Larian Banner: Baldur's Gate Patch 9
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Joined: Jul 2022
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journeyman
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Finding boatloads of herbs and plants. Is there some mechanism to make simple potions by one class or another?

Thanks in advance

Joined: Oct 2020
Location: Liberec
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Yes ...
One of herbs can be used in making antidote potion ... dont remember wich, its by that big cauldron Nettie is cooking, recipe lies next to it. wink

About the rest ...
Who the hells know. laugh
We were promised some kind of crafting system (there was even hotkey for it and icon on minimap ... not sure if hotkey still exists, but icon is gone), but that was long time ago and it was never mentioned again, so its quite possible that crafting ended in "cut content" box. frown


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
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I end up hating crafting systems in games (looking at you Bethesda). I end up making generic items more powerful than godly artifacts. This all without cheating / mods.

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When you say Bethesda what comes to my mind is Skyrim or Fallout 4 ....
And it makes perfect sense to me that you can craft so much better items in both ...

After all they require skills, perks, materials and lots and lots and lots of time ...
You cant really compare that to just crawl trough some dungeon you would crawl anyway ... and kill some boss you would kill anyway aswell. laugh


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
Joined: Dec 2018
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I have a love hate feeling towards crafting in game's. (See so many that make you constantly be on the look out for some stupid crafting component's that in reality you will never get all the components for this so called ultimate weapon or gear until just before you fight the final boss.) That only happening if you did not miss one of those Component's during your laborious labor to reach said Boss.

I would so like to play and RPG game sometime that actually gave me something game changing when I beat the boss at the end of the dungeon smile instead of a small handful of gold, and some Item that I sell at the nearest vendor or throw on the simulated ground to keep from overloading my carry weight.

I know that would make game balancing next to impossible, and so it won't happen, but it would be nice to open chests sometimes and feel like Christmas time when you actually got the toy you wanted.

RPG games are fun for me to play, but gosh darn it they can be so dang frustrating sometimes too.

Joined: Feb 2022
Location: UK
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I can also take or leave crafting in games. I quite like the EA approach so far of having a few quest-based craftable (or repairable) items. And I certainly wouldn’t mind if in the full release we were able to use gathered herbs and other components to make potions, grenades, flasks, etc.

I am not so keen on having the most powerful weapons, armours and equipment being generic stuff we can craft rather than specific legendary items, though I’m happy to find those legendary items in pieces that need to be combined in specific locations or find recipes for them and then need to find the components (which also harks back to BG2 and ToB).

Though I do hate feeling I need to hang onto every possible component I find in case it turns out to be essential to creating a really good item later. I’d prefer components of legendary/unique items to be clearly marked as plot items, at least if they’re not easily purchased or otherwise easy to re-acquire.


"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"
Joined: Apr 2022
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Back to topic: We should definitely distinguish between loot trophies like Blackblade+over 9000 grin and collectable material for support stuff (potions, summoning spells, armor augmentations aka infusions).

I would love to see a more fleshed out alchemy gathering & crafting system. It was mentioned elsewhere once that it can be a passable source of money. Especially if you don't steal.

I would also love to have a separate, pure alchemist class including subclasses, i.e. decoupled from these 5e hombrew (blacksmithing) artificer, who then profits from the collectable resources in the game world in addition to his class-specific possibilities.

The same of course goes for similar class mechanics like the Necro, who has bones to collect so he can summon his skeletons.

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Larian games are riddled with useless items and filler. Always have been, always will be. Enjoy chests and barrels every three feet with empty bottles, and endless pre-made bombs.

Joined: Dec 2018
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Quote from the_red_Queen

"Though I do hate feeling I need to hang onto every possible component I find in case it turns out to be essential to creating a really good item later."

Yeah that has been a major problem, quite often not knowing if you should keep something or not.

For Sure, this is another pet peeve of mine I find a lot in game's. (Especially those that limit your inventory to a very low amount.)

Quote from The_Red_Queen
" I’d prefer components of legendary/unique items to be clearly marked as plot items, at least if they’re not easily purchased or otherwise easy to re-acquire."

Another thing I would really like to see more, and also the ability to level such items with you in some reasonably possible way if you really like them, or find them essential to your style of game play. <<<(Allowing just a little bit more personalizing of my style or manor of game play.)

Quote from Lotus Noctus
"Back to topic: We should definitely distinguish between loot trophies like Blackblade+over 9000 grin and collectable material for support stuff (potions, summoning spells, armor augmentations aka infusions).

Yeah I remember I think it was the Witcher games, had a vast amount of alchemist plant's and mineral's you could pick up, but they all boiled down to particular chemical ingredient they possessed, so you did not have to search for the name of the Item so much.

You just scroll over them to see if they had the agent or chemical effect you needed for the recipe. (I found that was not to bad of and idea, and it allowed them to have all kinds of different names, and looking crafting item's with out being to specific about exact ingredient's.

Last edited by tag; 24/01/23 08:10 PM.
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Considering all plants used to be simply edible, I'm questioning if they decided on adding crafting somewhat late into development. It's not that big a hint, but it's... odd.

If the plentiful antitodes lying around everywhere disappear and are mainly craftable in the future, that would make sense?

Poisons and antitodes aren't gamechangers (when you can dip your weapon into a candle!). I assume it will not be a big thing and just some small mechanic. It just feels like it was introduced too late to be complex, quest items nonwithstanding.

Joined: Aug 2017
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I assume they added the new plants etc to be used in crafting.

Joined: Oct 2021
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I had a lot of fun with the crafting in DOS2. Would love to see it expanded upon here, obviously as long as it uses DND appropriate rules.

Joined: Aug 2021
Location: France
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For sure, crafting + cooking + smithing will be a big plus. Something I would like also to see the is the possibility to customize armors & clothes with dyes.


Dans le doute, frappe ...

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