temesgen77
Member
DA:I has one of the worst crafting and inventory management systems, really feels like work. I almost stopped playing a couple hours in due to some of the flaws but it gets better and I'm glad I stuck with it.
But you're still rewarded with good armor and weapons by beating tough enemies and finding secret dungeons. I played the entirety of Fallout 3 and New Vegas without touching crafting at all. I've gotten far in Inquisition right now and I haven't crafted anything. I just collect and use the unique reward equipments that have story behind them. They are good enough.
So seriously, you don't have to do these things.
Since I don't care about crafting at all, I couldn't really tell the difference. would you mind providing an example of a deep crafting systems that are build well? Could you explain what makes it superior to DA:I? Do you think that system alleviate the OP's problem with crafting and inventory management in general?
[crafting system comparison]
Thank you for the explanation. I can see how, for people who like crafting, Inquisition's system isn't adequate. However, for someone like me (and presumably the OP), something like Atelier's would only make it worse, right? It requires even more steps and planning, and since crafting is the point of those games, I assume you couldn't immediately get great equipment just from exploration.
Personally, the part I dislike the most from crafting is the resource gathering. It always feels mindless and takes a lot of time (if there's a game that alleviate this, I'm interested in knowing). I guess then Inquisition's problem is that the system is too much of an afterthought for crafting-lovers, but still too cumbersome for people like me. However, precisely because it's minor, I could just ignore it altogether. I decide to run through the field ignoring early on Iron and am much happier for it.
Dead Rising 2's sound like something I might like, though.
I really like crafting conceptually but then I never have fun going out and finding specific resources. It's one of the reasons games like Minecraft and Don't Starve never really stick with me.
I don't have a problem with encumbrance, I think it adds some low level decisions that ultimately make the gameplay more interesting at the expense of pissing off the player.
I think it's horrible that Patapon, a game with a such a fun and unique combat system, has crafting and has you farming rare materials.
Yup, absolutely terrible. And their crafting system is such a pain in the ass, I did it once and never again. Fuck that shit.Oh gosh, I hated the inventory system for Xenoblade Chronicles so much. They did not bother to make it easy to transfer gems from the item you have equipped to the new item you want to equip, and so that could mess up determining if said item upgraded or downgraded your stats depending on the gems.
I just want to give a shout out to one company in particular for RPGs that has always tackled their crafting system up until the point where they got it pretty much perfect:
Level 5
From Dark Cloud/Chronicle 1/2, Rogue Galaxy, Dragon Quest VIII/IX, Ni no Kuni: Wrath of the White specifically.
In Dark Cloud 1 they had this simple to understand but somewhat deep weapon upgrading/crafting system where pretty much any item you picked up could be broken down into an element and applied to a weapon to increase its parameters. Increase a weapon's parameters enough and you could upgrade that weapon to an even better version of that weapon. Continue to do this and eventually you'll start getting branching paths to create weapons that specialize in different elements and eventually into ultimate forms. It's a bit addicting tracking down Gems, and crafting items to power your weapons up, and you can also add abilities to your weapons. This continued pretty much untouched into Dark Cloud 2 aside from some very small improvements that aren't worth going into much detail as most of the improvements were in the weapon repair system and cutting down the amount of characters.
Some examples from Dark Cloud 1:
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Dark Cloud 2:
![]()
Man, I really want a Dark Cloud 3. Sony, Level 5, you guys should get on that.
Rogue Galaxy kept a similar weapon upgrade/crafting system - though the actual factory item synthesis that opens up later in the game is novel, it's almost next to useless. In Rogue Galaxy, instead of just changing one weapon into another after reaching certain parameters, once you've reached certain parameters with one weapon, you'll also want to increase the parameters of a second weapon (well, if you want higher stats on the created weapon). Then, you actually combine these two weapons
to create the next tier of weaponry with higher stats.
I couldn't find a good picture to demonstrate this, so here's a random LP video quickly demonstrating what I mean:
http://youtu.be/wHDXcLV_GbE?t=6m33s
Dragon Quest VIII and IX introduced the Alchemy Pot and they work pretty much the same way across both games - put ingredients in the pot from a recipe and you make an item. In DQVIII, there was a timing element to the pot (though you could win an insta-alchemy pot in post game), while in DQIX the alchemy pot would instantly make you items. There was this meta game of tracking down recipes from bookshelves or from people to craft with. If you know the recipes from a guide, you can easily deck yourself out in equipment that is overpowered for areas you're in:
DQVIII:
![]()
DQIX:
![]()
The DQIX alchemy was a bit overwhelming since there were sooooo many recipes. It's a bit insane.
Level 5 were on god damn fire on the PS2 with Dark Cloud 1/2, DQVIII, and Rogue Galaxy.
Now, having made several RPGs, all with varying item creation systems, I personally feel they nailed it in Ni no Kuni: Wrath of the White Witch. It took a little bit from all of their past works and blended it perfectly. Resources were everywhere in the world from resource points (introduced in DQIX I believe). You picked up alchemy recipes (DQVIII/IX) from quest completions. The alchemy pot was instant, like DQIX, but you could carry it around with you at all times like in DQVIII and being able to alchemize at any time like in DQVIII/DC1/2/RG. You had this awesome in game "strategy guide" with the Wizard's Companion that kept track of all of your recipes, a really good in game bestiary that showed exactly what enemies drop what and where they were, so you never really had to hit the internet to find everything. The amount of items were scaled back from the insanity that was DQIX, while also leaving a good amount of items to equip yourself with. It did get bogged down later if you were trying to go for the Alchemy trophy or complete the list as the really rare ingredients were...well, really rare.
![]()
![]()
Ha! The genie's name is Al-Khemi. Oh, Level 5 and your silly puns. Ahhhh, man. I rambled on again.
I am not a fan of crafting and loot management. The only game that does it right for me is Diablo 3 with the red and green arrows.
I just want to give a shout out to one company in particular for RPGs that has always tackled their crafting system up until the point where they got it pretty much perfect:
Level 5
From Dark Cloud/Chronicle 1/2, Rogue Galaxy, Dragon Quest VIII/IX, Ni no Kuni: Wrath of the White specifically.
In Dark Cloud 1 they had this simple to understand but somewhat deep weapon upgrading/crafting system where pretty much any item you picked up could be broken down into an element and applied to a weapon to increase its parameters. Increase a weapon's parameters enough and you could upgrade that weapon to an even better version of that weapon. Continue to do this and eventually you'll start getting branching paths to create weapons that specialize in different elements and eventually into ultimate forms. It's a bit addicting tracking down Gems, and crafting items to power your weapons up, and you can also add abilities to your weapons. This continued pretty much untouched into Dark Cloud 2 aside from some very small improvements that aren't worth going into much detail as most of the improvements were in the weapon repair system and cutting down the amount of characters.
Some examples from Dark Cloud 1:
![]()
![]()
Dark Cloud 2:
![]()
Man, I really want a Dark Cloud 3. Sony, Level 5, you guys should get on that.
Rogue Galaxy kept a similar weapon upgrade/crafting system - though the actual factory item synthesis that opens up later in the game is novel, it's almost next to useless. In Rogue Galaxy, instead of just changing one weapon into another after reaching certain parameters, once you've reached certain parameters with one weapon, you'll also want to increase the parameters of a second weapon (well, if you want higher stats on the created weapon). Then, you actually combine these two weapons
to create the next tier of weaponry with higher stats.
I couldn't find a good picture to demonstrate this, so here's a random LP video quickly demonstrating what I mean:
http://youtu.be/wHDXcLV_GbE?t=6m33s
Dragon Quest VIII and IX introduced the Alchemy Pot and they work pretty much the same way across both games - put ingredients in the pot from a recipe and you make an item. In DQVIII, there was a timing element to the pot (though you could win an insta-alchemy pot in post game), while in DQIX the alchemy pot would instantly make you items. There was this meta game of tracking down recipes from bookshelves or from people to craft with. If you know the recipes from a guide, you can easily deck yourself out in equipment that is overpowered for areas you're in:
DQVIII:
![]()
DQIX:
![]()
The DQIX alchemy was a bit overwhelming since there were sooooo many recipes. It's a bit insane.
Level 5 were on god damn fire on the PS2 with Dark Cloud 1/2, DQVIII, and Rogue Galaxy.
Now, having made several RPGs, all with varying item creation systems, I personally feel they nailed it in Ni no Kuni: Wrath of the White Witch. It took a little bit from all of their past works and blended it perfectly. Resources were everywhere in the world from resource points (introduced in DQIX I believe). You picked up alchemy recipes (DQVIII/IX) from quest completions. The alchemy pot was instant, like DQIX, but you could carry it around with you at all times like in DQVIII and being able to alchemize at any time like in DQVIII/DC1/2/RG. You had this awesome in game "strategy guide" with the Wizard's Companion that kept track of all of your recipes, a really good in game bestiary that showed exactly what enemies drop what and where they were, so you never really had to hit the internet to find everything. The amount of items were scaled back from the insanity that was DQIX, while also leaving a good amount of items to equip yourself with. It did get bogged down later if you were trying to go for the Alchemy trophy or complete the list as the really rare ingredients were...well, really rare.
![]()
![]()
Ha! The genie's name is Al-Khemi. Oh, Level 5 and your silly puns. Ahhhh, man. I rambled on again.
DA:I has one of the worst crafting and inventory management systems, really feels like work. I almost stopped playing a couple hours in due to some of the flaws but it gets better and I'm glad I stuck with it.
Ironically, in Ni No Kuni, I didn't craft a single item. Never had to, never found it useful. By the end of that game, I had so many items from working off the land that the Alchemy system seemed completely unnecessary.
LTTP but yeah, inventory management is the one glaring fault of DA:I for me.
It's a stupid and irrelevant idea IMO: it doesn't add a challenge to the game, it just makes it tedious.
I totally agree. It's nice that the crafting is so robust but it does get a little fiddly.
I've simplified things in DAI: I sell everything cause if its good its usually over your level. And by the time you reach that level your crafted items are better. Makes life simpler.This is my number 1 qualm in DA:I. Ugh... it's seriously the worst.