What happened to "don't worry Grunker, the crafting system won't compete with other systems, it's just used for consumables"?
I even think it was Sawyer himself that said that to me via you posing the question Infinitron.
Hmmm, I don't remember that.
Personally, I don't really give a shit if somebody wants to put a proc on his rusty dagger.
Not the point. The point was not having crafting competing with other systems.
I don't know, it depends on your definition of "competition". Are all crafting recipes available to the player from the beginning of the game? I think it'd be cool if it was guaranteed that you'd never get, for instance, a +3 enchantment recipe until well after you'd found a "natural" +3 weapon in the game.
In any game I've ever tried, Crafting has only added to the game if it allowed you to Craft things inaccessible by other means. Crafting gear means that either:
1) Rewards and items in the gameworld are worthless as Crafting is better.
2) Crafting is worthless because found items are better.
Contrast this to games like The Witcher where crafting exists in its own space. What you gain by crafting is only attainable by crafting, and hence crafting is neither worthless nor a substitute for anything.
EDIT: Asked Sawyer on Formspring about it.
So most of the crafting system is implemented in order to appease LARPers? Yeah, that seems like a good use of development time... Why not allow players to romance their weapons? Have Lilarcor declare his undying love to you. After all, you never forget your first night with your first rusty dagger.Maybe just maybe he just wants to give players options to keep using a weapon they like. There might be people who love the fact that their sword from the beginning of the game is getting a history of it's own by using it the entire playthrough.
Bad players refuse to understand how a system works and adapt: overcoming their initial frustration, meeting the challenge and achieving the mythical 'fun'. Sawyer's solution? Balance the fun out for everybody so bad players stop crying.Sawyer in Infinitron's screencap said:wild damage curves and all or nothing effects regularly frustrate a lot of people
this might be true if scarcity wasn't a thing in both systemsThe point is that either crafted weapons or found weapons will be best, invalidating the other system to an extend.
The point is that either crafted weapons or found weapons will be best, invalidating the other system to an extend. I found my posts about it here:
As opposed to optimistic people that keep defending features only on hope and trust for the lead developer? You didn't understand Roxor's post, did you? Having one or two uique items doesn't magically fix the itemization. Sawyer saying "I don't like hard counters" doesn't mean that the game not having hard counters is not an issue.No it doesnt. But it says something about the people complaining about it. Fatalistic, pessimistic people. And it's exemplary for all things related to this game. People assume the worsed based on nothing but buthurt about the lead designer.there will be some unique items?
WOW THIS SOLVES ALL PROBLEMS ABOUT DIS GAEM THANK YOU GODS OF BALANCE
Infinitron keeps talking about limited resources and stuff, but this is a great example of feature that takes a lot of time to add, with all the recipes, materials and then balancing the effects, and adds very little to the game.
hard counters being garbage shit for idiots is what makes it okaySawyer saying "I don't like hard counters" doesn't mean that the game not having hard counters is ok.
In PoE he took a balanced approach.What happened to "don't worry Grunker, the crafting system won't compete with other systems, it's just used for consumables"?
I even think it was Sawyer himself that said that to me via you posing the question Infinitron.
Hmmm, I don't remember that.
Personally, I don't really give a shit if somebody wants to put a proc on his rusty dagger.
Not the point. The point was not having crafting competing with other systems.
I don't know, it depends on your definition of "competition". Are all crafting recipes available to the player from the beginning of the game? I think it'd be cool if it was guaranteed that you'd never get, for instance, a +3 enchantment recipe until well after you'd found a "natural" +3 weapon in the game.
The point is that either crafted weapons or found weapons will be best, invalidating the other system to an extend. I found my posts about it here:
In any game I've ever tried, Crafting has only added to the game if it allowed you to Craft things inaccessible by other means. Crafting gear means that either:
1) Rewards and items in the gameworld are worthless as Crafting is better.
2) Crafting is worthless because found items are worthless.
Contrast this to games like The Witcher where crafting exists in its own space. What you gain by crafting is only attainable by crafting, and hence crafting is neither worthless nor a substitute for anything.
EDIT: Asked Sawyer on Formspring about it.
http://www.rpgcodex.net/forums/inde...to-the-new-thread.75947/page-754#post-2741194
But I can't find Sawyer's responce. I'm certain he gave one to either you or Sensuki or perhaps (though I don't think so) Roguey.
hard counters being excellent moron-detectors is why Sawyer doesn't like them
Infinitron, do you have a link to the new crafting system? as i interpreted it offers a chance to enchance or upgrade items that already exist. That alone seems to be pretty cool.
So? Coulnd't they make on on "better AI", "meaningful reaction to races" and stuff like that? Why ask for extra money for an extra feature that adds so little?Personally, I could have lived without crafting, but it was a Kickstarter stretch goal, so yeah.
Infinitron, do you have a link to the new crafting system? as i interpreted it offers a chance to enchance or upgrade items that already exist. That alone seems to be pretty cool.
S'nothing new, I remember being able to do that in NWN1: Hordes of the Underdark.
http://pillarsofeternity.gamepedia.com/Crafting
That kind of enchantment system makes sense in a game like Dark Souls, where every weapon has a unique moveset, stamina drain and really alter the playstyle, but why make sure that the rusty dagger is as useful as the legendary dagger you find later on? Especially since you specializae in weapon groups, not individual weapons, so there's no reason for not replacing bad items for better ones from the same goup.
Infinitron keeps talking about limited resources and stuff, but this is a great example of feature that takes a lot of time to add, with all the recipes, materials and then balancing the effects, and adds very little to the game.
As opposed to optimistic people that keep defending features only on hope and trust for the lead developer? You didn't understand Roxor's post, did you? Having one or two uique items doesn't magically fix the itemization. Sawyer saying "I don't like hard counters" doesn't mean that the game not having hard counters is ok.No it doesnt. But it says something about the people complaining about it. Fatalistic, pessimistic people. And it's exemplary for all things related to this game. People assume the worsed based on nothing but buthurt about the lead designer.there will be some unique items?
WOW THIS SOLVES ALL PROBLEMS ABOUT DIS GAEM THANK YOU GODS OF BALANCE
As I replied to you pages ago and you didn't bother to notice, maybe it's yours and Sawyers narrow view of what made IE games that keeps upseting people. Not everyone played the game the same way, and Sawyer is quite set that his is the right way and oters are just "wrong".
So? Coulnd't they make on on "better AI", "meaningful reaction to races" and stuff like that? Why ask for extra money for an extra feature that adds so little?Personally, I could have lived without crafting, but it was a Kickstarter stretch goal, so yeah.
"Toyota doesn't sell any cars because Ferrari makes better ones."
Nope, its different because this one allows you to add enchancements to already magic gear if i understood correctly, which isnt a bad idea. didnt MotB have something like that?S'nothing new, I remember being able to do that in NWN1: Hordes of the Underdark.
http://pillarsofeternity.gamepedia.com/Crafting
Nope, its different because this one allows you to add enchancements to already magic gearS'nothing new, I remember being able to do that in NWN1: Hordes of the Underdark.
http://pillarsofeternity.gamepedia.com/Crafting
you may be right, too many PW with their own crafting systems so my memory is fuzzy.Nope, its different because this one allows you to add enchancements to already magic gearS'nothing new, I remember being able to do that in NWN1: Hordes of the Underdark.
http://pillarsofeternity.gamepedia.com/Crafting
hotu does too