in depth crafting

Post » Wed Mar 30, 2011 2:43 am

just wondering how in depth the crafting system will be. for instance it says that you can take jobs such as wood cutting and blacksmithing, my question is are we going to gain rescources from these activities? like if we go mining are we going to get different types of ore or if we chop a tree can we chop different types of trees to get higher quality woods? lots of questions on crafting because i am hoping for a system similar to the original ultima online where you actually had to go out and gather materials.
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Siidney
 
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Post » Wed Mar 30, 2011 10:42 am

I'm not exactly sure as I haven't been up to date with the information being released, but personally, I'd rather not see crafting in TES.
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Tanya
 
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Post » Tue Mar 29, 2011 11:16 pm

I'm not exactly sure as I haven't been up to date with the information being released, but personally, I'd rather not see crafting in TES.


there has always been crafting.

alchemy and enchanting are both forms of crafting. they are currently expanding your options with at least blacksmithing.
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El Khatiri
 
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Post » Tue Mar 29, 2011 11:08 pm

Hasn't there been crafting in prior games, provided as services at special armorers? This will just be allowing the PC to do it instead.
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Matthew Barrows
 
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Post » Tue Mar 29, 2011 11:21 pm

Don't think there is enough information out there right now to make any guess at how indepth the crafting will be. We'll just have to wait and see. Hopefully, there will be something to it.
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Alister Scott
 
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Post » Wed Mar 30, 2011 1:59 pm

does anyone remember how ultima onlines crafting system worked? i thought that it was a pretty good representation of how crafting should go. you went out chopped trees until you had all the wood you could carry from there you could make arrows with feathers from birds or carve bows. the blacksmithing was similar but you went out and mined ore then smelted it into ingots and then added other ingredients to make different items such as shields, swords and armor. we already go out and gather alchemy ingredients, how hard would it be to add wood and mineral nodes?
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Ria dell
 
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Post » Tue Mar 29, 2011 10:46 pm

I agree with jasper, it can't be too difficult to implement. But how complex they actually make it, I don't know.
I wonder if it will be possible to craft Daedric Armor... that would be like a fusion of the Enchanting and Smithing skill I imagine.
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CxvIII
 
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Post » Wed Mar 30, 2011 1:06 am

I'm not exactly sure as I haven't been up to date with the information being released, but personally, I'd rather not see crafting in TES.


What are your reasons for not wanting it? :( I personally think it sounds pretty neat.
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Christina Trayler
 
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Post » Wed Mar 30, 2011 10:03 am

just wondering how in depth the crafting system will be. for instance it says that you can take jobs such as wood cutting and blacksmithing, my question is are we going to gain rescources from these activities? like if we go mining are we going to get different types of ore or if we chop a tree can we chop different types of trees to get higher quality woods? lots of questions on crafting because i am hoping for a system similar to the original ultima online where you actually had to go out and gather materials.


Well, we'll be happy to tell you...as soon as Bethesda tells us. :shrug:
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Racheal Robertson
 
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Post » Wed Mar 30, 2011 6:20 am

there has always been crafting.

alchemy and enchanting are both forms of crafting. they are currently expanding your options with at least blacksmithing.

Well, I suppose that could be considered crafting, but I'm not trying to nitpick things out like collecting adamantium or bear furs and calling it crafting.
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Alexandra walker
 
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Post » Wed Mar 30, 2011 12:20 pm

Hopefully something like in Risen it was pretty good in that aspect.
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Neil
 
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Post » Wed Mar 30, 2011 8:49 am

seriously would love to be able to craft specific weapons. like picking s specific hilt made from different types of woods, or finding some mithril ore to use in the blade.

i mena just look at it, there is already a crafting system in place in oblivion for alchemy, why not have something similar, but with weapons and armor, of course you would just need have more possibilities for the outcome, rather than the simple potions from oblivion that ranged from green or pinkish/red

seriously, hiring the guy that did the RealSwords mods from oblivion would be awesome, that way we could even race specific weapons.

or do you all suggest every weapons be the exact same because every smith had the same schematics and molds for their weapons?
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le GraiN
 
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Post » Wed Mar 30, 2011 1:29 am

and you coulod also through in the enchanting aspect byt throwing in alchemical ingredients or soul stones from unique monsters to give the weapon or armor special traits, while crafting the item.


take for instance you make a mithril longsword, throw in some nightshade, and the captured sould of a powerful vampire lord you come out with a life stealing poison mithril longsword that you could then name somthing cool like blood eater. the name would then stick with that weapon and after you sold it you could find it on an adventuring npc who liked it and bought it when he went out edventuring!!!
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Laura Wilson
 
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Post » Wed Mar 30, 2011 4:24 am

we know that there will be a smithing or a smiting skill
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Ash
 
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Post » Wed Mar 30, 2011 6:38 am

one of the problems i have had with the previous games is the bows. you are not gonna make a bow of solid iron or steel, and the arrows are only going to be tipped with said metals. this could easily fix that problem by adding different types of wood and having blacksmiths for arrow heads.
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Roanne Bardsley
 
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Post » Wed Mar 30, 2011 5:35 am

A few snowflakes landed on Sibyl's nose, and tickeled her. She looked up at the sky and knew the weather was going to get colder. As she examined the wolf tracks in the snow, she knew It was time to collect some fur and make some warm weather gear.

She returned to her campsite. The embers of the small fire were a nice warm red glow, and she warmed her bare hands. She know she needed some gloves, Glancing over at her lean-to, Sibyl evaluated the equipment available for making traps. She hoped it was enough.

As Sibyl contemplated, sipping honeywine from a horn, a glowing cinder popped from the flames, landed in the snow, and promptly cooled with a faint sizzle. A slight shift in the direction of a light breeze caused smoke to drift toward her face. Her eyes immediately watered. She brushed her tears away, moved out of the offending smoke Sibyl collected her traps, bow and dagger.

It was time to hunt...



I would love to "harvest" items like fur in the game and manufacture something useful, like gloves, using developing crafting skills and tools.

In most Viking homes there was a loom and linen was produced. I hope we have something like that. Skyrim crafting has a lot of potential.
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Rhysa Hughes
 
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Post » Wed Mar 30, 2011 6:58 am

I agree with jasper, it can't be too difficult to implement. But how complex they actually make it, I don't know.
I wonder if it will be possible to craft Daedric Armor... that would be like a fusion of the Enchanting and Smithing skill I imagine.


Do we even know if there will be any daedra in skyrim? aside from conjured stuff how will we get daedric resources?
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Richard Dixon
 
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Post » Wed Mar 30, 2011 8:12 am

Yeah, I have been wanting this for a long time. when I was first playing MW I saw the pic axe and thought that you could actually mine materials in the mines and had to use the picaxe, and seeing the armorer skill I assumed that we could craft weapons and armor. I was fairly disappointed.
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cheryl wright
 
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