132) Additional Crafting Recipes Needed
This may be a bit of a repeat, I think I posted something to this effect somewhere else. I just cannot remember where.

There are [Scraps] items from which you can craft other weapons and such. But the only places to get Scraps is random loot and random vendor inventories. I would like ways to dismantle equipment to get scraps. Robes and folded shirts can produce Cloth scraps. Leather/Dexterity armor can produce leather scraps. Metal armor can produce the appropriate scraps. This will be beneficial because it will allow players to have more control over their crafting destiny, and it also has a natural tradeoff, because each piece of gear that you dismantle is a piece you can't sell.

I would also like to overhaul weapon creation at forges. Right now the type of weapon you get is dependent on the type of metal you drag over it. Instead, I would prefer a more specialized crafting menu: you could select the type of weapon you want to create, and the type of metal you would like to make it from. Different metals would have different properties, and would require different levels of Blacksmithing to work with. You would need BS 2 to create weapons using Steel, but the weapons would be more powerful. Silver weapons would have increased damage but decreased durability because the metal is softer.

I am also not a fan of the completely random scrolls you get from using a blank scroll + magic quill/inkpot. That just prompts reloading. If there was some way to direct it towards what you want that could be interesting, some kind of minigame or something. Of course that will not be in Original Sin, that sounds like an awful lot of work, but maybe it is something to consider for future games.

Also, looking at the recipe guide, there are a lot of items which require Crafting 1 or 2, but they give out the same bonus no matter what they do not improve over time. That is a lot of bonuses which will quickly become inferior to found/bought magic items.

I notice one recipe: Leather Scraps + Magic Needle and Thread (C5 required), which produces Armor Rating, HP, OR Lucky Charm bonus. Substitute Cloth Scraps for a Robe. The thing is, though, crafted items have to compete with found items. So if I need Crafting 5 to make that recipe, I do not want a choice of ONE OF those, I want them all. In fact, this could be a case for downscaling that recipe: At C4, that recipe produces two of the three bonuses, at C3, you only get one of them, but at C5 you get them all.

Why do you need Crafting 2 to get a +1 CON potion, when all the other stat potions require Crafting 5? By the way, needing Crafting 5 to get a +1 ATTR for Wow Three Whole Turns! potion seems pretty stupid. Yes, Crafting can be found on items, but even so by the time you can get Crafting up to 5, you will probably be long past the point when a +1 Stat for 3 turns is a good use of AP. Instead, do this: Lower the requirement for the +1 Attr. to Crafting 2, and add an additional +1 per rank of Crafting, so Crafting 5 will make that into a +4 potion. (I know that I also have suggested that potions last for 10 turns, but that was for the base quality potion. Higher-power potions could have a decreased duration, so maybe a +4 potion will last for just 2-3 turns.)


133) Strength Requirements on gear ramp up far too quickly
It's pretty ludicrous how much you need to pump STR early just to keep up with equipment of your own level. Level 3, 4, 5, 6 items require 8, 9, 10, 11 into STR. This is ONLY the case with STR-based gear.

DEX and INT based gear has a much slower progression. A Level 6 one-handed STR weapon requires STR 8. A level 6 one-handed dagger (DEX) requires DEX 5.

Why is this the case? This forces warriors to pump STR and only STR early on or else be outclassed. Warriors also like to have CON or SPD, but builds which want to get those up early simply CANNOT exist.


134) Maybe right-clicking items in your inventory shouldn't cancel movement

Often you have to move characters from one part of the map to another. There's not much to do while waiting, so I thought I would try to use that time to try and sort inventory, sending items to the right people... but unfortunately, right clicking will make the whole group of people stop moving entirely.

This might be one of those little issues that's a lot more complicated than it seems and hard to fix, so I can稚 complain much about it.


135) NPC's don't often hold still long enough to pickpocket.
Pickpocket is already questionable, and having NPC's walk so fast and stop for so short a time does not help. You get juuuust enough time to see their inventory, but not enough to do anything about it.


EDIT: Oh yeah, I forgot about the talking to them to distract them part. Nevermind, then.

Last edited by Stabbey; 16/03/15 02:40 PM. Reason: nevermind