Resource Gathering
I do like the crafting system but do I like picking flowers and chipping off bits of rock... no its just a chore. Does gathering stuff make sense for a character that is the leader of an organisation.... no it doesn't. Does it detract from the more interesting game play... yes it does.
An alternative would be to give the player a periodic income of resources (either connected to time in game or quest completion). You could then have quests to discover the sources of a new minerals or flowers, that would be a one off for each mineral type (and can be level controlled in some way)
For those that don't like crafting they can just sell the resources and buy gear at a shop (so the resources need to attract a comparable price)
Combat Looting
Picking up stuff after every battle is just a chore and its mostly just generic junk that I end up selling. Random battles can get pretty repetitive without having to add in the chore of picking up a load of stuff at the end (and I always feel like I have to pick it up). I think they should just get rid of this altogether... the only time I really want gear drops from combat is after fighting a Dragon as this should be the only source of their special resources. This will help streamline combat a bit.
Environmental Looting
Having to look in one or two chests (or whatever the receptacle is) in every room is another chore, I know some people say you should have auto loot but I think the better solution is just to get rid of 95% of the chests (or more). All we are doing is getting loaded up with a whole bunch of junk that we just end up selling. Looking in a chest should be an experience which I am excited about... where I am actually interested what is in it.... not one where I just click "Take All" without even looking. Less is more, I don't need all this generic gear what I need is to find stuff I actually want to use... so one chest at the end of a dungeon / mission with something worth having in it is all that is really needed. And as an additional plus you can remove the awkward problem of stealing. There are surely other ways for us to get money than collecting junk and selling it
Limited Inventory
I really hate this game mechanic, half way through a dungeon / mission you run out of inventory and you have to leave to find a shop or pick through the stuff you have collected to decide what to destroy. Just what does this achieve apart from mind numbing levels of irritation. Sure I understand we need it to stop the inventory becoming unmanageably large but that's only a problem because we are swamped with so much generic rubbish in the first place. Get rid of 95% of the looting and there is no longer any need for limited inventory.
I can't help thinking that Bioware should be constantly looking at how they can streamline game play to remove the repetitive tasks, so we are more focused on stories and characters... i.e. the things we buy Bioware games for





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