Freaking Limit
Member
Atelier Sophie Synthesis Video
Well, I watched the crafting video Siliconera put up today. It seems that they've kept elements and made it so you increase the amount based on matching the pattern colour, square colour and glowing light in the centre. Placing an item upgrade the lights surrounding its pattern and locks in whatever it covers. As we already knew (I think) the same item type can have different patterns, and it seems the secondary properties are now more restricted, though we can select the one we want again. Reminds me of a combination between Arland and Dusk with this new pattern system.
All in all I'm still really interested in it. I'm unsure how I feel about having multilples of the same items feature different patterns, only because I'm unsure if the patterns items can have are random or fixed. I liked how Ayesha's end game crafting didn't feel dependant on getting lucky with Item pick ups. I ran into problems constantly in Arland of missing properties I needed on good items because RNG didn't feel like giving it to me, which made me have to jump through more hoops to get what I wanted. I guess what I want to say is more puzzle-like crafting and less RNG making me do more work.
Well, I watched the crafting video Siliconera put up today. It seems that they've kept elements and made it so you increase the amount based on matching the pattern colour, square colour and glowing light in the centre. Placing an item upgrade the lights surrounding its pattern and locks in whatever it covers. As we already knew (I think) the same item type can have different patterns, and it seems the secondary properties are now more restricted, though we can select the one we want again. Reminds me of a combination between Arland and Dusk with this new pattern system.
All in all I'm still really interested in it. I'm unsure how I feel about having multilples of the same items feature different patterns, only because I'm unsure if the patterns items can have are random or fixed. I liked how Ayesha's end game crafting didn't feel dependant on getting lucky with Item pick ups. I ran into problems constantly in Arland of missing properties I needed on good items because RNG didn't feel like giving it to me, which made me have to jump through more hoops to get what I wanted. I guess what I want to say is more puzzle-like crafting and less RNG making me do more work.