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Prophet
I got it, it was a complete non sequitur. So either he's dumb or fishing for responses, you know, trolling.
That's why I asked:russiastronk:
That's why I asked:russiastronk:
I got it, it was a complete non sequitur. So either he's dumb or fishing for responses, you know, trolling.
I got it, it was a complete non sequitur. So either he's dumb or fishing for responses, you know, trolling.
tends to go to the extreme logical conclusion of an issue without much provocation.
In general, crafting and looting aren't easy to balance. Loot has always been an important factor (a reward for a tough fight, for exploration, etc). Crafting represents an alternative way of acquiring powerful gear, thus competing directly with looting. Reduce looting and you decrease rewards and increase dependency on crafting, making it a forced skill. Increase looting and players start thinking that crafting is useless. We did the best we could but if anyone has a better suggestion (for future games), I'd like to hear it. In games like Diablo it's usually handled via rare ingredients, which makes looting part of crafting, but I'm not sure if it's the right way to go.
I do agree with others, however, in that it can feel pretty underwhelming depending on your choice of weapon and on what you find during your run.
Ackermanus said:Within the setting, of course, the character might not be actually "improving" the artifact, he might just be restoring it to its original state (just like with the power armor in AoD).
Let's say the setting is the Spanish Inquisition and you'd like to forge your own sword. Which techniques would you consider interesting or varied?
I do agree with others, however, in that it can feel pretty underwhelming depending on your choice of weapon and on what you find during your run.
But crafting 10 is massive overkill in terms of combat power, no ? How does massive overkill feel underwhelming ? Really curious, what's the part that makes it feel underwhelming ?
power armor is too good not to use it.
How about this, even if you don't have Lore, any good smith would have heard about what the artifact can do and, based on that knowledge, tries to reverse-engineer the mechanism, hence Ackermanus's initial example. It's like when you have to deal with Old Facility closed gate, you can either examine the symbol (Lore + Crafting) or the keyhole (Lockpick). With artifacts, you can examine the identity of said artifacts (seeing if it matches any description from any ancient scroll) or examine the physical form (looking at the mechanism and tries to make sense of it/guessing its purpose).That's good, but in this case, the player would need an additional skill (lore, occult, etc.) to realize that this artifact is "that weapon".
Only use for power armour is the ability to regenerate health in poisonous areas, for dodge builds, anyway.
How about this, even if you don't have Lore, any good smith would have heard about what the artifact can do and, based on that knowledge, tries to reverse-engineer the mechanism, hence Ackermanus's initial example. It's like when you have to deal with Old Facility closed gate, you can either examine the symbol (Lore + Crafting) or the keyhole (Lockpick). With artifacts, you can examine the identity of said artifacts (seeing if it matches any description from any ancient scroll) or examine the physical form (looking at the mechanism and tries to make sense of it/guessing its purpose).
I do agree with others, however, in that it can feel pretty underwhelming depending on your choice of weapon and on what you find during your run.
But crafting 10 is massive overkill in terms of combat power, no ? How does massive overkill feel underwhelming ? Really curious, what's the part that makes it feel underwhelming ?
I disagree. The blacksmiths’ expertise is the ability to build weapons, not the ability to identify old ones. You could have heard about Excalibur, but you are not qualified to discern it among other old artefacts.
Even then, I still think any blacksmiths who are in the business should've heard of other smith's works. After all, a weapon made artifact still need a smith's hands when created, no? And thus this smith would have their name known by smiths across the world.
Actually, now that I think about better example, when you are offered that special 'Blue' Steel Axe by a trader in the Temple District of Maadoran. With sufficient Crafting you can identify that the weapon is, in fact, not made of Blue Steel, but regular Steel, yet you identified that it's still a pretty good axe.
Honestly, this is one of those things that can (and probably should) be abstracted a bit. Someone used to fighting with a sword and shield isn't necessarily great at fighting with a two handed sword, yet in the game we accept that both styles fall within a general "swords" skill because creating a separate skill for two handed swords is a needless complication and probably brings few advantages gameplay-wise.
I do agree with others, however, in that it can feel pretty underwhelming depending on your choice of weapon and on what you find during your run.
But crafting 10 is massive overkill in terms of combat power, no ? How does massive overkill feel underwhelming ? Really curious, what's the part that makes it feel underwhelming ?
I haven't played AoD in a while, but let me use Dungeon Rats to illustrate my point.
I do agree with others, however, in that it can feel pretty underwhelming depending on your choice of weapon and on what you find during your run.
But crafting 10 is massive overkill in terms of combat power, no ? How does massive overkill feel underwhelming ? Really curious, what's the part that makes it feel underwhelming ?
Not reallly, power armor is too good not to use it, so the only thing you would improve upon with crafting 10 is your weapon. Much better to use one of the blue steel weapons laying around and invest those spare points elsewhere.
I think all of these suggestion to make Crafting more Interesting™ can't really be applied to AoD or DR anymore now that the boys are working on a new project.
That's the point, "massive overkill". Power armor isn't needed for anything by a stretch.
But that’s precisely the type of thing that would make crafting more interesting and immersive. Instead of having one general crafting skill with bonuses of different kinds, we should have different skills that could be combined to create different types of weapons with different effects. Your comparison with the two-hand sword user is a non-starter because nobody asks for more variety in swords, but many players want more weapon effects, etc - again, see how "crafting" is done in Underrail.
I think all of these suggestion to make Crafting more Interesting™ can't really be applied to AoD or DR anymore now that the boys are working on a new project. However, since we're also talking about how crafting is done in Underrail, maybe these suggestion can be taken as a feedback for ITS when designing how crafting work in The New World.
But you can't compare the functionality of crafting between those games :/, I mean you can but what's the point :/
Sure, but how much more powerful would crafted items have to be, compared to items you loot, if instead of investing in one skill you had to invest two or more to forge gear? If one of Vince's issues is that he doesn't want crafting to be too powerful compared to looting, this wouldn't really be viable.
The Steam Summer Sale is a treasure trove of RPGs that are there for you to loot. Here are some games to consider before the sale ends on July 5.
Let’s start with an RPG that may not be as familiar to some as the other games covered in this article. The Age of Decadence is a unique and compelling game that deserves a look from anyone interested in RPGs that demand immersion in the world they create. Your character can be many things but whatever you choose, you're best served by focusing clearly on your core skill set. Combat is difficult and Jacks of all trades die more than most.
Many RPGs advertise that your decisions make a difference but in The Age of Decadence they really do. Important characters and quest lines appear or disappear depending on your actions with the result that the game can change radically depending on your character build and the decisions you make along the way. The Age of Decadence is rough around the edges which will put some players off, but I’ve played hundreds of RPGs since the 1980s and never seen anything quite like it.
If you enjoy the squad-based tactical combat in The Age of Decadence, Dungeon Rats is a straightforward dungeon crawl with crafting and alchemy that features the same combat system. It’s on sale at $6.74 discounted 25%.
Well, duh, it would be strange if I found a retarded review helpful.I like that you instantly voted it unhelpful