I would like a crafting system similar to TW3.
Crafting in ME:A
#51
Posté 24 juin 2016 - 11:30
#52
Posté 24 juin 2016 - 11:30
I don't get the hate for crafting.
Do you count gathering materials as crafting?
#53
Posté 24 juin 2016 - 11:48
I don't get the hate for crafting.
There can be a lot of reasons. Just given their last shot at it (DAI) though?
- Tedious busywork.
- Absolutely screws over exploration.
- Nonsensical placement of items/schematics.
- Sartoz et Vella aiment ceci
#54
Posté 24 juin 2016 - 11:55
I love RPGs. They are by far my favorite genre. I can't understand the undying love affair with bloated inventories, resource gathering and crafting, though. All three of these features suck, in my opinion. The sooner they are extirpated from the genre, the better.
We need more fire! Where's Vorcha Master Baits?
#55
Posté 25 juin 2016 - 12:01
Because we'll be a few million light years away from the nearest mall?
Because we'll be in an entirely different space and the only populated worlds are populated with aliens with whom we have no trading agreements, and nothing of value to them to give them in trade?
Because ideally we want our technology to surpass theirs instead of being functionally the same?
This actually brings up an idea I'd had about a crafting system I wouldn't mind seeing in MEA.
I'd hoped the expedition would have researchers (like Mordin) on board along with fabricators. When we find new minerals, plants, animals, etc., we could bring them to the lab for research, along with any other artifacts or technology we discover. The lab would then create new technologies that could upgrade our gear - and tell us more about the worlds.
We might claim resource deposits similar to claiming mines and logging stands in DAI, and a mining team could be deployed to gather the resources, and our fabricators would manufacture whatever we needed from them.
I'm kind of hoping I don't have to choose between appearance and stats, as so frequently happens in RPGs. The looks I like best usually aren't the items with the best stats overall.
I don't know, I can get behind crafting depending on the circumnstances.
Is the ark mission fully stocked and prepared for conflict? Like did they have enough time to fully prepare our hopeful colonists, or was it a rush job with the bare minimum necessary to get the populations out of dodge as fast as possible?
I think it would be cool to have a Battlestar Galactica feel to the game. Making due with older, subpar equipment against a better organized and entrenched foe.
#56
Posté 25 juin 2016 - 12:37
I actually enjoy crafting and modding items. I don't see why you can't just program your omni-tool or your fabrication system(s) to manufacture modified items for you and make the crafting process itself at least somewhat streamlined. I assume that some amount of gathering raw materials would be necessary, but yes, something like robotic mining and an automated collection system would be more ideal in a sci-fi setting, rather than having your character doing the scutwork.
For all the people completely naysaying the idea of crafting and being irrational about it because they didn't like DA:I or ME3 or whatever their reasons are, I have to point out that even technologically-advanced societies like ours do have to manufacture their goods in what are generally multi-step processes, including actually GATHERING the raw materials - the horror!
You have to gather raw materials and process them into a usable form. THEN you have to fabricate all the different parts of the assorted wonderful devices that we know and love and obsess over, and THEN you have to assemble all the tiny (or not-so-tiny) parts to create things like car engines or guns or computers or cell phones. It's not like any of this stuff just instantaneously pops out of a single box.
And even in the world of ME, I assume that despite having omni-tools and omni-gel and what I can only assume are some fairly advanced omni-fabrication systems, you''ll still need raw materials to turn into omni-gel for those systems and you would still need schematics (like having someone design something in a CAD system).
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Exactly!
As the head of an advanced tech organization, why on earth would you put on the mantle of a serf doing menial work? You have sub-organizations and research labs, Naval Intelligence organization, AI Agents, to improve weapons, gear, knowledge, political intelligence... etc. When going on an expedition, you simply have the option of suiting up with the latest and greatest or choose existing mods to your needs.... all pre-done for you. The only "manual" labour is the customization of your suit, Mako, Tempest Captain's cabin... etc.
Crafting, as in DA:I is a horror of minutiae.
- Element Zero aime ceci
#57
Posté 25 juin 2016 - 12:42
Do you count gathering materials as crafting?
Yes. If we visit a location and gather said materials, what is the harm of a crafting system? It then gives us a choice to allocate our resources.
#58
Posté 25 juin 2016 - 01:55
Yes. If we visit a location and gather said materials, what is the harm of a crafting system? It then gives us a choice to allocate our resources.
Because it doesnt make sense in an age where fabrication factories cover entire planets.
It doesnt make sense that you brought thousands of people with you and you are one to craft something. Whats next, alchemy and enchanting?
People play Mass effect for the story. The crafters can go and play minecraft and shooters can go and pick up Battlefield.
Crafting is so.ething that belongs to medievalfantasy setting
- Element Zero aime ceci
#59
Posté 25 juin 2016 - 03:19
If we're helping to start up colonies and so on, then I could see us getting access to increasingly more rare materials and means and mods as we go.
So, we go in, clear out the area, have some good fights that get increasingly more challenging. Then when it's all said and done we have a consistent flow of materials to our manufacturing hub. There may not be actual "gathering" of mats as much as just securing a flow of tribute materials.
And who knows what we're going to find there. Civilizations and species that already have markets, mines and manufacturing set up. We may be new to Andromeda, but that doesn't mean anything. We're not discovering it. There are civilizations there already, and we may need to contact them and negotiate precisely because we need certain supplies. We may also need to learn how to work certain elements we've never dealt before; learn about these new and different properties.
#60
Posté 25 juin 2016 - 05:04
Yes. If we visit a location and gather said materials, what is the harm of a crafting system? It then gives us a choice to allocate our resources.
Because typically these are just annoying farming or fetch quests - the amount of material necessary to actually craft something is pretty substantial and so the time it takes to actually gather enough to craft more than one item is very long. Like DAI - or even worse Skyrim - you end up spending all of your time running around like a headless chicken trying to find farming spots to build up your raw materials to craft. Part of the issue is that like DAI how available raw materials are becomes a way to balance the power of crafted items vs. random loot.
#61
Posté 25 juin 2016 - 03:24
There can be a lot of reasons. Just given their last shot at it (DAI) though?
- Tedious busywork.
- Absolutely screws over exploration.
- Nonsensical placement of items/schematics.
For a person who compulsively has to pick up every item, finish every quest and open all the locks, DAI was a nightmare. On the other hand it was good therapy to get rid of said compulsions.
So NO for exhausting crafting/gathering systems.
- Paul E Dangerously aime ceci
#62
Posté 03 juillet 2016 - 09:07





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