind me what it even was? Was it the find resource nodes, in order to be able to buy potions?
Find recipes. Find resources. Go to crafting bench and buy potions, bombs, and runes.
#23
Posté 20 novembre 2012 - 04:16
If your character is finding the recipes and providing all the raw materials, what exactly are you paying for? If its the expertise of knowing how to actually use the crafting equipment, then that's not crafting, that's just being a supplier... and a pretty poor one, at that, seeing as your average supplier could make money off that situation, not pay money.
#24
Posté 20 novembre 2012 - 04:23
Fast Jimmy wrote...
I think alchemy in Skyrim is a good benchmark for all crafting in games, period. It allows any potion to be crafted with the right ingredients, but it requires the player to experiment, either by actually ingesting the ingredients or by just making potions with them. In addition, the strength and the amount of negative effects are determined by skill, so even a walk through with all of the alchemy traits can't help a low-level potion brewer.
If this were to be extrapolated into other elements of crafting (like smithing, where creating steel would require knowing to mix iron and bronze, but having different leeks of quality/defects based on your smith skill) would be really great. I feel like there is lots of room for improvement, but I also feel like any game from here on out needs to take the Skyrim alchemy as its baseline for which to create/improve their own systems.
Hmm. I'll agree that Skyrim's alchemy was very well made, yes. But to be honest, I never felt like it was very fun. Useful? Of course! Besides the essential Health/Stamina/Magicka potions you could create things that would make certain encounters much less stressful, and some very clever potions... but the crafting itself was tedious, in my opinion.
That said, I have yet to find any kind of crafting system that I actually like, so I settle for it being useful without being irritating.
#25
Posté 20 novembre 2012 - 04:24
Fast Jimmy wrote...
^
If your character is finding the recipes and providing all the raw materials, what exactly are you paying for? If its the expertise of knowing how to actually use the crafting equipment, then that's not crafting, that's just being a supplier... and a pretty poor one, at that, seeing as your average supplier could make money off that situation, not pay money.
I guess Dragon Age: Origins didn't have a crafting system either since my PC never made my potions, Zevran did.





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