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There are so many more possibilities with the crafting and harvesting systems. In the end. The end result falls upon you the creators and developers. What you could do is make each roll worth so much crafting value and once said item is crafted. They could either then use it themselves. Give it or trade it to another player. Or sell it to a market worth so much. Also, you could make certain chests or places that are other wise empty or have low item counts have crafting material and completely avoid having to harvest and roll for that. However there are a lot of players who I am sure.would love to roll to harvest. And then there are so many possibilities with salvaging and enchanting

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While crafting is very popular in open world and MMO games, for a CRPG it barely makes any sense. The base crafting system for Alchemy is enough, there is some light armor and weapon crafting in an off beat way. However full on crafting makes no sense in the context of this game.

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I would have liked to see a full 5e crafting system - specifically the ability to make more than just potions. Solasta does this quite well - you can scribe scrolls (with the right equipment/kits and skills), make potions, poisons, special arrows, craft armor (incl magic armor of many types), magic rings, wands, staves, wondrous items etc etc. By comparison what BG3 offers is just not that interesting or developed - and for a game of this scale, that is disappointing. It is also way too easy to learn a crafting recipe for BG3 alchemy. In Solasta you needed certain items and skills and you had to buy or find *every* recipe/blueprint to be be able to use them. Everything is just too accessible in BG3 alchemy.

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Completely not a fan of crafting systems in general.


Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
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Hate crafting "gameplay".
Crafting should be done as a story/world element not in inventory. Like in BG2. Go to a crafter/weaponsmith to upgrade stuff for example. Works so much better within the game world.


It just reminded me of the bowl of goat's milk that old Winthrop used to put outside his door every evening for the dust demons. He said the dust demons could never resist goat's milk, and that they would always drink themselves into a stupor and then be too tired to enter his room..
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Agree with OP. So many different metals to loot, such a nice diabolic forge in baldurs gate and nothing to do with it.

The sussur dagger and Grymforge in Act 1 suggest there's more to come, but then nothing (except for the Flawed Helldusk Armor set you get from Dammon.)

Would be great if bg3 expands on that.


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With the way the game works, I don't think crafting would really be a benefit. I have nothing against crafting, but I'm on the opinion that if you didn't plan to have crafting in a game from early in development so you could balance and build things around it, then a crafting system can only be unobtrusive at best, and an active detriment at worst. We already get loads and loads of gear provided to us just through exploration and as loot. I don't think crafting would provide anything beyond a way to use the Petherwin useless vendor trash we're getting. And if that's the point of the system then the better approach is to just remove the vendor trash entirely.

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There is no crafting system. But there are ingots of copper, silver, gold... I started playing, saw the ingots and decided that somewhere I would meet a forge where I could make something special. So what? And only three items of infernal iron. Well, adamantium, two more items. And the knife in the first act.
Why did I collect bullion?!


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There is already crafting system - you can craft potions and other consumables.

What exactly else would one want to craft? If there were more items to build (like Sussar/forge, other items combined from multiple parts) tha would be fine, but that’s not really crafting system, it’s just findable, handcrafted items that take a bit more legwork to acquire.

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Originally Posted by Gray Ghost
With the way the game works, I don't think crafting would really be a benefit. [...] We already get loads and loads of gear provided to us just through exploration and as loot.

One could make the point that some of the gear you can loot incentivizes creating builds around them (regardless if preplanned or by respeccing). For example, increasing dexterity instead of picking War Caster Feat, because you know you'll get advantage on constitution saving throws from a certain armor piece soon.

Given crafting would be much more flexible than picking from loot, I'd prefer crafting gear tailored to a specific build over building a character with specific gear in mind that you know you can loot later on in the game.

Of course legendary items should always exceed anything that can be crafted.

Originally Posted by Count Turnipsome
Crafting should be done as a story/world element not in inventory. Like in BG2. Go to a crafter/weaponsmith to upgrade stuff for example. Works so much better within the game world.

Agree, better Dammon does the crafting in exchange for gold and special material.

Last edited by Staunton; 18/09/23 01:37 PM.

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What exactly else would one want to craft?
Arrows!
When you are informed that the Iron Throne will collapse in 6 moves, teleportation arrows are a very necessary thing


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I was surprised to see BG3 has such a basic crafting system. It's a clear downgrade from D:OS2 which is odd, but perhaps understandable because of moving to 5e.

Still, it's not unfixable. What needs to happen first is to get rid of the vendor exploits (so that we can no longer buy hundreds of potions, arrows, elixirs, etc in one single long rest) and increase their price. Honestly, the price increase should happen without any crafting added since you can easily finish the game on Tactician with over 90k gold still in inventory even without making use of Pickpocketing.

Alchemy is honestly too much, we can craft VERY powerful potions and in great numbers. Having a potion of Detect Thoughts (doesn't even need concentration, by the way!) should be rare and powerful. There should be some sort of investment for crafting potions and elixirs - why did you get rid of the empty potion bottle requirement from D:OS2? Why don't we need an alchemy kit to craft outside of camp / labs? Why is it that everyone else has alchemy labs in their basement with all kinds of equipment needed for alchemy, but we can just press 2 buttons and create anything? At least include Tool proficiencies and Alchemy Kits!

The obvious things to be able to craft are different kinds of arrows (magical and otherwise). Why is it so incredibly hard to find Barbed or Piercing arrows right now? Non-magical arrows would be great for crafting. Creating arrows isn't simple (you need quality shafts, good feathers and different kinds of tips) but that's really just a bonus - you get lots of useful items to populate containers with. It's going to feel really nice to get into the blacksmith's house in Blighted Village and find a ton of arrowheads, maybe some shafts, etc. Pillows will finally see use again in obtaining feathers smile

The next obvious thing to add would be crafting scrolls. Right now scrolls are way too easy to obtain (again, partly due to how vendors work but also just because there's too many of them in containers). Mages being able to craft scrolls is a staple downtime activity in D&D, we should have it in some shape or form.

If we get player housing / camp customization, crafting furniture can be a thing.

Rope should get some use in game, grapplings hooks and rope ladders come to mind. We should be able to craft non-magical things that help with this otherwise achieved by magic - Feather Fall, for example. D:OS2 had more examples of this and I can't understand why they aren't in the game. Why can't we craft additions to our boot soles (to avoid slipping on ice, for example) or upgrades to our armor (rare stuff, maybe through quests)?

The Adamantium Forge is nice, combining found components is nice, finding a blueprint for a masterwork weapon was great but the masterwork weapon stops being useful real quick - we should have had a way to upgrade it later on. More of this kind of kind of crafting will suffice for blacksmithing imo - we're adventurers, not blacksmiths.

Last edited by Raz415; 18/09/23 11:38 AM.
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Rope should get some use in game, grapplings hooks and rope ladders come to mind.
Oh! If it were possible to introduce the mechanics of hooks, ladders, parkour, etc. into the game! Rogue would be just amazing!
Larian is very fond of vertical locations. But they didn't give enough tools for your research

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D:OS2 had more examples of this and I can't understand why they aren't in the game.
Nails + boots = anti-slip protection - first of all!


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I don't see it adding anything of value to a game such as this and don't even like the alchemy system. It just adds munchkinism with overabundance of potions.

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I Love Your ideas however you need to realize that they have guild artisan as a background. Which could be chosen as blacksmith and could have been delved deeper into. The fact that you have D&D in general without at least one generalized crafting system for each d&d rule set to use as a basis is ridiculous. While some Dms allow it. Some don't and this game could have definitely dived deeper into things not only for bg3 sake. But for the sake of d&d and it's player's in general. Just my opinion however I do see a lot of different opinions. But even you agreed to a nonmagical crafting system. However most of us feel that there should be a crafting system of some sort
Especially since we are allowed to collect items that are basic crafting materials. And the harvesting could be as simple as having the skill and getting "Harvestable" items. When you roll and harvest a body.

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Originally Posted by EkkoRosé47
There are so many more possibilities with the crafting and harvesting systems. In the end. The end result falls upon you the creators and developers. What you could do is make each roll worth so much crafting value and once said item is crafted. They could either then use it themselves. Give it or trade it to another player. Or sell it to a market worth so much. Also, you could make certain chests or places that are other wise empty or have low item counts have crafting material and completely avoid having to harvest and roll for that. However there are a lot of players who I am sure.would love to roll to harvest. And then there are so many possibilities with salvaging and enchanting

Let's not and say that we did. Not every single game on the planet needs a crafting game *rolls eyes* but at the same time it does have a crafting mechanic LOL! But it's never enough is it? Ye! Of Entitled Gamer *smh*


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Some basic crafting options wouldnt hurt the game to give some builds more options with all the gems iggots infernal ore and other things that drop that could be used to craft a few blue and purple aka rare and very rare options would not hurt for act 2/3. There are indications that some things were already mean as craftables or upgradeable craftable items and that it was never added to the game.

Some things were also removed from beta as well such as belts which have long been a core part of dnd.

Making suggestions being able to get more mithral ore and fully utilize the forge in act one before the end of act 2 would be nice. Some items lack options later in the game such as sickles, Battle Axes, Long Swords (1 very rare), Warhammers, Morning Stars, there are some items your more or less niched into using and there are some cool items that are really kind of useless when you get them and end up unexplored. On the other end there are lots of ways this could be improved. But this doesnt mean like crafting should go crazy or that we need a plathora of overpowered items just item options would be nice to flesh out some builds. For example a scimitar that allowed you to make the same number of attacks with your off hand when attacking with your off hand as you have extra attacks this creates a DW build option maybe with a simple +2 to the scimitar.

Maybe a craftable pair of boots with a +1 ac and +3 m movement or a +2 War Axe with +1d6 fire damage when wielded by a dwarf the character gets a +1 to ac. A staff that grants a wizard +3 points of arcane recovery and lets them add there intelligence modifier to damage from evocation spells. while not insanely powerful when looking at those items being able to craft items like this in chapter 2 creates some build versitility. Another example might be being able to make a ring adds +2 thunder damage instead of the +2 acid damage from the 1 ring already in game or +2 lightning damage. You could get craft a ring adds 1 more missle to your magic missles and builds a magic missle based wizard using 2 rings + necklace to basically go missle crazy. There are lots of small things like this could create some interesting and creative builds that still wouldnt make the game to super over tuned but it would create some build options.

Id also like to see them add a feature to multiplayer letting every character in a multiplayer game get some unique option such as the hags hair or the potion of +2 str in chapter 2 but it could only be used once per character.

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I love crafting systems and the mystery of discovering recipes with DoS. I'd give it a +1 but I doubt they will implement anything like this.

I played a artificer in 3.5 and if they introduced more crafting I'd be screaming for a Artificer class with a homunculus companion that I can create/craft.

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I don't feel like crafting would add much to the BG3, since it'd mostly be mundane weapons you could otherwise just buy for most of the game. However, I'd love to see them expand crafting if we ever explore Chult or Maztica (I loved the NWN2 expansion that went to Chult, but the engine was definitely not equipped for that kind of survival open world. I feel like BG3's engine would be able to handle it much better with a bit of expanded options).

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Mod using soul coins to upgrade weapons https://www.nexusmods.com/baldursgate3/mods/1626

Not sure how I feel about modding this feature into the game, but I like the simple mechanic and how it brings soul coins to some use.


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