Crafting in DA:I is reminiscent of Awakenings' Rune Crafting Gate of 2010. DA:I's crafting system is way too complicated as far as I'm concerned. Maybe complicated is the wrong word. Better words may be aggravating, tedious, confusing, bewildering, abstract, confusing (did I say confusing already? See! I'm confused just talking about how befuddled I am).
Let's look at the greatsword.
This particular greatsword has 148 options (20 main hole, 20 metal offense, 20 metal offense, 22 leather utility (yes. My highest DPS greatsword has an option for dexterity or cunning), 23 runes, 43 master fade craft items). In addition, it can accommodate one of seven pommels each with two holes to stuff (142 options) and one of four grips each with two holes (136 options). Add them up and you got yurself a pokey stick with 480 options. If anyone is so inclined to calculate the permutations based on those, please do so. I would hazard a guess that the actual possible outcomes for a greatsword is in the hundreds of thousands. ONE GREATSWORD..
So what am I trying to say here? First, I can't imagine being part of the team that is trying to create new and creative ways to craft weapons and armour. I'm sure it can be daunting and just because the game got bigger, not mean every aspect of it needs to. I guess that in a game of this size, trying to keep us engaged is part of the challenge as well. Some thoughts on ways that may simplify a crafting environment:
- Allowing schematics to be deleted (I'm pretty sure I don' t need 12 Bianca upgrades for the entire game. I'm not typically in the habit of downgrading my equipment).
- Please list only the available Master Craft materials and not the materials that aren’t.
- The offence, defence, utility hole concept is good. At some point it loses practicality.
- Crafting materials' characteristics are too varied or and have characteristics similar or common aspects. (listed below). It just confuses the process.
- Please let me know before I make something whether it has arm, leg, blade, grip, etc., holes to stuff. BEFORE I go through the process of making it. Maybe like a feature, or aspect, or something
- Weapons damage; armour protects. I'm sure some people would object to this statement and I have no counter. It just makes sense to me and is infinitely easier to manage.
- Could there be a personal storage option please?
- The 61 crafting items I have perform 120 functions. Just an observation.
- Bring able to switch between the crafting screen and your inventory. Maybe on a inventory type basis, if I'm crafting armour, it will open the armour section of the inventory & have this in line with the character selection, to be able to view what the selected character is wearing that you wish to craft for.
- Some of two handed components appear under the one handed inventory category. Not when crafting. It's correct then.
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Wide Greatsword Grip
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Wrapped Two Handed Haft
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Dense Two Handed Haft
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Rugged Two Handed Haft
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Thick Greatsword Grip
Now before anyone says, "Then don't craft, Harald. You don't have to craft", I'Il say "You are right. I don't have to craft" but I enjoy crafting (and a little secret, I do actually "need" to craft. It's compulsive. If I can craft it, I'll craft it. I'll make the biggest, baddest, bettererest est, recoloured, renamed, remagified weapon I can. I like logging in and re-outfitting my team whether it be for day to day battlewear, shopping, or even an evening dragon hunt (heeeere puppy puppy...). (I exaggerate. Not shopping).
And before anyone says I'm only being negative in this post, I will disagree. In concept I really like the grip, pommel, haft, blade, arms, legs idea. Changing these components in-game is straightforward and simple. Rune crafting is fine. A different sort order would benefit runes. Or naming convention. Or something. But good overall. The left/right button navigation to flip between character classes and weapons is invaluable when crafting. Function is not the issue.
I finished the game and after 229 hours, my overall inventory of crafting supplies looks something like the following. I am confident that these are not all of the schematics available. Maybe not all of the rocks, pelts, or fabrics either.
62 weapon schematics
19 grips,
10 blades
11 hafts
12 Bianca upgrades (because we need more schematics specific to one weapon. Not even a weapon type).
39 armour schematics
14 arms
10 legs
19 fabric types
22 leather types
20 metal types
23 rune schematics
43 master fade options
Fabric, leather, and metal options breakdown as follows. I'm not even going to get into the % breakdown of each component. Suffice it to say that it's ridiculous already.
19 fabrics (Performing 38 different functions)
Utility Hole: magic or willpower
Offence Hole: heal on kill (6), barrier damage (6) critical damage (1), attack (6)
Defence Hole: magic defence (6), spirit damage resistance (3), electric resistance (6), healing bonus (3), fire (1)
22 leathers (Performing 40 different functions)
Utility Hole: dexterity, cunning
Offence Hole: bleed target on hit (7), flanking (5), critical damage (5), critical chance (4), armour penetration (1)
Defence Hole: cold resistance (9), ranged defence (5), bleed attacker (4), fire resistance (4. 3 of which don't appear until late in the game)
20 Metals (Performing 42 different functions)
Utility Hole: constitution, strength,
Offence Hole: attack (7), guard damage (3), stagger on being hit (6), armour penetration (3), bleed on being hit (1)
Defence Hole: health (6), stagger attacker (6), fire resistance (1), mêlée defence (7)
Sank you. I vill here for all zee veek.
Modifié par StopCallingMeHarold, 28 décembre 2014 - 06:40 .





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