The Rune Crafting System. Are you serious? (Awakenings rant)
#76
Posté 27 mars 2010 - 07:47
#77
Posté 27 mars 2010 - 10:47
#78
Posté 28 mars 2010 - 05:00
Making one Paragon Rune in itself really takes only about 1-2 minutes total, and even if the PC is not able to runecraft, you can easily do two in one go.
On top of that, Rune Crafting is the single most easiest craft to earn money, so it basically pays for itself. And not even as tedious as with Herbalism.
And just IMHO any comparison of DA crafting with any kind of crafting in your average MMO, and especially EQ1, in respects to brain-numbingness is just ridiculous.
Just like everything, in-game and real-life, it still could be improved. But 'could/should' doesn't necessarily mean 'has to', to be viable/useful.
Modifié par Palentor, 28 mars 2010 - 05:02 .
#79
Posté 28 mars 2010 - 05:23
I think the whoule potion and rune situation could have been implemented better as in you should be able to have the NPC party member with the requisite skill accessable in camp or the keep for crafting purposes. I think as suggested the recepies in both Runecraft and Alchemy need a bit of tweaking so that they are organized by type of crafted item. I also think the recipies should have a bit of help built in, for example i want to make a Grandmaster Hale rune, taking into account the items for runecrafting already in my inventory the game could/should tell me the required shopping list for one rune of the selected type. I found the most irritating thing about the crafting was missing the amounts by one reagent and having to return numerous times to the keep to buy the item(s) i needed to make the desired rune.
So to paraphrase, i loved the idea of crafting, runes or potions, fix it so that i can do it in camp or in the keep. Fix it so that i can select an item and the game will give me a shopping list for the selected items, possibly even going as far as letting me select how many of the items i want to craft and totalling the reagents for me. Fix it so that runes are stacked items like potions and i think these changes will provide enough help for us that the love will flow again.
Asai
#80
Posté 28 mars 2010 - 06:29
However the worst feature is you can make the runes but cannot install them! This is dumb. If your character is now at a high enough level to make runes, (s)he should be able to install them as well. Going to Cera to install and remove runes is bad game play design.
Harold
#81
Posté 28 mars 2010 - 07:13
#82
Posté 28 mars 2010 - 07:23
My mage refuses to wear hats. I could do with a nice circlet or something. But that thing is NOT going on my head!
Modifié par Ceridraen, 28 mars 2010 - 07:23 .
#83
Posté 28 mars 2010 - 08:06
Yrkoon wrote...
Which one of you Devs developed the STUPID grotesquely convoluted mess of a system involved in it?
Lets see. I want to make a Paragon lightning rune. That's it. One rune. Just one. To put on my sword.
To do that, First I gotta find or buy the tracing. No no wait. I have to buy 7 tracings (one for each tier). Then I have to find the rune or buy the rune, or a blank rune... no, make that 14+ blank runes. then I have to buy the etching agent (but only sometimes!). Excuse me... SEVERAL etching agents...sometimes. Then I have to work my way up from Novice to journeyman, to expert, to master, to grandmaster, to masterwork(?) to finally paragon... because each tier advancement requires that I make 2 of the previous tier then combine them. Then, once I've spent ALL the gold and time to get that far... then I have to go back to the keep and get the rune put on my sword.
All for one F*cking rune lol.
Never mind that there's dozens of different types of runes of all 7 tiers. and never mind the fact that the more recipes you buy, the more messed up up the list gets, since the genius who developed this system decided it wouldn't be "fun" or "cool" to alphabetize or group these recepies in the crafting screen, beyond the basic "weapon runes" and "armor runes" classification.
But seriously.... WHY? If the goal is to make things as complicated as possible so that we get a sense of "accomplishment" when we succeed, Why not just put together a bunch of interactive calculus equations and package them as the next DLC?
God forbid you have to do some addition in your head. And the expense shouldn't matter at all. Without even trying to make money or even picking up everything I found, I finished the game with over 900 gold. If anything, items in the game should be a lot more expensive then they already are.
I don't mind the system and I thought it was kinda cool at first until, as someone else said, I realized that runes are not only not necessary, but they make the already overpowered gear you find even more so, taking any challenge whatsoever out of all but about 3 of the fights. So I played the game with runeless gear, most of which was from Origins.
#84
Posté 28 mars 2010 - 08:28
1. Let the player make as high a level rune in one step as they want as long as they have the necessary base components. In other words, let us skip the intermediate steps. If I have enought novice runes of the right type, etc., just let me make the paragon version by clicking once.
2. Organize the stupid list by rune type.
3. Put the runecrafter in the same place as the shop where I buy the components.
If they'd done those simple things, the process would have been 10 times better.
#85
Posté 28 mars 2010 - 11:25
I did respec my main character to be the rune crafter and delegated the poison making and herbalism to other people though. Thank you Bioware for the ability to do that.
All in all, if you don't try to go crazy and try to build Masterpiece or Paragon runes, you can build your Grandmaster runes for about the same price you were paying for them in Origins. It only takes 8 novice runes to make a Grandmaster rune and you buy the blank runes and the etching agent by the stack. Simple.
#86
Posté 28 mars 2010 - 06:01
RBCharger wrote...
I did respec my main character to be the rune crafter and delegated the poison making and herbalism to other people though. Thank you Bioware for the ability to do that.
In Origin poison and herbalism was already a party function so this is not new. In the trap and poison quests in Lothering, you can get them if any member of the party has the needed skills. However you still had to have that member in your current party to use those skills. This appears to be exactly the same in Awakening.
In Awakening, runecraft is effectively limited to the PC. The reason is only Cera can enchant items and she is in the throne room so you are solo when asking for enchantments. The problem is she is also the only merchant with rune plates and etching ink so you must deal with her to make runes. So unless you are willing to buy from her, leave the throne room so you can get the NPC with runemaking skill, make your runes and go back into the throne room for enchanting, the only practical person to have runecraft is your PC. In Origin you always had the runes in the party inventory or could buy them in camp before enchanting them in camp.
The runecrafting setup in Awakening is definitely a step backward in efficiency and convenience.
Harold
#87
Posté 29 mars 2010 - 06:46
Yrkoon wrote...
Hey, just for my own personal amusement (and to drive the point home) could you calculate the basic cost of crafting 1 (one) paragon rune from scratch for us? I'm interested to know what the actual cost is beyond the ridiculous tetium.
Sure. I intend to include a section in the guide that shows each rune type, level and cost so I'll post one as an example when I get that part done. GameFAQs is rejecting my draft copy due to being "incomplete." I swear I've seen drafts up there less complete than mine but oh well. If my final complete copy is rejected due to being "too in-depth" I'll give up on that site for good and move on to the DA:O Wiki.
#88
Posté 30 mars 2010 - 05:49
Paragon Hale rune: 25/51/45
Paragon Stout rune: 47/51/45
Actual cost of calculating all this was definitely NOT priceless...
#89
Posté 01 avril 2010 - 09:33
I very strongly agree with these three points. My character was a city elf rogue, and I just couldn't justify her having a runecrafting skill from an RP perspective, so I left it to Anders... Man, it was annoying having to go in and out of the throne room so many times. Particularly since I couldn't even check the recipe when I was in there in order to make sure how many of each crafting component I needed. (Though several trips would have to be made, regardless, due to the fake-stacking issue - inventory can't hold enough for a big crafting session!)Charsen wrote...
- it's annoying to have to run out of the keep with Anders only to realize you're 1 rune tracing short and have to run back in.
- it's such an inventory hog. Even if I dump *everything* into the personal chest (thanks for that, by the way!), if you buy 16 novice runes and they *stack* in your inventory like a potion, they don't *actually stack* and count as 1 item. This is annoying if you're trying to make several paragon runes at once, especially...
- the recipe list is unorganized and too cluttered. the flame rune tracings should all be next to each other in the list, and wouldn't it be nicer to have a sub-list that says "FLAME" and all the flame recipes unroll from it if selected?
#90
Posté 05 avril 2010 - 06:45
http://www.gamefaqs....le/984881/59481
I still have to confirm a few rune locations, but fairly well complete otherwise. Hope it helps!
#91
Posté 05 avril 2010 - 10:21
I think I did find the Amplification tracing - can't remember where - you have it as missing.
Most of your other "missings" are Masterpiece/Paragon.
I see you don't bother discussing Barrier -- might as well not -- they're not there (the tracings are; the components aren't).
You have only one missing Grandmaster tracing -- Paralyze GM tracing is missing. (Means Masterpiece and Paragon are unmakeable, even if you had their tracings). So looks like the only major (pre-upper level) "bork".
#92
Posté 06 avril 2010 - 12:18
xD
For the next playthrough, I play lazy panda and buy all types of runes in DA BEFORE importing it to Awakening





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