The crafting system is, well, I can't really sugarcoat this... it's a mess. Recipes aren't working (water arrows to name one) and certain items do not have a function (strong sinew for one). This really needs to be straightened out.
I agree. I appreciate that the crafting system is so realistic that you can wood into chips, chips into mush, mush into paper, paper into scrolls, and scrolls into books. But the system is so byzantine that I have no idea what to keep and what to throw away.
To add, I think it's not very enjoyable to shuffle inventory items over one another in order to find something useful.
The easiest solution is having a sort option on your Homestead chest. That way you can dump everything there, and sort through it later instead of massive amounts of scrolling and scanning by eye. Especially when things do not stack.
It'd be nice if similar items were removed. There are two types of sinew, rat tails, chicken feet, tusks etc. There are already so many items in the game, it's driving me nuts. I don't know if some of these have different functions in crafting, but it seems to me that they just make the whole crafting system more complicated.
I agree.
- Tenebrium weapons can't be upgraded like their normal counterparts. For example: I can't use my bow string on a Tenebrium bow or a sword on a grinding wheel. In my opinion this doesn't make sense and should be made possible.
I agree.
Tenebrium weapons should not be their own weapon type. If one is skilled in the use of Tenebrium, he suddenly knows how to use all forms of bows and melee weapons? This doesn't make sense and needs to be changed.
I agree. If you go for Tenebrium weapons then there is currently no reason to ever invest in normal weapon skills.
Certain items refuse to stack together. Rubies, pearls, empty potion bottles, arrows of the same type, skulls of the same type, apples and so on. At the end of the game I got double, triple and even quadruple stacks of same items that refused to be stacked.
I agree. This is very strange and I literally have a backpack with 30+ pixie dust and not a single one of them stack.
The same is true for Bone Dust for me.
Lockpicks should only break when failing a lockpicking attempt. Also, right now they're even used up when the lock I'm trying to pick isn't pickable. Why punish the player for trying?
If the lock is not pickable, you still made the attempt so it makes sense to expend a lockpick.
Vendors should rotate their inventory all the time, not just on a level up. I am a bit confused why Larian kept this system they introduced in Divinity 2. (Perhaps Divine Divinity functioned like that as well. Can't remember. Been a while since I played that one.) Right now there's a potential low chance for people to get their hands on specific high level items, especially with loot drops being so random.
Then the game would not be Rogue-like.
3 out of my 4 characters were still wearing several junk items near the end of the game. In Divinity 2 you could avoid wearing junk items by spending tons of money on unique items with a fixed level. I'd really like to see this in D:OS.
This experience is normal for a Rogue-like.
Shops should sell unique items which always have the same level, just like in Divinity 2. This way unlucky people or people who dislike all those random blue and greens have a chance of equipping their characters properly.
Then the game would not be Rogue-like.
It'd be very nice to be able to level up items to your current level. Perhaps with a recipe or a large cost. This way people can keep using the items they're attached to.
This would be nice if the cost was sufficiently high. It would also step on the Rogue-like theme, but it would be dramatically more fun.
Zandalor's hat! Where is it?!? You can't have a Divinity game without Zandalor... and without his hat! Okay, I am nitpicking here... but I did miss that hat. ;_;
I agree! We got Zombie Jake, where is Zandalor's Hat?