[quote]Augoeides wrote...
That's assuming you wanted to use Rogue armor, quite a few mages for example, particularly blood mages will dump
in STR and CON to get some of the warrior universal armors which helps them get neccessarily beefier so their self drainage + enemy attacks don't wipe them out. Similarly there's nothing stopping you from utilizing mage or warrior armor for aesthetic appeal via stat dump.
[/quote]
Yes, dump points into stats that do nothing for me to equip an armor that also does nothing for me, beyond aesthetic appeal. That's an example of fighting with the mechanics.
[quote]
DA:O was much the same in many ways, there was no real amount of skill involved in paying attention to stats so that you could get your rogues into good leather and your warriors into good armor, or vice versa if the whimsy struck you. You look at the stats required and you say: "Well I need X to wear Y, so from the Z stat points I get at level I'm gonna allocate V to X until it reaches the appropriate level". [/quote]
Yep. You could also consider building around other gear that may require more strength, or perhaps none at all. This gear would also be useful to you beyond aesthetic appeal, and the whole thing would feel much more smooth and natural without the mechanics fighting you every step of the way.
[quote]
Big whoop, I'm TOTALLY into the mood now.[/quote]
Doesn't appeal to you. I get it.
[quote]
Bzzt, wrong, you find several ingredients because some things require more than one source which means you HAVE to explore thoroughly because you cant just keep returning to that elfroot spot or buying from Varathorn and if you don't explore you might just end up VERY short of the ingredient you need with no way to fix it. [/quote]
I'm sorry, let me fix that. Sometimes you find
two ingredients. That made sense too, right? Somehow I can order 100 potions requiring 1 elfroot from this one node, but I can't order a single potion requiring 2 elfroots until I find another arbitrary node. I never had to explore thoroughly to find them, or anything else in DA2.
That last part actually suggests the mechanic is far less forgiving than DA:O's.
[quote]
The ONLY difference in skill is that you don't once every so now and then click on the herbalism icon when appropriate to unlock more potions. The only person this could ever prove detrimental to is a) a person with potions master fantasy[/quote]
Bingo. But is that the
only difference? The whole process of managing materials and inventory is taken out. You can say whatever you want about it, but I enjoy it, and I'm not the only one. I like having to consider whether I should keep a certain material in case it may prove useful down the road, or what I should bring with me before I head out to a dangerous area.
[quote]The potion crafting has added little to my game experience as it is and why would it? It was far more useful to put points in Persuasion so I could persuade without turning Cunning into my only stat levelled, Combat Training, Tactics and Survival if only for the passive bonuses to your resistance and stats they gave. [/quote]
Useful for your purposes, perhaps. What if I'd like to play a shy herbalist who likes to avoid combat as much as possible, but doesn't possess the charm to persuade people their way?
[quote]
That's right no more running back to the same spot over and over to farm an Elfroot so I can finally open the menu and go clickety clickety click and get my potion but ONLY once I've remembered to buy that recipe and level a few times and go clickety click on the Herblism icon, assuming I have the token amount of the stat requirement on Morrigan. Wait, I don't think there is one... OH WELL BACK TO DUMPING 2 MAG 1 WIS ON MORRIGAN EVERY LEVEL

. Why did I do that? Because that was effective on her, I also did the same for Wynne... despite this by end-game they were two VERY different mages in personality and purpose in combat. Sure they got a token bit of Con or Cunning here or there, either because a skill annoyingly required it, or because it was Con, there's almost never a real downside to dropping a little in Con in RPGs.[/quote]
I'm not sure what you're getting at here.
[quote]
Okay. I'm not sure why you'd need to do crafting runs to make money in DA:O but okay if that's what makes you happy. [/quote]
No, you don't
need to. If you
needed to, that would be a problem. You also don't
need to persuade anyone. You can get through the entire game without it, if you wish.
[quote]
But it did add gameplay, it added an urgency of focus to exploration.[/quote]
When I realized how the mechanic worked, I felt no urgency.
[quote]
Furthermore, if you can just buy potions, why would you make them? [/quote]
Because you
can, if you're skilled in them. For starters.
[quote]
Aside from my tiny money saving, and frankly there was an abundance of poultices, injury kits and whatnot in DA:O and in DA2 with the cd timers pushed up reliance on a stack of pots wasn't that smart. [/quote]
Those are all balance issues that are easily fixed. Simply make injury kits harder to get a hold of. I modded the crafting skills to tie their usefulness to attributes/skill level of the one using them, as well as added talent ranks to relevant specializations to further boost them. Now crafting is a legitimate approach to gameplay in it's own right, and you can no longer just leave crafting "mules" in camp. Problem solved. I just wish they had added things like this in DA2 instead of scrapping so many systems completely.
[quote]
In fact, DA2 does offer the same essential service (that you 're suggesting) of buying potions but it forces you to earn the ingredient sources or deny yourself that of that possibility. [/quote]
Yes, I know it does. That's my complaint. It's essentially just a shop, with the arbitrary requirement of finding something first. You could just hide the shop and have the exact same mechanic.
[quote]
Overall it sounds like you're just advocating for "gameplay" that extends a pre-existent process for the sake of extending it. [/quote]
That's not at all what I'm doing.
[quote]
I could seriously empathize with your points if this were a discussion on say... Morrowind, Oblivion, or Skyrim and their alchemy mechanics which exist in a very different context of open play than Dragon Age's.
[/quote]
Why should they be so different?
[quote]d4eaming wrote...
^^^ That? Please god no, do not put that into my RPGs, Bioware, I will sacrifice my firstborn to make it so.[/quote]
No, that's not exactly what I'm looking for. I'm looking for real options and diversity, and gameplay mechanics that facilitate rather than hinder them.
[quote]
DAO's system was not complicated. Having to raise herbalism (which I ultimately never even used, so it was wasted), and traps that I never had enough mats to use, pickpocketing was useless, stealth wasn't useful because of cutscenes, the skill that let you talk to the halla at the Dalish camp- all of that was ultimately useless to my defeating the archdemon, and were completely wasted stats.[/quote]
Again, these are simply balance issues that are easily solved. I was able to make all of those skills much, much more useful and rewarding.
[quote]
I play on a PS3, so telling me to mod it doesn't help. [/quote]
I'm not telling you to mod it. I'm telling you that because I was able to easily mod it in with limited access to the engine and achieve excellent results, I can see no reason for Bioware not to do something similar and improve on features instead of scrapping them. It's entirely doable.
[quote]
DAO had only an illusion of complexity, simply by offering up options that were not very useful and distracted from the bulk of necessary abilities. Pursuasion was actually a necessity. Not overtly, no, but if you wanted to keep your options, you
had to take it. [/quote]
Again, balance.
[quote]
I don't come to games like DA, NWN, BG, or ME for complexity and tinkering. I come to them for a story. It seems that BW shares the same idea with the way they have taken their games.[/quote]
But the facilities were there for these kinds of things in the past. Every Bioware game I've played has involved character progression. I don't think they mean to just half ass it.
[quote]
I can't count how many characters I started and deleted in NWN and its expansions because I didn't "theory craft" enough and forgot I needed one more point in an opposing, unecessary attribute so I could take my specialisation, therefore ultimately crippling my gameplay. [/quote]
That's not what I'm after.
[quote]It seems very weird to me that people want to inject that into story based games like DA.[/quote]
Again, I'm not trying to "inject" anything that wasn't there before.
[quote]
(And I have played story based games that don't give you
any choices at all in stats of abilities, and they are still
amazing games. Blood Omen/Soul Reaver/Defiance, I am looking at you.)
[/quote]
Thing is, when I play a game, I want to
play a game. If I just want story, I can read a book, and get an even better story knowing that the book doesn't also have to include graphics, gameplay, and potentially bad voice acting, or censor itself to fall into a certain ESRB rating category. I've thoroughly enjoyed A Song of Ice and Fire, The Wheel of Time, and several other fantasy series. I enjoy a good story just as much as the next guy, but that's not my main interest when playing a game.
It's much the same reason I don't pay $80 for better speakers on a laptop, knowing that they will only take more power away from the other components, and still won't be of the same quality as standalone speakers I can buy separately.
Modifié par Anomaly-, 22 décembre 2012 - 07:23 .