As much as the items themselves were ok and it was fun to collect the stuff to make them, it isn't really a crafting SYSTEM per se. More like a few scripted quests of the "find X pieces of an artifact (that are magic items themselves) to get a great item" kind. Nothing really systemic about it. Not only the player has no influence on the end results but also there are just a couple of those. It was a nice element for the game but not really something I would call "crafting".Baldur's Gate 2 has my vote. To hell with all that pointless busywork and materials, give me a couple of interesting components to find and an expert NPC to assemble them into something truly unique.
You are either stupid or outright Al Fabet. [bla bla bla]
Wizardry 8. You didn't waste too much time crafting.
You are either stupid or outright Al Fabet. [bla bla bla]
I didn't edit my message after reading my "mistake" to give you a bone to chew on.
My char had a very decent strength and yet, the game throws so much trash at you you need to make choices all the time or backtrack to your storage to dump all the garbage.
And of course, maybe you just want to craft one thing but i don't, when i can craft, i want to craft multiple items and if i dump most of the dump/ingredients, of course, i don't remember everything i dumped.
So yes, that system is pure garbage, that with the constant backtracking and yet, you praise its crafting system, you're not just dumb, you're braindead.
Crafting should be left to the pros.
Tha's why it's goodAs much as the items themselves were ok and it was fun to collect the stuff to make them, it isn't really a crafting SYSTEM per se. More like a few scripted quests of the "find X pieces of an artifact (that are magic items themselves) to get a great item" kind. Nothing really systemic about it. Not only the player has no influence on the end results but also there are just a couple of those. It was a nice element for the game but not really something I would call "crafting".Baldur's Gate 2 has my vote. To hell with all that pointless busywork and materials, give me a couple of interesting components to find and an expert NPC to assemble them into something truly unique.
Crafting by itself may be worthwhile mechanic, but often in RPGs you end up gathering tons of materials that you never use because hurr durr. So you end up with backpack or stash full of useless reagents stored just in case and not sold because "maybe I'll need them". Happens to me every fucking time.
Which RPG's did crafting right?
rummaging through trash cans is essence of good craftingDid not happen in Arcanum <-Crafting done right
but you don't have to. what do you find in them? maybe pistol parts? mostly rags for molotovs and saltpeter for bullets?rummaging through trash cans is essence of good craftingDid not happen in Arcanum <-Crafting done right
"Good" if one doesn't want nor like involved crafting with separate mechanics in his CRPGs - sure, I agree. But if one likes the idea of crafting - as in being able to make and customize items according to his character or his party needs - then no, in that case it's not "good". In other words, whether it's "good" or not depends on one's expectations.Tha's why it's goodAs much as the items themselves were ok and it was fun to collect the stuff to make them, it isn't really a crafting SYSTEM per se. More like a few scripted quests of the "find X pieces of an artifact (that are magic items themselves) to get a great item" kind. Nothing really systemic about it. Not only the player has no influence on the end results but also there are just a couple of those. It was a nice element for the game but not really something I would call "crafting".Baldur's Gate 2 has my vote. To hell with all that pointless busywork and materials, give me a couple of interesting components to find and an expert NPC to assemble them into something truly unique.
underrail's system was OK but trying to get quality supersteel (or boot spring) was very tedious.