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DA:I Crafting 101. Next time I'll just pick the colours.


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#51
frostajulie

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PLEASE introduce dyes. I don't want to sacrifice stats just because a combination of materials looks hideous together...

I can't like this enough so here is me quoting this



#52
StopCallingMeHarold

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Exactly. This all goes down to people being lazy and not wanting to work at it. People just want things easily handed to them.


*sigh* *shakes head*

Andraste save us.
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#53
b10d1v

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Bioware admitted that they ran out of time -they could not meet the schedule.  

Tried to sidestep and blame EA, but EA probably just wants Bioware to have an effective program plan and schedule to break down the work and show the weak links - there were risks and delays.  Both EA and Bioware have incentive to do quality work, as they are building on their reputation, not some movie perk.  

 

It's really not uncommon for people to stumble with program planning because their creativity is put on hold until the planning is done, but they are powerful tools to support your decisions, track progress and predict challenges and with QA a feedback into your processes.  With EA I've used some advanced Beta tools, clearly EA is in the game for the long haul building QA tools along with their games. Bethesda may run a close second with similar tools, just not as effective at using them.  QA was certainly missing/insufficient with DAI and having more focus groups for volunteers to sign into could have solved many issues, and could even now.  


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#54
b10d1v

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There should be a dye slot in crafting and that would solve the inconsistent colors.  The shaders can then represent a base material with a surface treatment to show sophisticated composite textures.  


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#55
Guest_starlitegirl_*

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Everything should have stats on it. Not having stats on the schematics was a horrible oversight. Also you can't see what you have. It's not in your inventory so if you are at a merchant and they have some, you don't know what you have unless it's seared into your brain. Also not being able to sell ones that you don't need anymore is foolish. Why couldn't you just sell them. It's like you get them and are stuck with them but you can sell armor and parts you make. Why not be able to sell schematics too. Those things were the things I found to be most tedious about it. If they fixed those things then it would be a well designed system. You could look at materials you have and work with it. You could see what you have for schematics and decide if you want to upgrade to better ones. Nobody needs 5 armors. Maybe two in case you don't have enough materials for higher ones that require more mats but a lower armor with higher mats is better. Because of this sort of shoddy design regarding schematics it becomes a confusing nuisance.

 

Also while the names do have some sort of sense to them... armors are better than mails which are better than coats, once you move from defender for example to vanguard it changes. If you have only played a few times that might not be obvious to you. So they really need stats on everything. A vanguard coat might equal defender armor and be a waste of money especially if you don't have the arms/legs for the vanguard but do for the defender. And that's another kind of stupid element. Sets should be together. Why they are in separate parts is beyond me. It makes it too confusing. I can see they wanted people to really have a lot of freedom but really they should have sold everything together then you make arms and legs as part of it. The way they did it is overly confusing. It took me three runs to just make sense of which was better than what based on what I had arms and legs for. Same for adding parts to weapons. It's just unnecessarily confusing but it has a lot of potential if they streamline it so it's not so much of a headache.


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#56
Nemesis788450

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i thought the crafting system was mostly really fantastic...the ui could be better and more convenient at time - but the way the crafting works, lets you customize - A - fckng - MAZING



#57
Nemesis788450

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There should be a dye slot in crafting and that would solve the inconsistent colors.  The shaders can then represent a base material with a surface treatment to show sophisticated composite textures.  

 

dying would be nice indeed - this could be a perfect opportunity for a modder i think



#58
b10d1v

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Everything should have stats on it. Not having stats on the schematics was a horrible oversight. Also you can't see what you have. It's not in your inventory so if you are at a merchant and they have some, you don't know what you have unless it's seared into your brain. Also not being able to sell ones that you don't need anymore is foolish. Why couldn't you just sell them. It's like you get them and are stuck with them but you can sell armor and parts you make. Why not be able to sell schematics too. Those things were the things I found to be most tedious about it. If they fixed those things then it would be a well designed system. You could look at materials you have and work with it. You could see what you have for schematics and decide if you want to upgrade to better ones. Nobody needs 5 armors. Maybe two in case you don't have enough materials for higher ones that require more mats but a lower armor with higher mats is better. Because of this sort of shoddy design regarding schematics it becomes a confusing nuisance.

 

Also while the names do have some sort of sense to them... armors are better than mails which are better than coats, once you move from defender for example to vanguard it changes. If you have only played a few times that might not be obvious to you. So they really need stats on everything. A vanguard coat might equal defender armor and be a waste of money especially if you don't have the arms/legs for the vanguard but do for the defender. And that's another kind of stupid element. Sets should be together. Why they are in separate parts is beyond me. It makes it too confusing. I can see they wanted people to really have a lot of freedom but really they should have sold everything together then you make arms and legs as part of it. The way they did it is overly confusing. It took me three runs to just make sense of which was better than what based on what I had arms and legs for. Same for adding parts to weapons. It's just unnecessarily confusing but it has a lot of potential if they streamline it so it's not so much of a headache.

I have found crafting to be the most incomplete of any area.  Some of the behavior models are missing but you have to look hard to see these.  However, deficient behavior models make enhancements difficult because of the poor design in battle scaling -one of the most lopsided I've ever seen and being overpowered can screw up event timers for some weird game behavior.



#59
b10d1v

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dying would be nice indeed - this could be a perfect opportunity for a modder i think

It seems easy enough to implement, I've done some of the ground work, but there are only a few hooks so far -need to unlock DLC for more flexibility and isolation from updates.  It's also unclear just how much Bioware is going to address.  There is also so much needed that it would take a team to fix all the issues in a reasonable timeframe.  Still, Crafting deserves its own DLC along with a behavior DLC for the more complex behaviors.  I have not found the battle scaling yet, but they did change it in one of the patches.  These areas are so interrelated, they should be addressed in parallel to maintain game stability.



#60
mutantspicy

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Lol.

 

So you really don't see that allocation stat points on level up is almost identitcal to allocating stat points in your gear? The only difference is that in the 'old system', in an all nude fight, the old system would win from the new one.

 

 

 

 

Of course I do, and that's not good in terms of Role Playing.  Sure I can make armor to build my strength or con, but what if I want some extra cunning to improve crit change or range defense.  If I'm a rogue I may want to just load up on Dex, I may want to load up on Cunning, but  I may want to load up on Con for stamina. Some people like to build characters that are flawed to make things interesting.  This is the heart of Role Playing.   The weapon crafting is great, and yes its replacing the character attributes, that's a mistake. Because Rogue gear only focus on the power rogue attributes, DEX/CUN, with Warrior gear its only STR/CON etc. Gear should be used to augment your attribute not determine them.  And it should look better.



#61
StopCallingMeHarold

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Bioware admitted that they ran out of time -they could not meet the schedule.  

Tried to sidestep and blame EA, but EA probably just wants Bioware to have an effective program plan and schedule to break down the work and show the weak links - there were risks and delays.  Both EA and Bioware have incentive to do quality work, as they are building on their reputation, not some movie perk.  

 

It's really not uncommon for people to stumble with program planning because their creativity is put on hold until the planning is done, but they are powerful tools to support your decisions, track progress and predict challenges and with QA a feedback into your processes.  With EA I've used some advanced Beta tools, clearly EA is in the game for the long haul building QA tools along with their games. Bethesda may run a close second with similar tools, just not as effective at using them.  QA was certainly missing/insufficient with DAI and having more focus groups for volunteers to sign into could have solved many issues, and could even now.  

 

This is a problem I have with software development of any kind. They can put it on the market and just think that patching it as they go will be enough to satiate the masses for the price they decide to attach to it. It needs to be released for Christmas, or pitted against competition release dates, or whatever the motivation is. I may go back to my old philosophy; don`t buy it until it`s half the original price and when they have **** figured out. The crafting in DA:I is only a symptom of a larger problem, IMO.


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#62
Pukey Paul

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Exactly. This all goes down to people being lazy and not wanting to work at it. People just want things easily handed to them.


You seem to have missed the point people on here are trying to make. When crafting sometimes the materials with the better stats look horrible in colour/pattern on the armour/weapon. When crafting why are you limited to what materials you have for colour? Why can't you apply a colour of your choosing, you can pick the skin colour of you inquisitor along with tattoos, make up, hair, etc. Why not your gear?

#63
StopCallingMeHarold

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You seem to have missed the point people on here are trying to make. When crafting sometimes the materials with the better stats look horrible in colour/pattern on the armour/weapon. When crafting why are you limited to what materials you have for colour? Why can't you apply a colour of your choosing, you can pick the skin colour of you inquisitor along with tattoos, make up, hair, etc. Why not your gear?


Colour wasn't the actual intent of the post. It's that just picking the colours is easier that trudging through all the crafting options and confusing naming, labelling, incorrect categorization; duplicate, triplicate, attributes, etc.

But dyes seem to be important to people too.

#64
StopCallingMeHarold

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Now I'm playing multiplayer and it's another inventory nightmare.

1) Can't see the stats if what you're wearing when crafting.

2) Can't see the stats of what your making (and with the limited crafting resources you DO NOT want to make something you don't want)

3) Can't salvage armour you make so it just keeps adding to the other pieces. Again, I do not downgrade my characters. Please let me delete, or salvage, or hide, or change the font colour so I don't have to see it, or tag it as crap, or send them all to another player to drive them nuts, or mould them into a great big ball to throw at a Terror Demon.

4) Can make things to stuff your weapon holes but not your armour hole (seems like a design choice but just sayin')

5) this I find completely hysterical. In the Upgrades list, one can right/left trigger through the weapons types (good so far) but all of the armour components show up in one list with no filtering option. Genius behind that decision. Absolute genius.

Did anyone actually QC crafting before the game was released or does it get the "That'll Do" stamp of approval In order to get it of the PM list?

Done (for now)

#65
Shenor

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I like crafting and I like choices but I think that some very good points are made here. I also appreciate the lists of how many total in this post. When I first saw that different materials had the same effect I thought, good because I have a lot of iron but I don't have a lot of something else with the same effect. When you add in, however, the many different schematics and the fact that it is difficult to tell if the legs you are making will go with the armor you are making not to mention if the armor even has a slot for the legs it gets to be way too much. We definitely need to be able to delete schematics or put them in our library in Skyhold or something. I was searching the forums because I just got my first rune schematic and I can't find any blank runestones so if anyone can tell me how to get them, I would appreciate it.



#66
StopCallingMeHarold

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Blank runestones can be purchased through the Skyhold or Orlais vendors. All the prices are the same 71 gold (I think)

#67
Sarielle

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I just pick what fabric looks pretty together, hang the stats. :P It's freeing, OP. Give in to the dark side.

 

EDIT: Then again I was playing a spirit-heavy Knight Enchanter and was ludicrously overpowered.


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#68
AlexMBrennan

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I've yet to see any game with a decent crafting system. Hint: when you find yourself killing mobs over and over again hoping for a fade touched +guard ingredient then the game isn't fun, it's stalling. Items with a 1% drop chance simply mean that the developer needed this section to be 100x longer but didn't have any money and figured that he could just make you repeat it a bunch of times.

Guess what, Shakespeare doesn't get any better if you were forced to copy the manuscript by hand a few thousand times before letting you read the next chapter.

#69
JaneLunaC

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I love the crafting and being able to make unique things with different colors,

I just wish it didn't cost so many materials for an item,

and that you could pick the color from a different thing

(I wish the color wasn't based on the material,

but rather from a color wheel or something, instead)

 

For example, after you select the mats, it would be great if you could then select the color afterwords

Color the hilt of the weapon, the colors of the metals, and then the color of any cloth/leather on it, with some kind of color picker

 

And you could use a similar system for the armors, the colors being an independent system from the mats

 

Just an idea, anyway,

I doubt they'd bother implementing it, it would probably be too much trouble to change it



#70
Rizilliant

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Edit: Deleted. Posted in wrong thread