Should Skyrim have crafting?

Post » Fri May 27, 2011 6:05 pm

1. Why waste time implementing and designing such items instead of creating unique ones that can only be acquired by questing.

2. Granted

3. This is one of my problems, I don't want to have to worry about carrying a bunch of junk.

4. True, but necessary? I think not. The armorer skill has some use already.

5. Maybe, or maybe just annoyance.


1. Because not everything has to be a quest reward. We hear about master blacksmiths in The Elder Scrolls, so why can't the player be one?

2. Alright

3. It's a choice, there will always be miscellaneous items that you don't want to carry around and you don't have to.

4. More depth to any skill should be a good thing.

5. Again something like this would be a choice, you don't have to craft if that's not what your character does.
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Eileen Collinson
 
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Post » Fri May 27, 2011 8:15 pm

Merits to Crafting:

1. Unique items that cannot be acquired any other way

2. Another facet of roleplaying

3. Gives use and incentive to collect items that otherwise had nothing but monetary value, so clutter is no longer just clutter

4. The armorer skill could potentially gain more use and importance

5. The satisfaction of creating your own items instead of buying them

That's what I have so far, obviously it's not done so if I think of more I'll add them.


I agree with everything. Good that you stated it.

But I'd also like to add in this:
How about adding, as a part of "hardcoe/survival/realism" mode, the need to craft "regular" items, like the mod Craftybits in Oblivion? Like cook your own food, forge your own armor/weapon, etc. It's very nice, very realistic, very immersive :)
And by the definition of crafting, don't use simple menus, that is really bad, use animations or something like that instead!
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Mr.Broom30
 
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Post » Fri May 27, 2011 6:06 pm

I second being able to craft arrows, and other small items necessary for day to day survival... like lockpics :) or torches, and other things like that.
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kristy dunn
 
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Post » Sat May 28, 2011 10:00 am

1. Because not everything has to be a quest reward. We hear about master blacksmiths in The Elder Scrolls, so why can't the player be one?

2. Alright

3. It's a choice, there will always be miscellaneous items that you don't want to carry around and you don't have to.

4. More depth to any skill should be a good thing.

5. Again something like this would be a choice, you don't have to craft if that's not what your character does.


1. Because becoming a master smith ought to take time and dedication that should detract from adventure-type stuff. There is a reason most famous adventure story heroes are not also master artisans, the lifestyles conflict.

2. Glad we agree, but see 1 for my realism related concern.

3. I suppose so.

4. Should be, but I can't escape the feeling that any sort of crafting system would end up being super annoying.

5. True, but my concern is that if crafting were included it would detract from other elements of the game. If the really cool items have to be crafted then what is the point of artifacts?
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Colton Idonthavealastna
 
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Post » Sat May 28, 2011 8:02 am

I really like the idea of crafting! I feel like they touched on it in oblivion by being able to enchant armor and even in shivering isles with the amber/madness ore but I would really like it to be expanded on. It would be a good way to make money and it allows the player to be more be inventive. And having this crafting system would hopefully allow the player be able to make stuff that no one else has (without having to mod) cause of the rarity of the items they put together. :wink:
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x a million...
 
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Post » Fri May 27, 2011 5:56 pm

I don't know. I don't like when the character is good at everything. It always bothered me in oblivion that you could be the greatest warrior, mage and a thief who has ever lived. Maybe if you could specialize, you'd have to choose whether you want to be an enchanter or a smith, not both.

That is what makes Elder Scrolls unique from other Rpg's and is one of the best aspects of the series.

What? Crafting isn't a part of TES, never has been. Those things are, each and every one of them. Crafting just seems like it would be incredibly dull, whooooooooooooooooooooooo I made some steel armor that is exactly like the ones in the store, except it took me ages to gather the steel, smelt it and forge it, hooray!!!!!! :celebrate:


It does not sound like fun.

Crafting never a part of TES eh? I guess you never used Alchemy...

I personally would like to see alchemy expanded upon with more poisons :evil: A trap making craft would be awesome too.
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Céline Rémy
 
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Post » Fri May 27, 2011 10:25 pm

Crafting. Schematics. Raw materials. Skill-dependent quality. Time consumption. Market boots. Better economy system.... wait, this list is getting too long - let's do it like this: etc.etc.etc.etc. ------> good rpg
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Donatus Uwasomba
 
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Post » Fri May 27, 2011 5:53 pm

The game world wouldn't have to be overloaded with extra items, especially since TES games have worlds full of items that serve no other purpose than to have a cash value.

Good point- if the usual world clutter could be brought seamlessly into a crafting system, I can't see a reason not to include it too. Its potential benefits have already been posted, and unlike some game features it could be easily ignored (or go unnoticed until looked for, in fact) by those who didn't want it.
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Brooks Hardison
 
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Post » Fri May 27, 2011 6:24 pm

1. Because becoming a master smith ought to take time and dedication that should detract from adventure-type stuff. There is a reason most famous adventure story heroes are not also master artisans, the lifestyles conflict.

2. Glad we agree, but see 1 for my realism related concern.

3. I suppose so.

4. Should be, but I can't escape the feeling that any sort of crafting system would end up being super annoying.

5. True, but my concern is that if crafting were included it would detract from other elements of the game. If the really cool items have to be crafted then what is the point of artifacts?


Dude I think you're totally missing the point. Crafting should be fun. It should be fun to go out and get what you need to craft the item, then craft it. It makes you feel like you've accomplished something... uh what's it called. Oh yeah it's called the feeling of having done some hard work and getting something in return for it.
Artifacts should exist in a much greater number. Crafting is realistic. You can create something, even nice things... you know. I think it would be sad and bad if everything in the world just can be found. What has been found has once been created itself, hasn't it?

The system is annoying only if you want it to be.
And concerning your p1: there are many skills and attributes in the game. If one would think like you stated in p1, then there would be no point of having such a big and free variety of skills and attributes in the game... then you should change the whole leveling and skill system completely, and go by "job system" (warrior job can only become better in warrior skills and attributes... you see my point).
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kirsty joanne hines
 
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Post » Sat May 28, 2011 5:41 am

Dude I think you're totally missing the point. Crafting should be fun. It should be fun to go out and get what you need to craft the item, then craft it. It makes you feel like you've accomplished something... uh what's it called. Oh yeah it's called the feeling of having done some hard work and getting something in return for it.

Snip




Yes, it should be fun, but I can't imagine it being fun. I suppose that part of this is that I have never seen a crafting system that actually is fun. Crafting in games seems to be an exercise in resource grinding to get the materials and then crafting the same thing over and over again to level up. Sounds super boring. (This is a problem with all of the non-action skills in TES, actually. Using them can be rewarding, but leveling up mercantile takes for freaking ever).

If you have the inclination, try to prove me wrong. If you could show or develop a crafting system that doesn't just reduce to annoying grinding and crafting 100 steel daggers to level up then I would be a lot less against including crafting.
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sarah taylor
 
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Post » Sat May 28, 2011 8:28 am

Waste of resources. Crafting in single player games fail miserably.
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Sophie Payne
 
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Post » Sat May 28, 2011 8:29 am

I think a system where u cab improve your weaponds would be nice.. Have the same sword that o started with at the end of the game would be quite nice.. It would make the sword special.. Ofcorse improving it would be just as hard as finding new ones.

Edit: like how monster hunter does it!!
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Luis Reyma
 
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Post » Sat May 28, 2011 3:08 am

What? Crafting isn't a part of TES, never has been. Those things are, each and every one of them. Crafting just seems like it would be incredibly dull, whooooooooooooooooooooooo I made some steel armor that is exactly like the ones in the store, except it took me ages to gather the steel, smelt it and forge it, hooray!!!!!! :celebrate:


It does not sound like fun.

To you it doesn't.

If they make it difficult to have gold and keep it, a crafting system might be very helpful and sometimes needed.
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Racheal Robertson
 
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Post » Fri May 27, 2011 10:09 pm

Sure. I thought I'd hate crafting, but once I played Arx Fatalis, I kinda started to like it, and was actually bummed to discover it was underdeveloped. Gothic 1 had some crafting-like activities, and that was pretty fun, too. So, sure, as long as the crafting isn't a huge hassle and the mechanics aren't annoying.

EDIT: Hmm, why did I like? Well, it gave me something to do to earn money, and increase the potency of health-restoring items (and magic-restoring items, too). It was a nice way to pass time in a non-combat manner. It means I can get some weapons and armor without having to go out and fight bandits all the time. Arx Fatalis was also pretty clever; if you put a certain ingredient into your pie, then it made the goblin king get a bad case of the trots, and after he ran out, you could loot his treasure. So, I could see potential for this for, say... assassins and food poisoning. Or drugging guards/enemies so that they fall asleep so that you don't have to fight them.
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Lyd
 
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Post » Sat May 28, 2011 7:35 am

There could be some real potential here if crafting professions were put into the game, especially from a roleplaying point of view.

Bowyer/Fletcher: The ability to craft high quality bows and arrows. Perfectly suited for a Ranger or allowing the player to become a shop owner.
Skinner/Leatherworker: The ability to skin animars and craft high quality leather armors and apparel.
Armorsmith: The ability to craft high quality armor from raw ores like Iron, Glass, Adamantium, Ebony ect. and allowing the player to own a smithy/shop
Weaponsmith: The ability to forge high quality swords from raw ore like Iron, Glass, Adamantium, Ebony etc. and allowing the player to own a smithy/shop
Jewelcrafting: The ability to create fabulous pieces of jewelry like rings and amulets.
Brewing: Need I say more?....

And more. I mean the stuff those shopkeepers are selling must have come from some place right? :P
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Ricky Meehan
 
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Post » Sat May 28, 2011 3:50 am

I'd like to see it, it offers the ability for role playing which is what the game is all about, depth is always a plus.
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xemmybx
 
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Post » Sat May 28, 2011 12:57 am

One thing that i have always wanted to do is have a trapping skill. The mines from fallout werent really enough. id like to be able to make a bunch of different types of traps such as basic snares, beartraps, crossbow traps, ect.
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Sarah Evason
 
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Post » Sat May 28, 2011 4:41 am

No thanks. For me this would only serve to add a mechanic that I would never use, and a bunch of equally useless "crafting items". If you want to craft, play an MMO.


I hate to say this, but it is posts like THIS that make me want to tear all my hair out while I'm on these forums... IT IS A ROLE-PLAY GAME! The simple fact is everyone should have a choice as to what they want to do, I hate players who say they don't like mechanics because they 'personally' would never use the mechanics. I've NEVER played a pure warrior in any TES game, and yet I can admire the effort they put into the game to develop good and often clever or amazing systems for warriors. It is a good thing they did this, I'm glad they did this, and even though I will probably never use these systems THAT'S FINE, because its a bloody role-play game, and your supposed to pick a role and play through under your own path. Some people enjoy a game and decide to do everything in the game also, but that's a personal choice and the fact that you don't find some of the things in the game fun but choose to do them anyways because your a completionist is not my problem or anyone else's.

In a role-play game all players should be able to enter the game and start at the same point, and by the end have developed into completely separate characters, with totally different abilities, options and experiences, and a wide variety of knowledge, abilities, possessions, and ideas that the other player or players don't have as a direct result of the way they chose to play. The ONLY way this is possible is if a game has systems incorporated into that almost by necessity not EVERY player will take advantage of or use, and that is FINE. Play the game your way, admire the way others play the game, and draw awe and inspiration from the fact that the game is so massive, diverse, creative, and amazing that it allows for all these wonderful possibilities, rather then forcing everyone down the same path and spitting out the same sword swinging hack and slash idiot by the end of the game no matter how you cut it!
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maya papps
 
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Post » Fri May 27, 2011 7:45 pm

I voted no because imo it's a waste of time and resources.

Typically crafting in RPG games involves gathering a massive amount of ingredients then proceeding to waste around %70 of those ingredients to skill failures. The resulting items are always inferior to those you can loot or buy if you just played the game instead of spending time gathering ingredients. It's been the same for every RPG I've ever played that has tried to involve crafting. Daedric items are always the "top of the line" and involve a crafting process players will never have access to so really, what's the point? If players are looking for a simple point and click time sink then I'd suggest they try other games.

In TES games every skill is related to a governing attribute, crafting is so generalized that it simply doesn't fit unless you add all sorts of crafting options. Like for int based crafting magic users could turn paper into scrolls or somesuch and a str based forger of armor, etc. However, adding in all this stuff means there's less room on the disk and extra development time that could've been used for other things like quests, dungeons, etc. Not to mention crafting and selling things over and over just creates more clutter for the engine to remember when loading an area.

I'm perfectly content taking my ore to a smith and having them make the item I want then taking my item to the enchanter and having them enchant it for me. There's really little else to spend one's money on in these games.

Crafting can certainly be skipped and not even considered as an option to appear in any Elder Scrolls game. Ever. Let the mod scene handle it for those that want it.
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Jack Bryan
 
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Post » Fri May 27, 2011 8:34 pm

I hate to say this, but it is posts like THIS that make me want to tear all my hair out while I'm on these forums... IT IS A ROLE-PLAY GAME! The simple fact is everyone should have a choice as to what they want to do, I hate players who say they don't like mechanics because they 'personally' would never use the mechanics. I've NEVER played a pure warrior in any TES game, and yet I can admire the effort they put into the game to develop good and often clever or amazing systems for warriors. It is a good thing they did this, I'm glad they did this, and even though I will probably never use these systems THAT'S FINE, because its a bloody role-play game, and your supposed to pick a role and play through under your own path. Some people enjoy a game and decide to do everything in the game also, but that's a personal choice and the fact that you don't find some of the things in the game fun but choose to do them anyways because your a completionist is not my problem or anyone else's.

In a role-play game all players should be able to enter the game and start at the same point, and by the end have developed into completely separate characters, with totally different abilities, options and experiences, and a wide variety of knowledge, abilities, possessions, and ideas that the other player or players don't have as a direct result of the way they chose to play. The ONLY way this is possible is if a game has systems incorporated into that almost by necessity not EVERY player will take advantage of or use, and that is FINE. Play the game your way, admire the way others play the game, and draw awe and inspiration from the fact that the game is so massive, diverse, creative, and amazing that it allows for all these wonderful possibilities, rather then forcing everyone down the same path and spitting out the same sword swinging hack and slash idiot by the end of the game no matter how you cut it!




Thank you for not reading all of the rest of my posts. What I am saying is that there is not a craft mechanic that I have seen or heard of that would feel TES-like. Crafting tends to be all about item farming and repetitive crafting of 1000 daggers to level up and gain new recipes. Bottom-line, I think that Bethesda would be wasting their time creating a mechanic that no-one (including those who say that they want it now) would use, because it would end up being boring and useless. As I have said several times in this thread, being proven wrong would be nice, but I do not think that it is likely to happen.



Also, maybe you could read the thread next time instead of drive-by posting and getting angry over someone's internet opinion
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jess hughes
 
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Post » Sat May 28, 2011 4:30 am

Crafting tends to be all about item farming and repetitive crafting of 1000 daggers to level up and gain new recipes.


Sounds like alchemy to me.

They could just expand the Armorer skill to let us forge weapons and armor. Maybe even melt down equipment we find, so we can reuse the ingredients and create something better (depending on our skill level).
I fail to see what's boring or useless about that. :shrug:
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jess hughes
 
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Post » Sat May 28, 2011 8:37 am

Sounds like alchemy to me.

They could just expand the Armorer skill to let us forge weapons and armor. Maybe even melt down equipment we find, so we can reuse the ingredients and create something better (depending on our skill level).
I fail to see what's boring or useless about that. :shrug:



This point has been made before (re. alchemy). I don't like alchemy either.

Why not just keep Oblivion's ability to repair an item above 100%? That way you can better the items you find without having a cumbersome crafting mechanic.
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Lily Evans
 
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Post » Sat May 28, 2011 6:20 am

This point has been made before (re. alchemy). I don't like alchemy either.

Why not just keep Oblivion's ability to repair an item above 100%? That way you can better the items you find without having a cumbersome crafting mechanic.


Because I want more, not less gameplay.
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lolly13
 
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Post » Sat May 28, 2011 3:21 am

Because I want more, not less gameplay.



Whereas I want more, not less, quality.

Also, keeping it the same as Oblivoin != having less than Oblivion.
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Lifee Mccaslin
 
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Post » Fri May 27, 2011 9:06 pm

Whereas I want more, not less, quality.

Also, keeping it the same as Oblivoin != having less than Oblivion.


I can't see how expanding on something we already have (alchemy) would neccessarily lessen the quality. I understand the argument that some things require too many resources for too little actual contribution to the game, but I do not think this is the case here. And if we were to stick with this argument on all costs, we would end up with a game that had one quest, one character and no choice - but with enormous quality.
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Raymond J. Ramirez
 
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