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apprentice
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OP
apprentice
Joined: Sep 2016
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This is my opinion I am not looking to get trolled about it but if you feel the need please do so. The crafting system in DOS while effective was really badly done I think we all know that example: take a knife to a pumpkin and make a helmet. While great for comedy it lacked anything in the basis of reality at all. Pounding leather on an anvil does not make a boot in reality not even close in fact and an anvil would not even be used to make a leather boot but a specially designed shaping horn.
That being said I have seen the new crafting window thanks for keeping that in from DOS:EE that makes things a lot nicer than drag and drop to craft. I have also seen that you have a recipe book again that's great as well. But please add some realism to the crafting if I am making a leather boot have me use animal hide and wood planks or something as the base basically add more steps to crafting things when it makes sense to do so.
Please do not repeat silly mistakes for DOS and DOS:EE such as the need for a kit in order to craft a ring but not armor in fact if you are going to use kits I think you should use them for everything it only makes sense to do so. Lets say you want craft a boot use animal hide and a boot crafting kit quickest way to not get a realism complaint from crafting just say that everything needed to craft a boot is in the kit also allow the kits to be enchanted in order to create random magic items like you did with needle and thread in DOS and DOS:EE.
Final comment on crafting I swear if you can craft armor and boots also include gloves if you can improve one piece of armor allow the improving off all pieces of armor. Same things with weapons if you can pound a knife on an anvil to make a dagger allow a dagger to be pounded on an anvil to make a better dagger.
Last edited by Fastel; 26/09/16 01:46 AM.
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member
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member
Joined: Nov 2009
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I really enjoyed the crafting system in classic dos
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enthusiast
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enthusiast
Joined: Feb 2015
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I agree that the comedy behind crafting was not good, it was for the poster picture, but had no use whatsoever.
I wouldn't be so harsh on the leather + anvil though, I mean at this point, this is just going a little bit too far on the realism.
The rest I agree, being able to craft a hundred swords in the game but only having access to crafting a few bows or rings was a little bit stupid.
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apprentice
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apprentice
Joined: Sep 2016
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Has the crafting stat totally been removed now? I didn't notice it on my playthrough.
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enthusiast
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enthusiast
Joined: Jan 2014
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apprentice
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apprentice
Joined: Sep 2016
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I thought so. I would prefer to see a crafting stat that is based on how much you craft, rather than something that you put skill points into. Like the ESO crafting system, for example.
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Duchess of Gorgombert
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Duchess of Gorgombert
Joined: May 2010
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I actually rather liked the comedy element of crafting: there's always been a lot of silly humour in the Divinity games and I am a little concerned that DOS2 may be a bit too serious for its own good. Don't get me wrong, I'm actually enjoying the darker, more serious story, but I would still like that offbeat humour to be there.
And I think things like the leather straps on an anvil to make boots is fair enough: okay, an anvil isn't a last, but it's about the closest thing we can expect to find in the game. Okay, there is the small matter that our character is somehow an experienced swordsmith, bowyer, fletcher, chemist and everything else but I guess I enjoyed the crafting system. Let me live vicariously and make cool stuff without having to learn how to do it first!
J'aime le fromage.
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veteran
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veteran
Joined: Jan 2009
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I agree that the comedy behind crafting was not good, it was for the poster picture, but had no use whatsoever. "You can put a bucket on your head and use a broom as a weapon. Isn't that wonderful*?" Previewer: "Wow!" *Note: This is actually totally useless. I thought so. I would prefer to see a crafting stat that is based on how much you craft, rather than something that you put skill points into. Like the ESO crafting system, for example. So I have to grind crafting lots of useless garbage before I can craft the thing I actually want? Dragon Fin Soup tried this, and it sucked. Of course that game had tons of major flaws already.
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apprentice
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apprentice
Joined: Sep 2016
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It's not useless crap. You go to the fields to find mushrooms to make potions. You combine the potions with arrowheads to make magic arrowheads and you combine those with arrow shafts to make magic arrows. Now you can either use them or sell them and they are quite valuable when you are low levelled.
Cooking also counts as crafting. Cooking is useless?
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apprentice
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OP
apprentice
Joined: Sep 2016
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I agree that the comedy behind crafting was not good, it was for the poster picture, but had no use whatsoever. "You can put a bucket on your head and use a broom as a weapon. Isn't that wonderful*?" Previewer: "Wow!" *Note: This is actually totally useless. I thought so. I would prefer to see a crafting stat that is based on how much you craft, rather than something that you put skill points into. Like the ESO crafting system, for example. So I have to grind crafting lots of useless garbage before I can craft the thing I actually want? Dragon Fin Soup tried this, and it sucked. Of course that game had tons of major flaws already. No I am not saying grind useless crap I am saying improve upon and make it better or at least believable instead of pounding leather scraps on an anvil make it wood planks and animal hide at least you get some of the actual components to make a boot so it is believable. Or use crafting kits for everything and include crafting recipes from raw materials to make the kits themselves. Like a boot crafting kit would equal wood, animal hide, nails, metal piece, needle and thread, and a knife. Leaving one element out of the kit in order to combine the kit with that item and make a boot. Yes they would have to add more than two slots to combine items in order to make a crafting kit and they could tie the number of slots to your crafting level to unlock additional slots so a level one character would not be able to craft a kit but they could buy one. OR Just make kits purchasable and random loot items and combine the kit with one item like animal hide and a kit in the case of a boot and then make a boot. AND ALSO Allow kits to be enchanted so that you keep one solid kit and use that type of kit to make a random magic item of the type the kit is for.
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apprentice
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OP
apprentice
Joined: Sep 2016
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I wasn't getting down on stabbey's post with the above I was pointing out the comment he made about someone else's comment I don't think useless grinding should be apart of crafting in any game unless its a survival game. I just want it to be better than in DOS 
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veteran
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veteran
Joined: Jan 2009
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It's not useless crap. You go to the fields to find mushrooms to make potions. You combine the potions with arrowheads to make magic arrowheads and you combine those with arrow shafts to make magic arrows. Now you can either use them or sell them and they are quite valuable when you are low levelled.
Cooking also counts as crafting. Cooking is useless? I can't read your mind to guess how much crafting you think we'll need to do to reach high crafting levels. But if I'm forced to make a lot of stuff I don't want to make before I'm allowed to make the thing I'm actually allowed to, then that is grinding. And yes cooking was useless in the previous game. Sorry. No I am not saying grind useless crap I am saying improve upon and make it better or at least believable instead of pounding leather scraps on an anvil make it wood planks and animal hide at least you get some of the actual components to make a boot so it is believable. Or use crafting kits for everything and include crafting recipes from raw materials to make the kits themselves. Like a boot crafting kit would equal wood, animal hide, nails, metal piece, needle and thread, and a knife. Leaving one element out of the kit in order to combine the kit with that item and make a boot. There's a lot of unrealistic things in the game. It would be a very long list. I've complained about several myself, and generally, people have told me to shut up because they don't care. In that spirit, I honestly do not give a shit about crafting and could care less about crafting realism, especially if it means making a more annoying crafting system.
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member
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member
Joined: Jul 2014
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I would prefer crafting realism myself. At least some sort of logical flow that adds to the simulation at the heart of the Divinity Original Sin experience. When you look at this series strengths it is the simulation behind most mechanics which allows things to be grasped intuitively. Layering in interesting crafting equipment that is intuitive for the player helps when crafting stuff. Otherwise you get player frustration and players going straight to guides instead to work things out.
Illogical things going together harms the simulation aspect so I'm not generally in favour of that.
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apprentice
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apprentice
Joined: Sep 2016
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There's a lot of unrealistic things in the game. It would be a very long list. I've complained about several myself, and generally, people have told me to shut up because they don't care. In that spirit, I honestly do not give a shit about crafting and could care less about crafting realism, especially if it means making a more annoying crafting system.
Which makes me wonder why you are reading a crafting thread? Why don't you propose a workable crafting solution.
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veteran
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veteran
Joined: Jul 2014
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Which makes me wonder why you are reading a crafting thread?
Maybe *exactly* because he wanted to point that realism doesn't bother him? It's a legitimate position to take.
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apprentice
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apprentice
Joined: Sep 2016
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No. Your argument is flawed. He could not have known it was a thread about realism until he opened it.
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veteran
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veteran
Joined: Jul 2014
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No. Your argument is flawed. He could not have known it was a thread about realism until he opened it. Now you must be trolling. Just because he doesn't care that much about how crafting is implemented, that doesn't mean he couldn't be curious to read what people have to say about it.
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apprentice
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apprentice
Joined: Sep 2016
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I honestly do not give a shit about crafting ... ... doesn't mean he couldn't be curious to read what people have to say about it.
But anyway,
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veteran
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veteran
Joined: Jan 2009
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I'm not a big fan of crafting, but guess what - I am almost certainly going to be making use of it at one point or another.
The idea of a more complicated crafting system requiring multiple components and a larger crafting panel just for the sake of realism doesn't drive me wild. I think it would be more annoying. It would probably affect the loot tables as well, which is serious in a game with limited resources.
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member
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member
Joined: Jan 2015
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I liked the non-EE Crafting a lot more. Felt so much more intuitive and especially in-tune with the world, as there was not disturbing gameplay consistency interrupting menu cr... stuff. I don't put a plank, a nail and a hammer beside eachother on a table and start praying so it may hammer itself in. No, if I want to drive a nail into said plank, then I friggin take the nail put it where I want it, take the hammer and then get going. The old system symbolized that a lot better, imho.
Plus, I'm also not too much into crafting BUT: it can be a wonderful grout to even out gameplay differences like drops.
Think for yourself! Or others will do it...
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