Another problem with a crafting system is that Crafted items tend to fall under three categories:

1) Consumables that help the player in battle (IE healing potions, potions of resistance etc)

2) Gear that is sub par and not worth crafting because doing a simple task/ quest replaces them

3) Gear that is so OP that it encourages you to make said item and skip side quests and leads to the cycle of get better gear to defeat bigger bosses to get better gear mentality


I got no problem with the first type in general other than the fact that in this game what you can carry is based on weight based on your strength score thus making hauling about lots of materials a pain

The second is problem that can be solved in MOST MMOs by making the gear just good enough to allow you to do the quest/ dungeon/ raid to get the item you really want, but this game does not in anyway function like an MMO (at least not any current MMOs) since there are no instanced dungeons with a "Gear Score" it would make it difficult to know if gathering the materials to craft a piece of gear is worth it or not especially in D&D setting where sometimes you stumble across magical gear just by looking in the correct crate.

The third... as I stated before it encourages you to skip side quests... something that can be done easily in an MMO as you can always go back to them and do them, but in this type of game which encourages exploration and doing the side quests (which provide not only gear, but the XP you need) its not a good idea/ takes away from the game to skip side quests. Which brings me to the point that I am sure Larian didn't go through all the trouble of writing all this storyline with multiple permutations based on our actions as players just to have us get bogged down in a tiered crafting system. They'd probably rather we enjoy playing out the story.

Honestly all in all (and I am sorry if this sounds hostile) if you want an entire crafting system just play an MMO...