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#51
sH0tgUn jUliA

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Why should I craft when what I want is just a bullet away?


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#52
countofhell

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Crafting in Dead Space 3 is good. Every weapon you create got personality and in MEA this can be even improved.

I don't like ME3's simple way of weapon upgrade. Collect enough credits and buy in the shop the advanced weapon ? No, instead I have to trade this with upgrade system so i choose how i upgrade my weapon.



#53
Sanunes

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Crafting in Dead Space 3 is good. Every weapon you create got personality and in MEA this can be even improved.

I don't like ME3's simple way of weapon upgrade. Collect enough credits and buy in the shop the advanced weapon ? No, instead I have to trade this with upgrade system so i choose how i upgrade my weapon.

 

I guess people enjoy different things (which this forum shows all the time), but for me Dead Space 3 had probably the worst weapon/crafting system I ever encountered in a game.  It felt like they wanted to make it more complicated just to be a complicated system. Maybe it would have been better if they designed how the different weapon parts interacted with one another, but it felt more like a guessing game then a crafting system.  The other parts were okay, but I preferred Dead Space 1 for that.



#54
countofhell

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I guess people enjoy different things (which this forum shows all the time), but for me Dead Space 3 had probably the worst weapon/crafting system I ever encountered in a game.  It felt like they wanted to make it more complicated just to be a complicated system. Maybe it would have been better if they designed how the different weapon parts interacted with one another, but it felt more like a guessing game then a crafting system.  The other parts were okay, but I preferred Dead Space 1 for that.

Of course not the best but i hope that MEA will going to finally broke chains about the ME3's upgrade part mods system and something brand new will going to come up with.



#55
Helios969

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That prints metal and woven carbon fiber? And Eezo?

That's an interesting notion.  Additive manufacturing (3D printing) is a major area of research currently.  Not sure however much it advances it'll ever be as good as other manufacturing techniques...it's largely for prototyping and field repairs.  On the whole though I'd rather not see Mass Effect go down the Dragon Age route of crafting.  I liked ME3's approach...just give more options of mixing and matching (especially the armors.)



#56
Sanunes

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Of course not the best but i hope that MEA will going to finally broke chains about the ME3's upgrade part mods system and something brand new will going to come up with.

 

The odd thing is the people that I know that played Dead Space 3 (so I can't speak for everyone) the aspect of the system they used the most was the part of the system that worked like the mod system of Mass Effect 3.  Once you found a basic item that works that never changed because so many of those never changed.

 

Now if they have a crafting system that starts with the five basic weapon types and all you are changing are the stats such as ammo capacity, damage, accuracy, while having mods like Mass Effect 3 would be a system I can see, but there has to be some restrictions added otherwise it defeats the purpose of the system at least in my opinion.



#57
UniformGreyColor

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tbh it kind of makes more sense to me though not less but I think it depends on the length of time we've been in Andromeda by the time the game takes place. Because if we've only just arrived in Andromeda at he game's start then we are likely to need to go out and search for what we need and put it together ourselves. But again it depends on the situation and the story. Which we don't really know much about yet.

 

It is said we would be starting from scratch. That means when we begin our journey we have basically nothing -we start off very small. I presume that they wanted to contrast this with DA:I's system where you just kinda start with a huge environment to explore ie. The Hinterlands. All that said, crafting made a lot of sense in DA:I and I enjoyed working the crafting system there. The truth of the matter is that we really don't know what to expect for ME:A. Since everything is so new, we have no way of knowing what the initial setting will be like and what will be necessary to progress in the game. For all we know it could very well be a heavy explorative type game where finding new things and making use out of them is the basis for the way we progress in our story. Its not a far jump from that to a very in depth crafting system.

 

I find myself really loving games where I can customize my equipment the way I want it to be. For me, crafting is an enjoyable experience and I like the idea that I start off with not much customization, but eventually I can min/max my chars any way I want to. For example, In my DA:I, my Iron Bull usually has high stats for Strength while Blackwall focuses mostly on constitution while Cassandra usually has a balance of the two. These are the types of differences I want in my characters on a statistical standpoint. The only really two ways I see this happening is by either leveling up my characters and choosing what stats to allocate to them (which then must share that space with abilities) or simply having a crafting system in place for that type of thing. Like I said before, I enjoy crafting and I thought the way it worked in DA:I was pretty swell.

 

To me its a matter of customization, and more is almost always better than less.



#58
Hammerstorm

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I like a system that is a cross between me2 and me3. Where you find things on enemies and scan it and let the smart people on the base do the reverse engineering on it, then I can chose to have that upgrade or that mod.



#59
sjsharp2011

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I don't want a crafting system in Mass Effect. I'd rather be able to buy and swap out modular pieces of weapons and armor (like ME3, but expanded), not run around on some planet harvesting metal nodes or some such.

I would imagine there wil still be shops and such for thoise that wou8ld perfer to byu it ready made or whatever just as befoer as well. As you can still do things like that in these games. Crafting/Assembling is just an extra option people can do to add a little extra boost if they want it. 



#60
sjsharp2011

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It is said we would be starting from scratch. That means when we begin our journey we have basically nothing -we start off very small. I presume that they wanted to contrast this with DA:I's system where you just kinda start with a huge environment to explore ie. The Hinterlands. All that said, crafting made a lot of sense in DA:I and I enjoyed working the crafting system there. The truth of the matter is that we really don't know what to expect for ME:A. Since everything is so new, we have no way of knowing what the initial setting will be like and what will be necessary to progress in the game. For all we know it could very well be a heavy explorative type game where finding new things and making use out of them is the basis for the way we progress in our story. Its not a far jump from that to a very in depth crafting system.

 

I find myself really loving games where I can customize my equipment the way I want it to be. For me, crafting is an enjoyable experience and I like the idea that I start off with not much customization, but eventually I can min/max my chars any way I want to. For example, In my DA:I, my Iron Bull usually has high stats for Strength while Blackwall focuses mostly on constitution while Cassandra usually has a balance of the two. These are the types of differences I want in my characters on a statistical standpoint. The only really two ways I see this happening is by either leveling up my characters and choosing what stats to allocate to them (which then must share that space with abilities) or simply having a crafting system in place for that type of thing. Like I said before, I enjoy crafting and I thought the way it worked in DA:I was pretty swell.

 

To me its a matter of customization, and more is almost always better than less.

Yeah I've never been much for crafting personally. I  have to admit though I do quite enjoy DAI's approach to the whole thing though. I think Bioware did a pretty decent job with this approach to it.



#61
falconlord5

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No. Not just no, but hell no. Emphasis on the no. There are no words to describe the no-ness of a crafting system. Just... no.



#62
Sanunes

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Yeah I've never been much for crafting personally. I  have to admit though I do quite enjoy DAI's approach to the whole thing though. I think Bioware did a pretty decent job with this approach to it.

 

I think they had a good idea, but it definitely needed more refinement.  Now it could be the inventory system in general that makes me feel that way, for the idea that you use the same recipe just have different levels of material and the Fade-Touched upgrade are good ideas, but the amount of recipes and the randomness to find them was something I disliked combined with the sheer amount of Fade-Touched bonuses that seemed nearly worthless compared to others are areas that needed to be improved for me.



#63
goishen

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It's going to have some form of crafting.  Look at ME3 if you don't believe me.  You could craft each of those weapons any variant and/or style.  You want be a krogan warlord with a SMG?  Go for it.  You want to be an adept carrying around a piranha?  Sure, be my guest.

 

It will have some form of crafting to it, it's just at this point impossible to tell.



#64
Deebo305

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Believe I said this another thread but I'll say it again here. Bioware should take some cues from XCOM if crafting is implemented

I loved crafting in Inquisition but even I will admit, grinding for materials is tedious so I say they cues from ME1, DA:Awakening, & DA2. New galaxy mean new minerals, resources, and organism thus expecting everything from here to work there would be somewhat unrealistic. So since there will be Mako secrions, I say allow those mineral deposit which you ran into in ME1 work like they did in Awakening and DA2. You mark them and then have your engineers/science officers research them which would open up options for unique weapon & armor upgrades

The Cyro Heavy Weapon from ME2 has always been my favorite from that game because it felt so patched together compared to other weapons. Andromeda could use more of that like a gun that fired off Thresher Maw acid would have been nuts



#65
LinksOcarina

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Believe I said this another thread but I'll say it again here. Bioware should take some cues from XCOM if crafting is implemented

I loved crafting in Inquisition but even I will admit, grinding for marerials is tedious so I say they cues from ME1, DA:Awakening, & DA2. New galaxy mean new minerals, resources, and organism thus expecting everything from here to work there would be somewhat unrealistic. So since there will be Mako secrions, I say allow those mineral deposit which you ran into in ME1 work like they did in Awakening and DA2. You mark them and then have your engineers/science officers research them which would open up options for unique weapon & armor upgrades

The Cyro Heavy Weapon from ME2 has always been my favorite from that game because it felt so patched together compared to ither weapon. Andromeda could use more of that like a gun that fired off Thresher Maw acid would have been nuts

 

The good work around is to limit grinding by adding more materials per find, or by letting underlings mine for materials with stronger yields and less time.

 

Would make life much easier and less of a time-waster, no one wants to really pick flowers.



#66
Norhik Krios

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I hate it when I read titles like this, in forums for games like Andromeda...
I always know what to expect, too many people only seeing black and white, no crafting system at all; or hoarding and looting 24/7, which is simply retarded.
The idea is insanely good, a clever crafting and upgrade system, in an open environment, makes the game so much deeper and makes you want to play more and more, because you could find something, that makes your perfect customized weapon even more perfect!
If you are annoyed by such a system, by playing a game, then it's the wrong media for you.
Do you rather run through the game in 10 hours or have the oppurtunity to go back again and again and have the feeling of progress, even when you've spent 100 hours on it already? Yes, I know, this is black and white thinking of me now, but this is the feeling I'm getting from 50% of today's "gamers":

"No, I don't want it, because in ~that~ game it sucked, so it would suck in this game too!"

Have some faith, have some ideas!

When the first humans built tools made of wood and stone, did they go "No! It sucks, because I stubbed my toe on a rock once! No stone!"


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#67
rapscallioness

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No, thank you. Limited crafting in ME:A. Upgrades, socketing whatnot, sure. DAI style? No, thank you.



#68
CHRrOME

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From a realistic standpoint it wouldn't make sense. At all.

I think they made it pretty well (and more importantly: not boring and tedious) in ME3 with the mods. Actually we're talking about ME1, ME3 just polished this good old feature.

 

I want they to keep it this way, just modding for weapons and armor.

 

I'm sick of crafting tbh. All that time and effort spent into annoying crafting features could be used into some other aspects of the game.



#69
Spectr61

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New Galaxy, we only have the inventory we brought with us.

What exactly are we going to find in the new, humans-have-never-been-here-before worlds except raw materials we can use?

This would mandate some kind of crafting or replcator process to make new things.

Else, what are we going to do, find an alien weapon that somehow works for humans?

Give me truly "alien" aliens, not humans in disguise.

We discover, we research, we build.

#70
UniformGreyColor

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I do like the research angle that ME2 had. I would like that expanded if nothing else. Also on a ship that big, there's bound to be someone who knows how to work metal (or otherwise) and have some advanced tools for making things like guns weapons and armor. There should be a whole research development team on the ship devoted to using new resources to make better equipment.



#71
LinksOcarina

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From a realistic standpoint it wouldn't make sense. At all.

I think they made it pretty well (and more importantly: not boring and tedious) in ME3 with the mods. Actually we're talking about ME1, ME3 just polished this good old feature.

 

I want they to keep it this way, just modding for weapons and armor.

 

I'm sick of crafting tbh. All that time and effort spent into annoying crafting features could be used into some other aspects of the game.

 

In truth I hope they add more mods and keep that system. If we do need crafting, it should be with armor in the end for different mineral materials. 

 

Leather and Cloth doesn't make much sense in Andromeda, although they can go with synthetic fabrics and plastics instead. 



#72
The Qun & the Damned

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no RNG, f that in the a. Farming and scumming schematics sucks. Though hunting them is something else.



#73
von uber

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I think they should embrace it completely. Not only do you have to find the resources - so there can be a section where you just spend ages pouring over geological maps (which you had to survey in the first place) - you also then have to refine them, then begin endless rounds of R&D (including cadding up each iteration as a fabrication drawing and then redesigning the machine tools - which you also have to design).
Once you have a workable prototype you then need lots of field tests and evaluations under controlled circumstances and only after that can you put it into production.
And you have to do this for everything.

OR.. For a mere 500EA points (bought in 341 point bundles ) you can buy the ready made schematic.
It's also a bargain at 48,653EA points for the crafting season pass. Pre order now!
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#74
sH0tgUn jUliA

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I think they should embrace it completely. Not only do you have to find the resources - so there can be a section where you just spend ages pouring over geological maps (which you had to survey in the first place) - you also then have to refine them, then begin endless rounds of R&D (including cadding up each iteration as a fabrication drawing and then redesigning the machine tools - which you also have to design).
Once you have a workable prototype you then need lots of field tests and evaluations under controlled circumstances and only after that can you put it into production.
And you have to do this for everything.

OR.. For a mere 500EA points (bought in 341 point bundles ) you can buy the ready made schematic.
It's also a bargain at 48,653EA points for the crafting season pass. Pre order now!

 

I fully agree. But don't you think that we would have forgotten our technology after traveling for so long? We should start back with spears on these strange new worlds. From there we have to not only discover resources, we have to discover things like writing, education, medicine, etc. We should have to build technology trees for our settlements. Things that eventually enable us to explore our worlds and develop our own interstellar travel. This should make the game span a couple thousand years. Think of the replay value!

 

You can grind a bazillion hours discovering resources, researching all these things on your own, and trading with or conquering your neighbors, stealing their tech, OR you can buy each tech upgrade for a mere 500 Microsoft Points (EA Points, Playstation Points or whatever), OR buy the season pass for (let's round it up) for 49,999 Microsoft Points.