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BlueGuy Offline OP
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I was thinking the other day about divinities crafting and how it could be improved. Then I realised I've seen better implementations in other games so I thought I'd share. Perhaps others have ideas on how to improve this system?

Anyways I like how crafting was done in Sword of the Stars: The Pit. Roguelikes are a genre where crafting is a core mechanic so makes sense to look here.

In the Sword of the Stars: The Pit you have crafting recipes you find by decoding information from various sources or by simply experimenting. Every one you discovered was recorded in the crafting menu for the crafting device you were using and you could instantly see if you had the ingredients to craft the item or not. There is a button to add ingredients automatically and for quantity to make and so on.

Additionally I think divinity should have a crafting inventory separate from the regular inventory. This inventory should auto sort by crafting categories like blacksmithing for example.

Last edited by BlueGuy; 20/04/16 09:57 AM.
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If there's one thing that frustrated me to no end in D:OS (and EE) was how random/mixed bags enchantments were. Dual wielding chill/warm weapons because that's what I got. Heavy armors with Str requirements and Dex bonus? Really? The problem is in part due to how some attributes are useless to some characters, but that's a different issue altogether.

IMHO, adding a 'disenchant' mechanic could improve things. More in detail:
1. Items should have 'enchantment slots', with higher tier items having more slots (and/or more powerful effects, depending on balance assessment). Optionally, some slots could be matched to specific effects (such as elemental damage for weapons, or passive stat bonuses).
2. Players should have the option to destroy magic items in order to gain enchantment recipes and/or materials. This could take the form of gems, for example. I'm sure the idea will be familiar to many. A random element could be added to this process if deemed necessary (I wouldn't).
3. Players should have the option to 'overwrite' specific enchantments on items they wish to improve, or make them from scratch.
4. Players who invest on crafting could be better at enchanting legendary items, as well as make their own. This way we keep the importance of legendary/unique items while not discounting the investment of crafters.

Those are my ideas. I hope someone will take notice.

Last edited by YawnSlinger; 23/04/16 03:36 PM.
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Personally, I liked the crafting mechanic in Evil Islands, where you could break down equipment and spells and then remake equipment with better materials and improve/change spells with different runes (increase effect or range, decrease mana cost) based on your skill level and the complexity of the equipment or spell.


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