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Crafting and customization (late to the party)


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#101
Sentinel358

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Nightdragon8 wrote...

Don'y use bullet points they are annoying.

So what they plan to add to a single player game is WoW mechanics of grinding to get leathers and other stuff... how nice.... just what I wanted in a Single player game...  I mean REALLY!? that was one of the least fun things to do in any game to be honest. go frolicing around to get leathers and other stuff... starting to sound more and more like a bad MMO....

What bullet point?
No you jumped way into a conlusions, the same way you would kill a dragon in DAO and get some scales, you'll most likely kill creatures and attain certain materials from their loot, no one mentioned anything about grinding any leathers, you went off on an unnecassary tangent 

#102
Pasquale1234

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CybAnt1 wrote...

Oh and BTW, I have never seen a dichotomy between roleplaying "vs." power gaming. I absolutely agree with IE here. Power gaming is simply A WAY of roleplaying a character who might be very like Morrigan in being interested in acquiring power at all costs. Even at the cost of other aspects of RP like relationships or morality.


I don't deny that power gaming is A WAY of roleplaying a character.  I do deny that it is the only way.

#103
Realmzmaster

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Let me be more practical about the crafting issue. Suppose Bioware decide to put back the level of crafting that DAO had. There are a limited number of resources so what does Bioware cut to implement that crafting system?

Should Bioware cut the voiced protagonist (which Bioware has already stated will not happen) knowing that 50% (going by BSN numbers) of the gamers will be upset. The other 50% may be happy.

Should Bioware cut race selection? That went over like a lead balloon. Maybe cut out some specializations? Maybe get rid of the character creator and go back to picking portraits like BG1 & 2. Forget about kill animations? At this stage for something to be implemented would probably mean something must be taken away.

Actually in DA2 I would not have allowed a crafting table in Act 1. Hawke would have to buy his/her potions, traps. poisons and runes from the merchants.
In Act II after becoming rich I would allow a crafting order table. Hawke would put in the order after finding the raw materials and recipe. A runner would take the order to the merchants and delivery would be made in a certain amount of time. Hawke would then have the choice of waiting for delivery or going forth with the potions, traps, poisons and runes already in inventory.

Another thought is that in ACT the merchants would call on Hawke at his/her home and take the necessary order after Hawke had found the recipe and raw materials. Hawke would then have to wait for the merchants return with the crafted products.

This would be fitting Hawke's new status. Or if Hawke wanted to he/she could continue visitng the merchants. So Hawke could further roleplay the new status or continue in a more humble way.

Modifié par Realmzmaster, 08 février 2014 - 07:09 .


#104
Guest_Puddi III_*

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Just let me make some super cool and sparkly weapons pls.

#105
In Exile

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Pasquale1234 wrote...
I stated no such standard.


You have. 

When responding to Realmzmaster you said: "Learn the skill. With each level of the skill, the character learns new recipes. Investing points in learning and upgrading the skill is a strategic choice, as those points will not be available to invest in other skills." Later you said "Since I have a great appreciation for strategic and tactical decisions (as well as inventory management), it does make a difference to me."

You then went on to discuss similar issues with CybAnt1. You said: "Player's choice to nerf the strategic value of DAO's crafting system =/= a flaw in the design of the system". You also said: "Yes, and it's all the more strategic when the limited quantities of elfroot and flasks you are carrying could be used to make, say, healing pots or injury kits of varying levels."

Finally, in response to me you said "does not mean that there is no strategic value in making that skill point investment. Investing skill points for any companion is a strategic decision, as is the choice to use a companion for crafting and little else."

Denying that you made this conversation about strategic value/choice is just plain absurd.

You continue to deny the application of strategy in roleplay.


I'm starting to think you're not using the word strategy right.

Slaying the archdemon might not be the primary objective of any given Warden,


That's full stop impossible in DA:O. The game forces that to be your choice. If you want a game where your primary objective is something other than stopping the archdemon, then you need to play a game that isn't DA:O. 

There is an entire conversation dedicated to this not just at Flemeth's hutt, but at Lothering. And then every single quest is about this. And the endgame is about this. And there is no option in-game related to any relevant plot to do anything other than advance this quest. The only possible exception are the Chanter board quests, and a dedicated refusal to follow through on characters conversation trees (which involve stopping the archdemon being your primary objective). 

You're also ignoring the fact that for any given character, the skill points spent on that crafting skill cannot be applied to anything else. Even if there are adequate skill points available for everything you want a character to do by end-game, you still need to choose their allocation at every point in the process.


No. I pointing out (a) we have few skills (B) we have many characters © in fact, we have so few skills and so many characters that each character can fully master a crafting skill (d) all the crafting skills save herbalism are worthless, providing no tangible in-game benefit relative to other more powerful abilities; such that (e) there is no "strategic" value in the choice by any accepted definition of the word. 

Modifié par In Exile, 08 février 2014 - 08:02 .


#106
In Exile

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CybAnt1 wrote...
That doesn't mean that they couldn't be implemented better, and work better, in DA:I -- if they are going that route, of course.


I'm not saying they can't. I'm skeptical a crafting system would be something other than torture and tedium, but I'm certainly open to the idea. 

Oh and BTW, I have never seen a dichotomy between roleplaying "vs." power gaming. I absolutely agree with IE here. Power gaming is simply A WAY of roleplaying a character who might be very like Morrigan in being interested in acquiring power at all costs. Even at the cost of other aspects of RP like relationships or morality.


I can appreciate that people want non-optimal builds in the sense that not everyone would exploit SM/BM for a mage, because there are important RP implications of BM. But there is a threshold of competence below which you can't actually fall and still be part of the basic world you're supposedly in, at least in a Bioware game.

Especially in DA:O, where you're recruited on the basis of being OP.

#107
Guest_Puddi III_*

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I'd also like it to leave a cute trail of hearts when I twirl it around.

#108
Anomaly-

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[quote]ElitePinecone wrote...
I don't think this is necessarily true - we've heard multiple times about hunting animals for hides or other useful items. I'm *sure* there'll be some upgrades that require finding unique or rare items in the world.[/quote]

Yes, I remember hearing it, but after what they've said about "agents" I'm just a little concerned that they will be one-off type deals where once we find a source of something the search is over.

[quote]
Also, the PAX demo had quite a few plants/ingredients in the environment that the Inquisitor could've collected, if the person had stopped to click them. [/quote]

That's true. That makes me a little more hopeful.
[quote]

We've heard basically nothing about non-combat skills like trap-making/alchemy/herbology yet, and until we do I wouldn't rule out anything appearing. 

[/quote]
One can hope.

[quote]Maria Caliban wrote...

DA 2's crafting was great and I'm happy a similar system will be in place.

Do you know why I suspect it's going to be used? Because more players probably made stuff in DA 2 than they did in DA:O. [/quote]
Well that should come as a surprise to no one, as it was essentially reduced to buying items from a shop. Plenty of people who play RPGs manage to buy things from a shop, right? You could have just hidden the shop(s) somewhere, and you would have had the exact same function as DA2's "crafting" provided.

[quote]
It was actually easy to do and didn't involve buying a bunch of useless crap to stuff in your pack or spending points on herbalism skill or what have you. [/quote]
So what you mean is, it wasn't actually crafting. At least not by the player.

[quote]CybAnt1 wrote...
We do know our strongholds will play some role. This is something I'm wondering about. The strongholds will be customizable. Would that mean if we add an alchemy lab to our strongholds, we can make more/better potions? Add a blackmsith, more/better weapons? I'm hungrily awaiting that answer.[/quote]
If this is the case, that would still be disappointing to me. I want my character to have to invest in a crafting skill. That's what allows me a different play style, as well as giving me more options to define my character's strengths/weaknesses. I'd like to see crafting related specializations, and I'd like the skill points to draw from the same pool as combat related skills/talents. You should not be able to have both.

[quote]
Tiers are gone, but 'power' is not. By that, I mean you can make better, stronger poisons in Act 3 (Fell Poison) than you could in Act 1 (Crow Poison), in DA2. Seems to be the approach they might stick with.[/quote]
But nothing about the process changes, which I don't like. I enjoy the feeling of progress, ie: putting more effort/investing more skill points into making better items. Once again, you just find the shop and that's it. From that point on, it's just a shop.

[quote]
You like inventory management. Cool, so do I. Just look out for the 3000 people glaring at you and me who don't. [/quote]
Evidently those people don't enjoy crafting. Fortunately for them, it's entirely optional. And they still have shops they can buy from.

[quote]CybAnt1 wrote...

.. I've always felt there were a paucity of potions, and poisons, in both games.

Lots of "curing" potions, few buffing potions.
It would be cool to have both "DoT" poisons and "insta-damage" poisons, poisons that slow people down or slow spell casting down, poisons that paralyze or stun, a slightly wider range, maybe I'm a bit spoiled by WoW.

Oh, and more bombs. Who doesn't want more bombs? Bombs are good.

Growth in variety would be news to my ears.
[/quote]

Agreed. Actually, I think the majority of potions/poisons should be over-time effects.

[quote]Maria Caliban wrote...
Right. The game tells me that my PC is taking crafting recipes to the crafting station to make her potions and runes (but only if she has the correct crafting resources!) so why in the world would I call that a crafting system? [/quote]
Because you're either easily fooled or have low expectations of a crafting system. You are taking gold to a shop after you've found it. If the game told you that sometimes you were in combat, while at other times you were sword fighting, would you believe they were two different things?

[quote]
If my PC doesn't make this with her own two hands using resources that are stuffed in a backpack, there's no crafting happening.[/quote]
Maybe there is, but you aren't the one doing it. We could also assume that the blacksmith crafted all those weapons he is selling to us, but because we were not involved it isn't crafting from our perspective.

[quote]Sekou wrote...
DAO crafting was all about fast traveling to a vendor for flasks or roots.[/quote]
Now we come back to that old design vs implementation debate. DA:O's design was to require the player to find and manage their own ingredients, and invest in a crafting skill in order to craft anything. Those are all good things, imo. The implementation fell a little short, because of things like vendors having unlimited supplies and most of poison making being underpowered. Fix those things and you have the same design with better implementation.

[quote]
I guess going forward I'd like to see more exotic combinations of various ingredients,and not necessarily being told up front how much I need, ala in DA2. Basically, keep the exploration reward, but add in a skill tree that opens up greater degrees of knowledge and/or grants extra potency.[/quote]
Agreed.

[quote]Realmzmaster wrote...
DA2 was crafting. Crafting does not just imply something you made yourself. It implies anything made by hand not necessarily your hand. Which means not made by an automated machine. It does not state that the person must do the crafting only that the item is crafted and that someone (not necessarily the person for whom the item is crafted).[/quote]
Like I said, in that case we can assume that the blacksmith crafted everything he is selling to us and therefore, we have a crafting system.

[quote]
Even in DAO the warden did not have to do the crafting. Others in the party could do the crafting.[/quote]
Well then others in the party would have had to invest in the skill (at the player's discretion), and the player still needed to gather and manage the ingredients. That is the big difference.

[quote]
The only difference between the DA2 system and the DAO system is that the gamer was given an extra screen which the gamer could manipulate to make the potion using the party member with the herbalism skill. Otherwise the systems are basically the same.[/quote]
They're not, at all. Let's revise those steps.

DAO:
1. Make a strategic choice to invest in a crafting skill.
2. Buy or find the necessary recipe.
3. Find or buy the ingredients each time you craft something.
4. Use crafting screen to find a strategic balance between what you need and how much you have.
5. Get item.
6. Make items on the fly as requirements change provided you have the ingredients. Another key difference from a shop in town.


DA2:
1. Find or buy recipe.
2. Find the ingredient at least once, which is equivalent to finding the shop.
3. Use crafting screen to tell which items are needed. This is not even a step as it boils down to selecting which item you want from the shop provided you have the gold.
3. Get item.

[quote]
Kingdom of Amalur's crafting system for follows the basic formula of DAO, but it also allows of experimentation. If the gamer experiments the gamer can actually stumble upon the recipe without having to find or purchase it.

Experiments can also cause unstable potions that if the character drinks it can cause different effects from nothing to boosting health to poisoning the character. That to me makes Kingdom of Amalur's system closer to crafting than any of the DA systems.[/quote]
I also enjoy that feature and would like it to be present in DA:I, but it's less important to me than the above differences.

[quote]
Kingdom of Amalur also allows making of weapons and armor whose effectiveness depends on the materials used and the number of points in blacksmithing.[/quote]
As did DA:O, minus the weapons/armor.

[quote]Sir JK wrote...
I prefer the DA2 approach. Both out of a "lore"-perspective: that crafting takes as much time to learn masterfully as fighting does (ie. noone has enough time to become good enough at both)[/quote]
Which is why I want crafting skills to draw from the same pool as combat skills.

[quote]
and that it makes more sense to set up stable supply lines than it does to collect individual pieces of ingredients lying about everywhere. [/quote]
Except that we don't have access to that supply line while out in the field.

[quote]
And also because while gathering the correct recipies, exploring the world for ingredients and seeing that work pay off in a product. I feel it's so very often fairly... soulless. It's just routine and tedium. [/quote]
To you. To others, such as myself, it's a nice having another gameplay option. For those like you, there are still shops that offer the exact same experience you had in DA2.

[quote]
The best crafting in DAO wasn't potions, traps or anything such. It was Wade and Herren and the dragon armour. It had the same elements (minus recipes) but also gave the processs a soul and a tangible impact. This was even better in Awakening with the upgrades for the keep (Wade + Herren again and the two dwarves). Sandal has some elements of this as well. [/quote]
I disagree. I only did the Wade thing once, and never did anything with the keep in Awakening. Those things aren't as interesting or rewarding to me.

[quote]
It wasn't just us adding ones and twoes and getting threes. Which when I think about it is perhaps my problem with it... it's essentially just math. Add elfroot + dire mushroom and get potion. But it's not even interesting math but trivial arimethics. [/quote]
That part of it, sure. But there are additional considerations, like "I have 4 elfroot and 5 lyrium dust, but only 5 flasks. Should I make all mana potions, all healing potions, or some combination of the two? What do I expect to need more?" Not to mention, "I really need a warmth balm here, good thing I chose to hold on to my 3 fire crystals instead of trashing them to pick up that mace back there".

[quote]
Made worse by the fact that you mostly come across the ingredients more or less automatically. Unless you need vast bulks there's very little exploring neccessary. [/quote]
Implementation issue.

[quote]Wulfram wrote...

I preferred DA2's system, probably because it wasn't really crafting. I haven't encountered a real crafting system that didn't seem exceedingly tedious, utterly broken or, frequently, both.[/quote]
I just don't get this argument. DA:O's crafting was optional. You weren't forced to do it. You still had shops to buy things from, and even somewhat hidden shops that gave you exactly the same functionality as DA2's "system". You get to have your cake and eat it, too. Where is the problem in that? Is it just that the game doesn't tell you you're crafting when you aren't?

[quote]Realmzmaster wrote...
I remember the system quite well since I have over 15 wardens. Let me elaborate 

DAO
1. Have any character learn the skill. Usually the character the gamer used the least. Since the character is rarely used not much of a strategic choice especially depending on the warden's class.[/quote]
Implementation issue. As I said, have player skill influence effectiveness with items of their craft and have crafting skills draw from the same pool as combat skills. Problem solved.

[quote]
2. Gather or buy the necessary ingredients. Most gamers bought the ingredients in bulk by fast traveling to the various locations that sold the ingredients in bulk.[/quote]
Another implementation issue. Fix the unlimited vendor supplies, problem solved.

[quote]
3. Use the crafting screen to make item. If inventory in an ingredient is low repeat step 2.
4. Receive items[/quote]
Oversimplification that ignores all the key differences I pointed out earlier.

[quote]
I have a great appreciation for strategic and tactical choice. [/quote]
Then I am shocked that you would not recognize how much more DA:O's system offers, particularly if the implementation problems are fixed.

[quote]
Also without a weight system there is no real strategic or tactical choice because of the amount of ingredients that can be carried. The only limiting factors in the DAO system is the amount of gold the party has and the size of the backpack neither of which really is a limiting factor.[/quote]
There were many times I was deep in a dungeon and had to choose between keeping my elfroots, or dropping them for the nice new piece of armor I found.

[quote]Maria Caliban wrote...

[quote]Aaleel wrote...

DA2 was not crafting, crafting implies you made something yourself. If I shop for ingredients, give them to someone else to prepare and then buy a meal back did I cook? Of course not. [/quote]

That would mean DA:O didn't have crafting either as Zevran and the gay blacksmith were the only ones who crafted items for my PC. [/quote]
No, that just means your PC didn't do any crafting on that particular playthrough.


...It's late. This thread really took off without me. I'll respond to more tomorrow.

Modifié par Anomaly-, 08 février 2014 - 08:16 .


#109
Hanako Ikezawa

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Filament wrote...

I'd also like it to leave a cute trail of hearts when I twirl it around.

We'll kill them...with kindness. B)

#110
Sylvius the Mad

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In Exile wrote...

I can appreciate that people want non-optimal builds in the sense that not everyone would exploit SM/BM for a mage, because there are important RP implications of BM. But there is a threshold of competence below which you can't actually fall and still be part of the basic world you're supposedly in, at least in a Bioware game.

Especially in DA:O, where you're recruited on the basis of being OP.

You keep advancing this position, but you know it's not true.  You've seen how I play.  You don't need to be overpowered.  You don't even need to be competent.

You do occasionally need to be perceived as competent, but that's a very different thing.

#111
Sylvius the Mad

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In Exile wrote...

Pasquale1234 wrote...

Slaying the archdemon might not be the primary objective of any given Warden,

That's full stop impossible in DA:O. The game forces that to be your choice. If you want a game where your primary objective is something other than stopping the archdemon, then you need to play a game that isn't DA:O.

Again, this simply isn't true.  My first Warden's primary objective throughout the game was to stay alive, and to undo the death sentence that he'd been given by becoming a Grey Warden.  The climax of that plotline was the Dark Ritual - the actual slaying of the archdemon was denouement.

And then there was my incompetent coward.  His objective was primarily to avoid having anyone notice how pathetic he was, including himself (he was very good as self-delusion).  And he failed at that, ultimately being slain before he got anywhere near the archdemon.

In fact, I don't think I've played a Warden for whom slaying the archdemon was the primary objective.  The closest I've come, I think, is the Dalish Ranger who felt compelled to uphold his duty out of an internal sense of honour.  That duty was his primary objective, and once he became a Grey Warden that duty involved stopping the blight and slaying the archdemon, but even then slaying the archdemon was of instrumental value, not intrinsic value.

There is an entire conversation dedicated to this not just at Flemeth's hutt, but at Lothering.

What?  That Lothering conversation is driven entirely by Alistair, and the Warden never needs to advance any positive position aside from, perhaps, "I know what to do."  He doesn't have to say what that thing is.  We don't even need to appeal to the possibility that the Warden is lying, because he's not forced to say anything substantive.

And then every single quest is about this.

Gross hyperbole.

And the endgame is about this.

The endgame is wherever you decide it is.

And there is no option in-game related to any relevant plot to do anything other than advance this quest.

And this is entirely irrelevant.

No. I pointing out (a) we have few skills (B) we have many characters © in fact, we have so few skills and so many characters that each character can fully master a crafting skill (d) all the crafting skills save herbalism are worthless, providing no tangible in-game benefit relative to other more powerful abilities; such that (e) there is no "strategic" value in the choice by any accepted definition of the word.

Certain party constructions can benefit quite a bit from using traps.  A party lacking a tank or a healer could use a combination of stealth, traps, and archery to defeat enemies.  This works particulaly well in the Deep Roads or anywhere the enemies can be identified and engaged at long range.

And I found poisons extremely helpful in the game's more difficult fights (particularly Jarvia, which I still find difficult without metagaming attacks on her reinforcements' spawn points).  Moreover, in order to use poison a character needed to spent a point on the skill, even if some other character was making it.

Modifié par Sylvius the Mad, 09 février 2014 - 03:04 .


#112
Sir JK

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Anomaly:
I think you can safely say that one of my problems with it is how massively abstracted crafting is. As I said, simple arithmetics. Sure, a supplyline would imply that you cannot make things in the field. Absolutely. But you'd think that so would the fact that you're clearly not lugging around 50-100 kg of laboratory equipment ;). Not even a mortar and pestle. But I assure you that I'll concede this point if laboratory equipment start to take inventory space (yes, I know they did in Morrowind).

I don't deny the value in the "do I make this or that with what I have", but generally speaking it is not an issue I've... well... -ever- come across. In any game.

#113
CybAnt1

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Yes, I remember hearing it, but after what they've said about "agents" I'm just a little concerned that they will be one-off type deals where once we find a source of something the search is over.


I'm starting to think it might resemble DA2, but with an additional logistics feature. Like, we locate the mineral node, but dispatch agents to get the material once found. Maybe more agents = more of the material (with there being some limit of "agent dispatch".) Really wondering how this will all work.

We've heard basically nothing about non-combat skills like trap-making/alchemy/herbology yet, and until we do I wouldn't rule out anything appearing. 


The return of trap-making is one I'm very interested in. I hope it makes a comeback.

Well that should come as a surprise to no one, as it was essentially reduced to buying items from a shop. 


I think there was a price differential. That was it. It was less costly to have Lady Elegant craft your potions, then to buy them "retail". Plus, of course, all the retail shops had limited inventory (even the Black Emporium), whereas Lady Elegant could keep making you more as long as you had coin. She was a tireless alchemist. 

Granted, once you discovered the auto-drop hand-holding feature, you had less incentive to buy certain potions from her, like healing or injury. 

If this is the case, that would still be disappointing to me. I want my character to have to invest in a crafting skill. That's what allows me a different play style, as well as giving me more options to define my character's strengths/weaknesses. I'd like to see crafting related specializations, and I'd like the skill points to draw from the same pool as combat related skills/talents. You should not be able to have both.


I'm in your camp, it's just that statements to date I've seen have led me to think we will be investing in upgrading our strongholds rather than investing in our character's crafting skills. 

#114
Pasquale1234

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In Exile wrote...

Denying that you made this conversation about strategic value/choice is just plain absurd.


What's absurd is making up a standard based on a few comments and trying to apply it where it doesn't fit.

I'm starting to think you're not using the word strategy right.


And I'm pretty sure you're applying it only to combat and/or the goals the game puts forth. Strategy can be used to achieve any goal.


Slaying the archdemon might not be the primary objective of any given Warden,


That's full stop impossible in DA:O. The game forces that to be your choice. If you want a game where your primary objective is something other than stopping the archdemon, then you need to play a game that isn't DA:O. 


Nonsense.

I can play a Warden whose personal goal is to accumulate wealth and cares nothing about the blight, who may or may not ever make it to the Landsmeet. I can also play a Warden recruit who dies in the Korcari Wilds and never completes the joining. Etc.

You're also ignoring the fact that for any given character, the skill points spent on that crafting skill cannot be applied to anything else. Even if there are adequate skill points available for everything you want a character to do by end-game, you still need to choose their allocation at every point in the process.


No. I pointing out (a) we have few skills (B) we have many characters © in fact, we have so few skills and so many characters that each character can fully master a crafting skill (d) all the crafting skills save herbalism are worthless, providing no tangible in-game benefit relative to other more powerful abilities; such that (e) there is no "strategic" value in the choice by any accepted definition of the word. 


And AGAIN - it depends on how one plays. You do, of course, realize that it is possible to play the entire game with a party consisting of the Warden, Alistair, Morrigan, and (maybe) a dog.

If my Warden's goal is to accumulate wealth ASAP, I need to decide whether to spend those precious skill points on Coercion, Stealing, Survival, Combat Training, or a crafting skill.

As StM has suggested, an RPG can be used like a toy. When you buy a lego set, you don't have to build whatever is pictured on the box.

#115
Pasquale1234

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CybAnt1 wrote...

The return of trap-making is one I'm very interested in. I hope it makes a comeback.


That skill is of particular interest to me as well.

It could be great fun to set up defensive traps around the keeps and what not.  Also, since there is wildlife roaming the area, one might set up traps for the animals - perhaps to get some material for crafting.

#116
Realmzmaster

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Who is carrying the necessary equipment to perform all of this potion, trap, poison or rune making? Where is that equipment in the party's inventory? Not even a mortar and pestle? You cannot tell me that all but the simplest potions do not require alchemical equipment.

I will mention Kingdoms of Alamur which had crafting stations. The protagonist could not make anything unless the protagonist was at the proper craft station. The protagonist could use any crafting station including the enemy's.

The protagonist couldalso have several safehouses around the land which could be upgraded to include the craft station.

The protagonists could have all the necessary ingredients and recipe but without equipment nothing could be made. That to me is the way a crafting system should work.

So I have a problem when the protagonist in DAO is able to craft more than the simplest potions, traps. poisons or runes in the field especially the rune making system used in Awakenings.  The rune crafting is the poster child for bad crafting. (and why some gamers find crafting systems tedious).

DA2's system may have been an abstraction but it was an understandable abstraction. The protagonist farmed the actual work to someone else. Hawke was still required to find the ingredients and recipe

Modifié par Realmzmaster, 08 février 2014 - 06:57 .


#117
Fast Jimmy

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Realmzmaster wrote...

Who is carrying the necessary equipment to perform all of this potion, trap, poison or rune making? Where is that equipment in the party's inventory? Not even a mortar and pestle? You cannot tell me that all but the simplest potions do not require alchemical equipment.

I will mention Kingdoms of Alamur which had crafting stations. The protagonist could not make anything unless the protagonist was at the proper craft station. The protagonist could use any crafting station including the enemy's.

The protagonist couldalso have several safehouses around the land which could be upgraded to include the craft station.

The protagonists could have all the necessary ingredients and recipe but without equipment nothing could be made. That to me is the way a crafting system should work.

So I have a problem when the protagonist in DAO is able to craft more than the simplest potions, traps. poisons or runes in the field especially the rune making system used in Awakenings.  The rune crafting is the poster child for bad crafting. (and why some gamers find crafting systems tedious).

DA2's system may have been an abstraction but it was an understandable abstraction. The protagonist farmed the actual work to someone else. Hawke was still required to find the ingredients and recipe


What I never got was that with Hawke providing the crafting station, the raw ingredients AND the recipe, somehow it still cost him money to have things made. I mean, that is practically supporting the entire business, end to end.

#118
Sir JK

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Fast Jimmy wrote...

What I never got was that with Hawke providing the crafting station, the raw ingredients AND the recipe, somehow it still cost him money to have things made. I mean, that is practically supporting the entire business, end to end.


Well, skilled labour is the most expensive part of any business. That in itself is not weird. Though Hawke having to find the recipes is very much so (now... if Hawke found other useful recipies and was rewarded by being provided with a greater selection, that'd be much more plausible).

#119
Aaleel

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So we're talking about what the character can carry now? When I see these kind of comments I always wonder if the people only carry the weapons and armor they're using because having multiple sets is unrealistic.

But honestly I would take a system like Skyrim's where I can make use the materials at any alchemy station, forge, or enchanting table. Because there's a benefit to learning about crafting. I can make it myself and I can make it for free, or less than what a merchant sells it for.

There was no benefit to the system in DA2. You were still tied to one place you could get your items and you still had to pay for them. It wasn't even like there were merchants selling them at a higher cost elsewhere so you were saving money. They could have just upgraded the merchants every so often and it would have been exactly the same thing.

Wasn't like you had to go way off the beaten path to find these veins either, most you couldn't miss unless you were blind. I just played the Last Remnant for the first time and even in that game you had to make a choice to keep components for yourself to make weapons or sell them to merchants so that THEY could learn to make better gear. WTH do I need a recipe for if I'm not making anything. I find a recipe and the merchant knows how to brew the potion all of a sudden.

#120
Sir JK

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Aleel: The laboratory thing was a response that a supplyline couldn't allow you to make things in the field. If a supplyline cannot allow that, then by the same logic the fact that you're not lugging around a laboratory/forge/tanningrack cannot allow you to make things in the field.

I have no problem with crafting stations. That's not where my issue with traditional crafting lies.

#121
Pasquale1234

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Maybe the act of learning the skill implies that the character has the basic equipment needed to practice it?

I've always sort of expected that the characters would carry polishing cloths, sharpening stones, etc., to maintain their gear - though we don't generally see such items in inventory (I believe DA2 had some, but they were treated as junk).  And that archers are also fletchers and make arrows whenever they're sitting around camp...

#122
Aaleel

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Sir JK wrote...

Aleel: The laboratory thing was a response that a supplyline couldn't allow you to make things in the field. If a supplyline cannot allow that, then by the same logic the fact that you're not lugging around a laboratory/forge/tanningrack cannot allow you to make things in the field.

I have no problem with crafting stations. That's not where my issue with traditional crafting lies.


Well I actually wasn't responding to your post.

But it wasn't the supplyline that stopped Hawke from crafting in the field, it was the fact that Hawke didn't know how to use the materials.  Hawke could have easily stockpiled the materials and made his/her own supplies, or opened up his/her own shop.  But that would have involved interacting with the one city you were stuck in all game, which is another topic all together.

You were in city almost a decade and the majority of that time you were well off.  Who in their right mind would do the legwork, fund the operation and then still pay for the product?  If someone wanted to do that fine, but the player should have had the option to say the hell with this set up I can do this myself.

#123
Sir JK

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Aaleel wrote...

Well I actually wasn't responding to your post.

But it wasn't the supplyline that stopped Hawke from crafting in the field, it was the fact that Hawke didn't know how to use the materials.  Hawke could have easily stockpiled the materials and made his/her own supplies, or opened up his/her own shop.  But that would have involved interacting with the one city you were stuck in all game, which is another topic all together.

You were in city almost a decade and the majority of that time you were well off.  Who in their right mind would do the legwork, fund the operation and then still pay for the product?  If someone wanted to do that fine, but the player should have had the option to say the hell with this set up I can do this myself.


Well... Hawke isn't a craftsman. It's really that simple. Lady Elegant has spent the majority of her life to learn how to brew potions and she's a master at it. Hawke has spent the equalient amount of time to learn how to fight and as such hasn't learned what is needed to brew a good potion/mix a poison/carve a lyrium rune.

It's actually more difficult to explain why Hawke would be able to do that than otherwise. Crafting won't ever be a thing for the sake of realism. But it might be a thing for the sake of gameplay, which in a game is the important thing.

#124
Realmzmaster

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Fast Jimmy wrote...

Realmzmaster wrote...

Who is carrying the necessary equipment to perform all of this potion, trap, poison or rune making? Where is that equipment in the party's inventory? Not even a mortar and pestle? You cannot tell me that all but the simplest potions do not require alchemical equipment.

I will mention Kingdoms of Alamur which had crafting stations. The protagonist could not make anything unless the protagonist was at the proper craft station. The protagonist could use any crafting station including the enemy's.

The protagonist couldalso have several safehouses around the land which could be upgraded to include the craft station.

The protagonists could have all the necessary ingredients and recipe but without equipment nothing could be made. That to me is the way a crafting system should work.

So I have a problem when the protagonist in DAO is able to craft more than the simplest potions, traps. poisons or runes in the field especially the rune making system used in Awakenings.  The rune crafting is the poster child for bad crafting. (and why some gamers find crafting systems tedious).

DA2's system may have been an abstraction but it was an understandable abstraction. The protagonist farmed the actual work to someone else. Hawke was still required to find the ingredients and recipe


What I never got was that with Hawke providing the crafting station, the raw ingredients AND the recipe, somehow it still cost him money to have things made. I mean, that is practically supporting the entire business, end to end.


Actually if you read one of my previous posts I did not think Hawke should have had a crafting table in Act 1. I thought that Act 2 & 3 Hawke would have a writing table with all the ingredients and recipes that had been discovered listed. Hawke would then write down what was needed and give the note to a messenger to deliver to the appropriate crafter. 

Hawke would wait for delivery of the crafted items. Or the merchant would call on Hawke at his home in Acts 2 & 3 and take the order (more benefitting Hawke's new status). Act 1 Hawke would have to go shop for his/her crafted items.

#125
Wulfram

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Anomaly- wrote...

I just don't get this argument. DA:O's crafting was optional. You weren't forced to do it. You still had shops to buy things from, and even somewhat hidden shops that gave you exactly the same functionality as DA2's "system". You get to have your cake and eat it, too. Where is the problem in that? Is it just that the game doesn't tell you you're crafting when you aren't?


I need to try out the system to see that it's rubbish, and also that it's superfluous to gameplay rather than a necessary element, which wastes my time and detracts from that crucial first game.  And the presence of a broken mechanic that you need to ignore adds a nagging sense of artificiality to the challenge of gameplay

Whereas DA2's crafting had no real negatives for the game, at least with the Black Emporium to take the sting out of missing a crucial ingredient.

Modifié par Wulfram, 08 février 2014 - 08:54 .