Carlos' Bitch1
Arcane
I was just thinking; Crafting, it seems to be a mandatory part of CRPG's now, and is yet another annoying part of the game quite often.
Once upon a time, a magical weapon/super weapon was something that was cause for celebration. You couldn't just spend a little experience and a few spells and have a +5 Longsword O Doom suddenly sticking out of your crafters backpack. A magical weapon was something that was incredibly difficult to get. Maybe you needed to vanquish a dragon (back when dragons were difficult...), or a demon, or perhaps scour through the pits of hell, etc. These days, it is a designer market where creating super weapons is expected, even in Indy games! Where once loot of such a kind was the bees knees, it is nothing now.
I can see the argument of people wanting to know whether decent weapons exist in the game for any weapons skill...that is developer laziness, as is crafting. They can leave it all up to the player and not have to worry about the affair. I also believe having seperate skills for weapons, especially examples like seperate Long sword and Short sword skills is idiotic.
Perhaps everyone would have been happy with seperate gun skills in Fallout? Instead of Small, Big and Energy, perhaps you could have a 10mm pistol skill? No?
In any case, the conclusion of my thoughts is that I believe this whole crafting business has gotten out of hand, especially as it is added in to every game on the market that I can think of. It invariably unbalances games, lessens the payoff of finding a decent item considerably if not totally destroying it, and further continues the trend to teaching gamers that everything should be provided on a platter to them instead of having to achieve something in order to enjoy the spoils of their labour.
What are your thoughts on the matter?
Once upon a time, a magical weapon/super weapon was something that was cause for celebration. You couldn't just spend a little experience and a few spells and have a +5 Longsword O Doom suddenly sticking out of your crafters backpack. A magical weapon was something that was incredibly difficult to get. Maybe you needed to vanquish a dragon (back when dragons were difficult...), or a demon, or perhaps scour through the pits of hell, etc. These days, it is a designer market where creating super weapons is expected, even in Indy games! Where once loot of such a kind was the bees knees, it is nothing now.
I can see the argument of people wanting to know whether decent weapons exist in the game for any weapons skill...that is developer laziness, as is crafting. They can leave it all up to the player and not have to worry about the affair. I also believe having seperate skills for weapons, especially examples like seperate Long sword and Short sword skills is idiotic.
Perhaps everyone would have been happy with seperate gun skills in Fallout? Instead of Small, Big and Energy, perhaps you could have a 10mm pistol skill? No?
In any case, the conclusion of my thoughts is that I believe this whole crafting business has gotten out of hand, especially as it is added in to every game on the market that I can think of. It invariably unbalances games, lessens the payoff of finding a decent item considerably if not totally destroying it, and further continues the trend to teaching gamers that everything should be provided on a platter to them instead of having to achieve something in order to enjoy the spoils of their labour.
What are your thoughts on the matter?