Crafting: What I Want and What I Expect

Post » Sat Feb 12, 2011 12:32 am

As for using the term Inedible food, I couldn't think of any better way to describe items in game that are obviously foods but cannot be consumed without preparation such as dried rice, flour, etc.
I like that term, I will add it to everyday speech : ).

Your spiel about minerals is way beyond the average persons knowledge and doesn't belong in a video game. What I described is all the complexity that would be needed and even then it is a little much for the avg gamer.

I don't believe what you posted is too much for the average gamer. Even children can learn to say "tyrannosaurus rex" which is a huge word compared with what people expect from kids. My point is, people are capable of more than they give themselves credit for. What I added may in fact be too much for a game, but I think people COULD get used to it. Yes, it is WAY beyond what anyone should know, but to me, that's what makes it fun. Anyways, that's what I want, and I don't expect other people to want it and I don't expect to see it.

Mining as a time sink is not what I was shooting for and certainly not on any level associated with RuneScape. This is a single player game so mining the ore will not take the most time, carrying it to the forge will and given fast travel that is a non-issue.This isn't a simulation and mining and smithing involving the complexity you describe would not be fun.
Good, then, we agree neither of us want RunEscape. I didn't mean to give you the impression that I thought you wanted that. I know you didn't.
If you think more complexity is less fun, then we disagree here.

You obviously haven't played FO3. Bethesda is taking great strides to reduce the redundancy in the game and crafting items that already exist in the game is beyond redundant. Just like FO3 you will only be able to craft unique items.
Yes. I have not played FO3. Hopefully in the future. I was not aware FO3 had crafting. If TES V only allows crafting of unique items then good. It will make crafting much more interesting. Not only is crafting items that already exist redundant, It is often a waste of time, since most games that do this balance crafting so you can only craft items that are very similar to your level or even easier to obtain just by adventuring. Essentially turning your efforts in crafting to a distraction from more productive skills/abilities. I still expect to hear complaints about being "forced" into crafting, even tho those items are optional.
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Matt Bee
 
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Post » Fri Feb 11, 2011 8:02 pm

RunEscape.


I like what you did there. The developers and the people that play that game are so pretentious it makes want to line 'em all up shoulder to shoulder and do a 20 mile marathon three stooges style btch slap. :lmao: I'm just kidding...I can't run 20 miles.

Anyway, I think we are on the same page and if you play Oblivion on PC then you gotta come by The Wormhole and check out Craftybits. We are an open invitation freelance style mod team. What that means is;
Open Invitation: Anybody is welcome to join regardless of your modding abilities. We have over 80 members 40+ active with about 3 to 5 core members making active changes and 1 leader that has the final say in all matters. In the history of Craftybits open development we may have had 20 people contribute significantly to the content. Everyone else is just play testing, bug reporting and talking about all things crafty. We talk a lot and just a little under half of all of our development is done publicly (that is the main development link in my sig) viewable by guests.

Freelance Style: No assignments are given in this team. You play the mod - you suggest changes or additions - leader approves - you do the work - core team integrates. Simple as that. We had members just come out of nowhere join and add a ton of improved meshes, another added a whole series of in game lore friendly crafting guides and we get a lot of donations(usually solicited) from freelance modders who just create resources as well as having access to all 4 years worth of assets from NPCs with Jobs.

Craftybits is still in beta(almost .8) after 4 years of Total development beginning with it's inception by fourthgeek. CLShade took over the mod and worked it alone for more than a year until joining me at the Wormhole. CLS opened up the mod to team membership and after RL swallowed him whole he handed the reigns over to Setsuna515 and she has been running the show since right after .7 released.

Craftybits will never be complete in Oblivion though because the engine(mostly the physics) is just too limiting to integrate all the systems.

We all look forward to Skyrim and welcome all crafty folk to join and help us make extensive hands on (no menus) crafting in Skyrim as integrated and epic as possible.
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Megan Stabler
 
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Post » Fri Feb 11, 2011 1:40 pm

this'l probaly be mod intergrated,
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Anne marie
 
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Post » Fri Feb 11, 2011 5:25 pm

this'l probaly be mod intergrated,

Hmm, but who would take on such a herculean task? :whistling:
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laila hassan
 
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Post » Fri Feb 11, 2011 6:15 pm




I went a head and looked that mod up. It's a little more involved then what I would like. Too much clicking and dragging.
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Claudz
 
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Post » Fri Feb 11, 2011 11:30 am

I went a head and looked that mod up. It's a little more involved then what I would like. Too much clicking and dragging.

It's not for everyone.
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No Name
 
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Post » Fri Feb 11, 2011 5:28 pm

Medicine was just an example. Basically, I want to see tools need to actually craft stuff. >.> Medicine just came to mind first. I have no problem with that not being in game. Just, I'd like to see the need for tools to complete tasks.
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Vincent Joe
 
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Post » Fri Feb 11, 2011 2:49 pm

I like what you did there. The developers and the people that play that game are so pretentious it makes want to line 'em all up shoulder to shoulder and do a 20 mile marathon three stooges style btch slap. :lmao: I'm just kidding...I can't run 20 miles.


They get money from subscriptions, so its in their best interest to make players waste time. It just makes me quit.

Anyway, I think we are on the same page and if you play Oblivion on PC then you gotta come by The Wormhole and check out Craftybits.

I have Crafty bits v0.6. I DLed it about a year ago (prolly a bit longer than that). I was very excited about it, but didn't get to play very much. I think there was a conflict that I didn't get worked out before I moved to another game. I might try it again. I've tried several crafting mods but hardly any of them were up to snuff. I finally got my crafting fix from Dwarf Fortress, which I strongly recommend to any RPG fan, crafting fan, or anyone who thinks themselves a hardcoe gamer. (If you don't play on a PC, your missing half the game. Not to bash anyone, but your missing out. It's the difference between a jar of olives you found in the back of your fridge 2yrs past expiration and a Gin Martini. Shaken.)

CLShade took over the mod and worked it alone for more than a year until joining me at the Wormhole.

Is that CLShade this http://www.gamesas.com/index.php?/user/92189-shades/

Craftybits will never be complete in Oblivion though because the engine(mostly the physics) is just too limiting to integrate all the systems.We all look forward to Skyrim and welcome all crafty folk to join and help us make extensive hands on (no menus) crafting in Skyrim as integrated and epic as possible.
I noticed a few modders noting how somethings weren't possible in oblivion (even after OBSE). what surprised me most is how they didn't leave room for things they should have counted on modders doing. (like spears). I think, if anything, the devs should browse the forums, take all these ideas (some of which are fairly bad ideas) and make sure it's possible to mod most of them in.

I, unfortunately, don't have any modding skillz. I made a small mod that reduced magic regen rates to something that made sense (basically removed the base regen and upped the regen from WIL a little) but that's about it. I will look at your site tho (again).
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Brιonα Renae
 
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Post » Fri Feb 11, 2011 11:51 pm

I, unfortunately, don't have any modding skillz. I made a small mod that reduced magic regen rates to something that made sense (basically removed the base regen and upped the regen from WIL a little) but that's about it. I will look at your site tho (again).


We don't expect much. Like I said most of our members are only playtesters but joining is essential to gaining access to the team version which is over a year a head of the public version.
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Isaac Saetern
 
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