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Next game needs wood!


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14 réponses à ce sujet

#1
Blood Mage Reaver

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Minor but relevant and annoying flaw in the whole crafting system is how the hell do we craft bows with METAL?

 

Seriously, there are masterwork Ironbark and Heartwood but we craft wooden bows out of minerals? How is that even supposed to work?

 

Next game needs to make schematic designs that incorporates wood in their construction. Bows and even shields in DAO were made from several tiers of magic or normal wood so it's a no brainer that this essential crafting material was cut out short from DAI.


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#2
lynroy

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My mind was completely in the gutter when I read thread title... :blink: Moving on, you bring up a fair point.


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#3
KaiserShep

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My mind was completely in the gutter when I read thread title... :blink: Moving on, you bring up a fair point.

 

 

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#4
nightscrawl

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My mind was completely in the gutter when I read thread title... :blink: Moving on, you bring up a fair point.

 

So was mine... then I thought that it was able set and environments; I didn't think at all about crafting.

 

To the topic at hand, the main issue with this is that there might not be enough types of wood to make it worthwhile. I agree that something like ironbark would be nice, or some other woods -- there certainly is not a dearth of trees -- but I don't know that the volume would compare. There are 19 cloths, 24 leathers, and 19 metals. I think adding wood would make the crafting even more cumbersome than it currently is.


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#5
Deadly dwarf

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Yes, sometimes the crafting doesn't make sense.  With armor, you use metal fro warriors, leather for rogues, and cloth for mages.  Yet frequently, the end result doesn't seem to reflect what you put in.  Armor for mages and rogues frequently looks like it has metal in it even if the schematic didn't include any metal.

 

Your point about bows and wood makes sense.  At very least, they should make wood available via merchants for bow crafting purposes.


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#6
Mocker22

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Your not seriously suggesting that we have to harvest metal, kill mobs for leather, loot every damn human for cloth, constantly harvest every damn flower you happen upon, AND CUT DOWN ALL THE TREES.

 

Please god give me less material farming.....not more.


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#7
nightscrawl

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^ While I agree, they could have done something with the logging sites we already have to find as part of the Skyhold upgrades. Perhaps each new logging site adds a different type of wood to a vendor or something. There are ways; it doesn't necessarily have to mean more farming.


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#8
sjsharp2011

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So was mine... then I thought that it was able set and environments; I didn't think at all about crafting.

 

To the topic at hand, the main issue with this is that there might not be enough types of wood to make it worthwhile. I agree that something like ironbark would be nice, or some other woods -- there certainly is not a dearth of trees -- but I don't know that the volume would compare. There are 19 cloths, 24 leathers, and 19 metals. I think adding wood would make the crafting even more cumbersome than it currently is.

yeah I agree I think they left wood out to try to simplify things  a bit.



#9
Blood Mage Reaver

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^ While I agree, they could have done something with the logging sites we already have to find as part of the Skyhold upgrades. Perhaps each new logging site adds a different type of wood to a vendor or something. There are ways; it doesn't necessarily have to mean more farming.

 

On the topic, I think they should ditch the harvesting mechanic and instead focus on vendors offering better crafting materials and lower prices as you complete quests for them.

 

Minerals don't sprout from the ground like they do in DAI, it takes a complex process to make them usable even at surface mines instead of the PC literally yanking diggets out of the rock with his/her bare hands.

 

DA2 was better in this aspect, your PC just had to mark exploitable resources and merchants would all harvest the stuff while you focused on killing stuff and hoarding the money to pay them.

 

You can have legendary and high tier itens as quest rewards instead of praying for RNG to drop them over the next 50 tries.

 

In DAO we had crafting quests where you took rare materials to a master craftsman or smith and in return got brand new legendary items, this should be something special instead of a repetitive routine that feels like I am playing Harvest Moon for hours instead of fighting dragons.

 

In my opinion the crafting system should work as follows:

 

-PC finds resource center on the map (quarries, mines, logging stands, hunting grounds, etc...) and marks it.

 

-Merchants start selling that resource for gold and operations are unlocked to gather that resource at the cost of time.

 

-You can spend influence to lower the cost of purchased goods and spend coin on upgrades to speed up gathering and increase returns.

 

-You can craft masterwork materials by conocting alchemical potions and imbuing them on the material.

EX: By treating 10 pieces of tier 3 clothing with 3 lyrium potions it provides one masterpiece granting +30 magic upon kill, by treating them with 3 regeneration potions it grants a masterpiece with 10% of chance to heal for half health upon dying, by treating 10 pieces of tier 3 leather with 3 regeneration potions it grants 1% health upon hit.

 

-Instead of relying upon RNG and specific items for 10% stats increase we should be able to pay the smith like we did in DAO to obtain beffed up armor.

EX: You pay 10000 gold for a 10% increase, 30000 gold for a 30% increase and 50000 gold for a 50% increase with all prices affected by price reducing perks.

 

-All crafted items can be sold by at least 75% of the value spent on their creation with the possibility of reaching 100% with commercial boosting perks.


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#10
Gya

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This is hard. I want to make some euphemisms, but that's not why I came.
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#11
Elista

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On the topic, I think they should ditch the harvesting mechanic and instead focus on vendors offering better crafting materials and lower prices as you complete quests for them.

 

Minerals don't sprout from the ground like they do in DAI, it takes a complex process to make them usable even at surface mines instead of the PC literally yanking diggets out of the rock with his/her bare hands.

 

DA2 was better in this aspect, your PC just had to mark exploitable resources and merchants would all harvest the stuff while you focused on killing stuff and hoarding the money to pay them.

 

You can have legendary and high tier itens as quest rewards instead of praying for RNG to drop them over the next 50 tries.

 

In DAO we had crafting quests where you took rare materials to a master craftsman or smith and in return got brand new legendary items, this should be something special instead of a repetitive routine that feels like I am playing Harvest Moon for hours instead of fighting dragons.

 

In my opinion the crafting system should work as follows:

 

-PC finds resource center on the map (quarries, mines, logging stands, hunting grounds, etc...) and marks it.

 

-Merchants start selling that resource for gold and operations are unlocked to gather that resource at the cost of time.

 

-You can spend influence to lower the cost of purchased goods and spend coin on upgrades to speed up gathering and increase returns.

 

-You can craft masterwork materials by conocting alchemical potions and imbuing them on the material.

EX: By treating 10 pieces of tier 3 clothing with 3 lyrium potions it provides one masterpiece granting +30 magic upon kill, by treating them with 3 regeneration potions it grants a masterpiece with 10% of chance to heal for half health upon dying, by treating 10 pieces of tier 3 leather with 3 regeneration potions it grants 1% health upon hit.

 

-Instead of relying upon RNG and specific items for 10% stats increase we should be able to pay the smith like we did in DAO to obtain beffed up armor.

EX: You pay 10000 gold for a 10% increase, 30000 gold for a 30% increase and 50000 gold for a 50% increase with all prices affected by price reducing perks.

 

-All crafted items can be sold by at least 75% of the value spent on their creation with the possibility of reaching 100% with commercial boosting perks.

 

I love that ! It would totally make sense !



#12
PapaCharlie9

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This is hard. I want to make some euphemisms, but that's not why I came.

 

As Dagna would say, "Almost gotcha!"



#13
CorniliuS

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And new trial "rub some wood"...



#14
sunnydxmen

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There are bows made of metal in the real world.



#15
KaiserShep

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On the topic, I think they should ditch the harvesting mechanic and instead focus on vendors offering better crafting materials and lower prices as you complete quests for them.

 

Minerals don't sprout from the ground like they do in DAI, it takes a complex process to make them usable even at surface mines instead of the PC literally yanking diggets out of the rock with his/her bare hands.

 

DA2 was better in this aspect, your PC just had to mark exploitable resources and merchants would all harvest the stuff while you focused on killing stuff and hoarding the money to pay them.

 

You can have legendary and high tier itens as quest rewards instead of praying for RNG to drop them over the next 50 tries.

 

In DAO we had crafting quests where you took rare materials to a master craftsman or smith and in return got brand new legendary items, this should be something special instead of a repetitive routine that feels like I am playing Harvest Moon for hours instead of fighting dragons.

 

In my opinion the crafting system should work as follows:

 

-PC finds resource center on the map (quarries, mines, logging stands, hunting grounds, etc...) and marks it.

 

-Merchants start selling that resource for gold and operations are unlocked to gather that resource at the cost of time.

 

-You can spend influence to lower the cost of purchased goods and spend coin on upgrades to speed up gathering and increase returns.

 

-You can craft masterwork materials by conocting alchemical potions and imbuing them on the material.

EX: By treating 10 pieces of tier 3 clothing with 3 lyrium potions it provides one masterpiece granting +30 magic upon kill, by treating them with 3 regeneration potions it grants a masterpiece with 10% of chance to heal for half health upon dying, by treating 10 pieces of tier 3 leather with 3 regeneration potions it grants 1% health upon hit.

 

-Instead of relying upon RNG and specific items for 10% stats increase we should be able to pay the smith like we did in DAO to obtain beffed up armor.

EX: You pay 10000 gold for a 10% increase, 30000 gold for a 30% increase and 50000 gold for a 50% increase with all prices affected by price reducing perks.

 

-All crafted items can be sold by at least 75% of the value spent on their creation with the possibility of reaching 100% with commercial boosting perks.

 

 

I agree with this. Claiming a mine much in the same fashion you claim logging sites and quarries would be much better. I'd rather just spend the gold to obtain the materials and forego collecting metals during travels.