DA:O style, without a doubt. I made a thread about this months back.
http://social.biowar...ndex/11161755/1Ultimately, what I really didn't like about DA2's system was that it required no skill investment on the character's part, meaning that it did absolutely nothing to contribute to defining that character and their strengths/weaknesses; and it was really just a glorified vendor system, meaning that it did nothing to offer any gameplay that differs in any way from an archer buying arrows, or any other class buying healing/lyrium potions. It was redundant and largely pointless.
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.
That's simple to fix. They just need to figure out how to balance a system of respawning containers in various areas, under various conditions. Also do more to make the finding of recipes and discovery of formulas more interesting. This may be more viable if DA3 has more of an adventure element, as has been hinted.
I would then set one companion I rarely used to make potions (max that companion in Herbalism).
Having the potency of a crafted potion be affected by the user's skill in them would alleviate that.
A real crafting system would allow for trial and error. The ability to discover potions and increase their potency.
I'm with you here, and that's why I feel that DA:O was
much closer to being on the right track, as you could at least invest skill points into the craft. The system just needs to be expanded and refined. Have investment affect potency. That's one of the first things I changed when modding DA:O.
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.
Completely agree. The vast majority of my Skyrim playthroughs have gone the alchemy route, and I modded the perk tree to have about 6 times as much investment potential (so that you can
truly specialize in it), and include some added functionality.
What I really appreciate about investing in alchemy in Skyrim, is that the gameplay differs enough from other routes to make you feel like an actual alchemist. In addition, it gives the character clear strengths and weaknesses. Because I've invested so much in potion making, I've neglected other skills. Therefore, I do exceptionally well against creatures and humanoids, but I struggle more with undead who are immune to poisons. This actually contributes something to my character. It gives meaning and justification to my choices. DA2's "crafting" didn't allow for any of that.
Modifié par Anomaly-, 20 novembre 2012 - 06:22 .