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Originally Posted by PinkMawile
I don't feel like crafting would add much to the BG3, since it'd mostly be mundane weapons you could otherwise just buy for most of the game. However, I'd love to see them expand crafting if we ever explore Chult or Maztica (I loved the NWN2 expansion that went to Chult, but the engine was definitely not equipped for that kind of survival open world. I feel like BG3's engine would be able to handle it much better with a bit of expanded options).
That's the trick with most crafting systems outside of the MMO genre: they either are pointless because all they do is giving you access to trivial shit that will easily be outmatched by pre-established loot
OR
they are too good and make all the rest of the notable loot feel like worthless, unrewarding crap in comparison.

Larian doesn't really have a good track record with the feature, either, since both DOS 1 and 2 were terrible for different reasons.

Personally (and this is a conversation that many of us here already had during Early Access) the only type of "crafting" I somewhat like and enjoy is the one that is mostly quest-related and built over the idea of collecting few rare (or unique) materials and bring them to an NPC to get an unique item.
Basically what was used in Baldur's Gate 2 and what we are already seeing glimpses of in BG3.


Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
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Given how extremely creative Larian has been in regards to unique items, I'm not sure why one would still need the ability to craft weapons and armor.

But I would really like to see the ability for spellcasters to scribe scrolls and craft wands.

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I think at most, they should have included enchanting / upgrades. I've been carrying around a ton of ingots all game assuming I could make my weapons +1, +2, etc... NOPE.

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I just want to add my voice here and say I absolutely would NOT want Larian to add a full crafting system to BG3. Full crafting systems in RPGs are almost always horrendously bad (cf Dragonage Inquisition) and I strongly feel that those who like them basically haven't seen what games looked like before adding crafting all over the place became popular - and don't know what they're missing out on! They generally completely destroy the itemisation progression in games and any sense of wonder you get from finding powerful unique artifacts.

The only recent RPG game I can think of that actually has an impressive full crafting system is Underrail and that game is fundamentally built around that system existing. BG3 is not. Solasta was also partially successful in this regard (see below). What can also work is a system of upgrading artefacts (cf Pillars Deadfire).

What I would propose is the following:

- The alchemy system is actually quite nice. I would create a similar system for scroll creation like Solasta - but ONLY if scrolls are restricted to arcane casters! They are already far too abundant and this would make the problem worse.

- They should add equivalents to the Adamantine armors and Sussur Greatsword from Act 1 in Act 3. One possibility could be allowing the player to craft the Helldusk Armor from something found in [REDACTED] rather than rewarding them with the armor set itself. That way players could choose light/medium armour variants. Similarly, perhaps Balduran's Giantslayer could be crafted from bones/items found [REDACTED] (and forged into whatever weapon type the player decides). This is also a nice throwback to the sort of crafting Cespenar allowed in Throne of Bhaal. I'd be open to this sort of thing.

Last edited by agad; 22/09/23 06:19 PM.
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Listen, throughout the first act, the magician character experiences a large shortage of spells. There is no "mana" in this game, any spell has a cost of 1/4 or 1/3 of the total stock. We have to arrange an overnight stay more often than if we pass without a magician. Crafting scrolls would be very useful. Scrolls would make the game more dynamic


keep in mind that everything you say will be translated by Google and misunderstood
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Originally Posted by Cyberliner
Listen, throughout the first act, the magician character experiences a large shortage of spells. There is no "mana" in this game, any spell has a cost of 1/4 or 1/3 of the total stock. We have to arrange an overnight stay more often than if we pass without a magician. Crafting scrolls would be very useful. Scrolls would make the game more dynamic
Mh?
You are already DROWNED in scrolls and with hardly any relevant/pressing time limit resting is a limitless resource at your disposal.
Not to mention it's not a medical prescription that casters should be able to blow their entire load of spell slots at every single fight.


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You are already DROWNED in scrolls
In RANDOM scrolls. Can I decide for myself which scrolls are needed?
A team of physical attack fighters may not come to spend the night at all. It's unbalanced


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Originally Posted by Cyberliner
Quote
You are already DROWNED in scrolls
In RANDOM scrolls. Can I decide for myself which scrolls are needed?
A team of physical attack fighters may not come to spend the night at all. It's unbalanced
It is balanced.

I'm wrong? well, define what you think as "balanced" I guarantee you it is poopoo aswell.

Even if they give you the placebo of letting you to craft your own spells they can simply make that component that you need to craft *that* spell you want didn't exist or scarce.

If I can craft an industrial amount magic missile scroll why wouldn't I?

===

Beside, it's not like you *must* use spells in each fight, plenty of fights in Act 1 you can pass only using cantrip and 1-2 spells/fight, and you get 4-6 spells at level 3, plus random scroll.

Last edited by Dext. Paladin; 25/09/23 12:29 PM.

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