[quote]Fast Jimmy wrote...
[quote]Sylvius the Mad wrote...
I remember Everquest 2 having a really in-depth crafting system from a gameplay perspective. The player actually had to respond to the crafting process in real time (slowly enough that it wasn't twitchy, but it required your constant attention) in order to make quality products.
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Yet wouldn't that be putting the player's skill at manipulating the crafting process over what the character's skill should be?
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I suspect EQ2's system was pretty similar to Vanguard's system. There were several stages in the crafting process, and you had several options as to the approach you took in each stage. You could skimp a bit on the first stage, then try to make up for it in later stages, etc etc. It all affected the final product. Your character's skill just made it much easier to obtain higher quality. It was a great system.
I also enjoyed Skyrim's crafting. It had balance issues and such, but there is a mod that does a good job of improving it.
[quote]Mistress9Nine wrote...
Same for the actual crafting. I'd much rather like comissioning others to do it in DA:I. I'm a warrior/mage/rogue, not a smith. [/quote]
One of my big issues with this is from a gameplay perspective. An Assassin would be a good candidate to specialize in poisons, while a Ranger or Spirit Healer might specialize in poultices. That would be a nice option to have. Instead of all the Rogues just teleporting to the enemy's back and hitting the same hotkeys. One of DA2's big problems for me was that, despite larger specialization trees, they all played pretty much the same. There was very little gameplay variety.
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But why would I want to spend my time smithing stuff for myself, when there are professionals who can do it far better? The Inquisitor has better uses of his time. He is a leader, he inspires, leads, delegates.[/quote]
Then why would the Inquisitor waste his time fighting battles when I'm sure he has plenty of trained soldiers at his disposal? Yet we can be pretty certain we are going to be fighting battles. If we are able to assume our Inquisitor had some combat training in the past, why can't we assume he had been an Herbalist or Alchemist in the past?
[quote]CybAnt1 wrote...
As I recall, along the lines of "NG+" (sorta), in DAO if you found them in your first game, you already knew them in your second.
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That didn't happen. You might be thinking of specializations.
[quote]In Exile wrote...
The scavanger hunt is the worst part, by far, of an RPG for me. I actually consider it active punishment and why I have a visceral and loathing-filled reaction to the word "crafting". [/quote]
I have the same reaction to the words "streamlining" and "simplification". Different strokes for different folks. Fortunately, crafting is entirely optional so you wouldn't even need to be aware of it's existence.
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One would imagine because it takes specialized equipment to make them? It's not as if we have a baggage train with us, though in RPGs nowadays where inventory restrictions basically don't exist I agree that it doesn't really make sense to restrict from crafting anywhere.
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Yes, I can see that argument. Personally, I wouldn't mind sacrificing some inventory slots to carry around some gear. Or they could do it the Elder Scrolls way and have crafting stations set up around the world so we aren't just doing everything at home base. After all, it makes sense that we wouldn't be the only people crafting in this world, right?
[quote]In Exile wrote...
There's nothing wrong with there being no basic limit there in regards to carry, and the rate-limit on crafting them became money (which for the most expensive potions and poisons you felt quite quickly).
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Problem is, it becomes identical to a shop. There is no real difference.
[quote]In Exile wrote...
The ability to break the system is absolutely a design flaw in the system. The fact that Mana Clash lolnerfs all mages in DA:O is a huge flaw in DA:O's vaunted "strategic" combat system for the same reason. [/quote]
That isn't a design issue. If you simply re-balanced Mana Clash, the design would not have changed, but the issue would be gone. That being said, you can "break" many systems if you really try to, but that's your choice. If you enjoy the system, why break it? For instance, I could just use killallhostiles and completely break every encounter, but because I enjoy actually playing the game I don't. I've played a few mages, and never once used Mana Clash.
[quote]In Exile wrote...
No, because of the way the system was set up it could be exploited for infinite money and therefore infinite supplies.[/quote]
This, as with most everything else you've mentioned is not the system's design at fault. The amount of money made in this fashion is just a parameter, not the system itself. Reduce that number and the issue goes away, without changing the function of the system. Same thing with skill points being useless (I don't agree, btw). Add more useful skills to contend with crafting skills, reduce the number of available skill points and you've solved the problem without changing the design.
[quote]In Exile wrote...
and (

even if purchased, the recepie couldn't be cashed out without finding the right threshold of ingredients through exploration (which is distinct from shopping). [/quote]
But it's a one time requirement, much like finding the shop.
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Given how linear DA2 was I use the word "exploration" loosely.
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Indeed.
[quote]Nightdragon8 wrote...
Don'y use bullet points they are annoying.[/quote]
Readability annoys you?
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So what they plan to add to a single player game is WoW mechanics of grinding to get leathers and other stuff... how nice.... [/quote]
Because crafting systems like this never existed before WoW or MMOs...
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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
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So it doesn't appeal to you. Good thing it's
optional.
[quote]CybAnt1 wrote...
Systems done wrong are not good arguments against the same systems done right.
Perhaps crafting skills in specific and character skills in general were not done right in DA:O.
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.[/quote]
Thank you. I don't understand this logic of scrapping an entire system rather than improving it, because the implementation was less than perfect.