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Found 32 results

  1. I often can't craft altough I have the sufficient ingredients. Wanted to post a picture here but I cant... 'cus I have to put a.. URL? Hope this is a known issue. thank!
  2. Hi! Would anybody be interested in trying out some of the Deafire recepies for food in real life and post the "real" recipe (maybe with a photo)? Since I have to cook every day and sometimes really struggle to come up with new ideas (that are not too fancy) I thought Deadfire's stuff like "Mariner's Porridge", "Crusted Swordfish" etc. might be fun to try. I don't want to be too finicky. For example it will be really hard to get real Swordfish and other stuff you don't want to buy - like Wale Meat and so on. And of course kith meat is off the table (pun intended). I think the first thing I'd want to try are Glazed Chops... What do you think?
  3. Due to Fampyrs and their gaze, I was crafting Captain's Banquet when I noticed that upon crafting 5x Captain's Banquets they didn't appear in my inventory. Luckily I had enough materials for three more which did appear in my inventory. Seeing this I reloaded a save and crafted 5x Captain's Banquets again with the same result (not appearing). In an attempt to bypass this apparent bug I reloaded the save and crafted 1x Captain's Banquet, which did appear. Crafting the remaining four resulted in normal behaviour. Has anyone else experienced a similar crafting bug?
  4. Giant air quotes there. New bug introduced into 1.1.0.0034 beta release. Game doesn't prevent you from going all the way to 100 when crafting something, even if you don't have the resources to do so. It even gives you a message that you've successfully crafted them, however, the game doesn't actually add the items to your inventory nor use any resources. So it's not game breaking, just a minor annoyance.
  5. Do you ever feel like you really wanted to craft more equipment but you just did not have the gems to do it? Those Blue Diamonds and Beljuril and King's Tears really are in short supply. And while you could use the console to give yourself more, you just don't feel right about it. You want the game to give it to you instead. So here is what you should do. Purchase a magic pouch. Place all of your crafting gems in the magic pouch. Give the pouch of gems to Shandra just before you have her open the way to Ammon Jerro's Haven. When you check Ammon Jerro's gear in Act !!! you will find a surprise. Of course, I go one step further and resurrect Shandra and restore her to my team. Not the zombie Shandra that the Dungeon Master (rs gr_dm) will give you, but the original Shandra Jerro that disappeared at the Haven. And the pouch of gems I gave her. Okay, this may be going a bit too far, but I REEAALLY like Shandra Jerro. [Create a savegame called Shandra in addition to your regular savegame (F12) just before she disappears. After Act III begins and you are able to save again, save your game and create another savegame called Shandra 2. Exit the game. Copy the shandra.ros file from the Shandra savegame folder and overwrite shandra.ros in the Shandra 2 savegame folder. Do not mess your regular savegame folder, you need it as an emergency backup. Now reload the game and load up the Shandra 2 savegame. Use the dungeon master from the console (rs gr_dm) to add Shandra back to your team.] ***Very Important*** - save your game one more time to a Brand New savegame that you have not used before. (I have had occasions where I have tried to save to a prior savegame just to have the game crash and automatically delete that savegame folder.) After that quicksave seems to work fine, but you have the new savegame just in case. Helllooo Shandra! And if I am preaching to the choir here, somebody please tell me. Oh, one last thing ... Hello (knock, knock) ... is any body there? I am posting but nobody is responding. Is this phone line dead? Or is the message of insufficient interest? I know I am about ten years out of date (again) but I really like this stuff. Hey Moderator, what do you think?
  6. One of the aspects of NWN2 that I really enjoy is the crafting. I have installed "The Complete Craftsman" mod and spend a fair amount of time modifying my (and my team-mates) possessions. I would have liked to have used a special class to enhance this aspect of the game. I was wondering if one of those hobbyist developers out their could make a file that I could stick in my override folder to create an Artisan class (assuming that it would be fairly simple for them to do). These are the parameters I thought looked about right: Artisan 4HP, 6SP, Low BAB, High Will Saves REQ Brd, Clr, Drd, Fav, Sor, Sps, Wiz, DEX: 13+, INT: 12+, Lore 8 L1 Exotic Weapons L1 Scribe Scroll L1 Artisan Spellcasting (selected spell progression continues as normal) L2 Craft Magic Arms & Armor L3 Craft Wondrous Items L4 Craft Wand L4 Skill Affinity: Spellcraft +2 L5 Brew Potion L5 Skill Affinity: Craft All (Alchemy Armor Traps Weapons) +2 Class Skills - Use Magic Device, Open Lock, Set Trap, Appraise, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Disable Device, Lore, Spellcraft Perform is a Cross-class skill.
  7. Update by Tim Cain, Senior Programmer and Designer I have been working on a lot of different gameplay mechanics since my last update about monks (Update #52). All of the classes are in the game now, along with their abilities and spells up to level 5. This should give us a good basis to test encounters in the game's early maps. So I have turned my attention to some of the non-combat skills, including crafting. Crafting Basics Crafting is the skill that you use to make equippable items like armor and weapons, and consumable items like potions and food. To begin crafting, you must find an appropriate crafting location. Forges – these blacksmithing locations can be used to make all of the equippable gear. From helmets to armor to boots, if you can wear it, then you can make it here. Labs – these alchemical tables are used to make any enchantments, as well as all alchemical consumables like potions, scrolls or figurines (which let you summon a creature that will fight for you). If you want to improve your gear or brew a potion, you need to find one of these labs. Hearths – these cooking spots are used to make food and drink that can give you long-term benefits when you ingest them. Many rest areas will have hearths, so crafting of this sort can often be done “in the field”. When you use the central object at these locations, such as the anvil at the forge, you will enter a crafting interface that displays all of your forge recipes, broken down into categories such as armor, weapons, boots, helmets, rings, etc. You pick a category and can see all of the recipes you know for that category. Each recipe has a set of ingredients needed to make its item (or items, as some recipes will make batches of items). Some recipes will have additional prerequisites, including requiring you or a companion to have a certain talent or ability or even skill at an appropriate level. Higher level recipes have more prerequisites and need rarer ingredients. You may be wondering where you get recipes. You get a few automatically when you level up your crafting skill, and you can also buy them from vendors. Sometimes you will find recipes in the world, as loot on creatures or as rewards for finishing quests. There will be a lot of recipes in Project Eternity for you to find, so make sure you explore every nook and cranny of this world, especially the crannies. Crafting doesn’t take any time. If you have everything the recipe needs and are at the appropriate crafting location, then you can make the item instantly. Usually the ingredients are used up, but sometimes they are reusable. And for recipes like enchantments, the main ingredient is not used up but is instead improved by the addition of a new bonus. For example, you might have a sword with high accuracy and a Flaming Sword recipe that adds fire damage to any sword. If you use that sword with that recipe, you will have the same sword with a high accuracy bonus but also with additional fire damage! Win win! Crafting can also be used to repair items, but first we should talk about item durability in Project Eternity. Item Durability Most items don’t degrade over time. This means that boots, rings, helmets, gloves, amulets, cloaks, and belts are not worn down by use. However, weapons, shields, and armor (that is, chest armor) do have durability values and are worn down by use. Specifically, every attack with a weapon degrades that weapon by one unit, and armor and shields are similarly degraded when the wearer is attacked. Items have lots of units of durability, and they do not suffer any negative effects until those units are completely gone. When an item has reached 25% of its maximum durability, it will become “worn” and appear that way in your inventory, but it will not behave any differently until the last unit of durability is lost. At that point, the item is “damaged” and the following effects will happen: Weapons – damaged weapons do less damage and have less accuracy Armor – damaged armor has lower damage thresholds and the wearer’s attack speed is slower Shields – damaged shields lose part of their defense bonuses Items can never become worse than “damaged”. They will not break or become more damaged. They just stay damaged until you have them fixed. Vendors can repair items for money, so that’s a fast and easy way to keep all of your items in top notch condition. The cost of the repair is proportional to the percentage of the durability lost and the cost of the item, so expensive items tend to be more costly to repair than cheaper ones, especially if you let them lose a lot of their durability before repairing them. However, let’s see how you can save your precious hard-earned money by bringing this discussion back to crafting. A typical Hearth where you can craft food and drink. Durability and Crafting You or any companion can repair items by using the crafting skill at a forge. More importantly, you can use materials instead of money, if you have the right ones. The higher your crafting skill or the more materials you have, the less money it costs to repair an item. Some items might even repair for free! But wait...there’s more! The crafting skill also decreases the rate of degradation on items used by a character. So if you have the crafting skill, when you hit someone, your weapon doesn’t lose a whole point of durability. Instead it loses a fraction of a point. And when you are hit, your armor and shield don’t lose a whole point each either. And the higher your crafting skill, the less durability you lose. We are assuming that if you know how to make an item, you also know how to use and take care of it. So a high crafting skill means your weapons, armor, and shields degrade more slowly and you can repair those items (and those of your companions) more cheaply than a vendor. That is such a win-win situation, how can you afford to NOT take the crafting skill?! I’ll answer that question in a future update about the other skills in Project Eternity.
  8. Descriptions do not appear for ingredients in the crafting section. Rather, text from the previous read book or other text outside of crafting is shown instead.
  9. First off, just to make it clear: I love P:E. It's a fantastic game. It's the cRPG I've had the most fun with since the Golden Age, no question, and stands proudly among the games that inspired it. 10/10 GOTY and all that commotion. There are three mechanical systems in it however that I thought were weak enough to detract from the experience, and I hope Obsidian addresses these in the expansion and sequels: crafting, the stronghold, and stealth. Stealth needs a complete overhaul in my opinion. It is way overpowered. Being able to sneak with even 0 points in it means you always get the drop on your enemies. With detection circles rather than sight cones there's no real gameplay involved in it, beyond switching it on and off, and with the possibility of double-speed, there's no disincentive to exploring maps stealthed. I believe it would be a lot more fun if: It is individual, not party. Characters with 0 ranks in stealth cannot sneak. (Or, rather, they can try, but there's no advantage to it.) Higher ranks do not change the detection radius, but only the time at which detection trips. Detection is based on a cone + circle rather than a circle. Different types of enemies could have different size cones and circles; oozes for exmaple could have circles only. Rogues get a per-encounter special ability that lets them re-stealth in combat, to replace Shadowing Beyond. Casters get Invisibility spells with the same effect. My problem with the crafting mechanics is that it's too easy. It takes much of the interest out of itemization, and it feels wrong to be able to apply enchantments while dungeon-delving. I've just started Witcher 3, and it has a much more interesting crafting system, and it's more interesting because it's more restrictive. I believe the following changes would make crafting more enjoyable: Require a recipe and an NPC specialist to craft. These specialists could be stronghold hirelings also. Remove the "Fine/Exceptional/Superb" property from "enchantments." Instead, make it a base property of the item, and make it determine the number of enchantment slots the item has. However, also make it possible to craft fine/exceptional/superb items from scratch. Have different NPC specialists have different skill levels (maybe only one legendary swordsmith can craft Superb swords?) know different crafting recipes, and also let us discover recipes as we adventure. As to the stronghold... as it currently stands, it just feels tacked-on and superficial. Sending Kana on a Major Adventure to get 10% XP and a Medium Magic Item just feels dumb. A bit of writing would've gone a long way to fix that -- a descriptive title and a short paragraph. There aren't an unlimited number of these adventures available anyway as the Turn clock is based on quests which are a finite resource. The same applies to most everything else in it: the mechanics themselves are serviceable-enough, but there's just no flesh around those bones. Ideally, all those stronghold events -- the Major Adventures and visiting dignitaries -- need to be grounded in the main narrative. So: Flesh out stronghold events with better descriptions. No more Minor Adventures! Ground them in the narrative. Stage events relevant to the narrative in the stronghold maps. As it is, there really was no motivation to visit at all; even the Brighthollow bonuses were anaemic compared to inn bonuses. I realize that this -- more so than the others even -- is very much a resource issue. However, as it is, the game would IMO have been better off without the stronghold altogether.
  10. Description: Under the "Food" menu in Crafting, right-clicking on an ingredient AFTER right-clicking on any other item will show the latter's item description and a missing graphic. Steps to Reproduce the Issue: 1. Open Stash, inventory, spell-list, etc. and right-click to show an item description (in my case, I right-clicked on a Tanglefoot Scroll). Close out of the item description window. 2. Open the Crafting menu and choose any food recipe. 3. Right-click on one of the ingredients for the recipe. 4. Notice the item description (for Tanglefoot Scroll) listed is for the item you chose previously and the graphic for the ingredient is missing (see screen shot in .zip). LINK TO DROPBOX .ZIP: https://www.dropbox.com/s/wlsmzl6c3x3mt37/BugReport.zip?dl=0
  11. Hi All! Question regarding Enchanting. If I have a Fine pistol (2 anvil 'cost') and want to upgrade it to exceptional (3 anvils), is the anvil cost accumulative, or does it straight override the lower enchantment. I ask because I would like to upgrade Forgiveness, but if taking Kith Slayer prevents me from also taking Exceptional / Superb, then I've got to think about which I'm going to take. Cheers
  12. So, the game sort of fizzled out for me, sometime during act 2. Oh, I am certain I'll pick it up again, but right now, I am on a break. There's a number of details in the game, that are disappointing. Most of them can be overlooked or ignored, e.g. the horrible load-times, the boring run-your-own-castle simulation and the fact that you can't buff up before a fight. But, there are two things that are really preventing me from enjoying the game the way I enjoyed and still enjoy BG and BG2. And that is crafting and companions. So why don't I like crafting and why not just ignore it? Well. That was my plan. Just ignore it. I've never liked crafting. The very idea of a warrior or a paladin or what have we, who is also a miner/herbalist/smelter/blacksmith/weapon-smith, have always irritated me no end, and struck me as silly and contrived. However, the way it's implemented in PoE makes it very hard to ignore. Do any of you remember the ~first~ magical weapon you found in BG? Mine was Silke's +1 quarterstaff. I spend an eternity - no pun intended - figuring out whether to have my own character use it, or give it to Jaheira. In PoE, you put some stuff on a sword, and there you go. So exciting. It makes the treasure you find boring and meaningless. Worse, it makes money equally pointless. Back to BG. Do any of you remember the treasure at the bottom of the Naskel Mines? The first really large treasure with several items and lots of money. Where I am now in PoE's Act 2, my character have got an absurd amount of money, enchanted weapons all around and nothing to spend the accumulated wealth on. Crafting! How I hate it! And on to companions. I mentioned Jaheira from BG. Bossy, irritating, meddling and utterly unforgettable. Her husband Khalid, the stuttering fighter. Viconia the evil drow. Imoen. Minsc. Dynaheir. Edwin. Xan the depressed mage. Xzar. Shar Teel. Well, Obsidian, I am sorry, but IMO you have created a dull, un-engaging and forgettable lot in comparison. PoE is not a bad game. Better than most of the travesties that goes under the name RPG today. But, it doesn't hold a candle to BG or BG2 either. And, IMO, crafting and boring companions must carry a lot of the blame.
  13. Have you tried crafting yet? What do you think about it and enchanting? I think crafting and enchanting shouldnt be done by your adventurers. Food and SOME potions and scrolls are fine since you have wizards, druids, chanters, priests and such but I think some recepies should maybe be tied to the survivalist and lore abilities (make a party-wide check to see what the highest ability score is). I honestly think towns should have an "Enchanter" merchant though. It could be the person selling you the potions and ingredients in the village for example.Sure you have wizards, druids, chanters, priests and such of your own but it would feel weird if a team of fighters, rogues, and rangers would be able to enchant. In games that have crafting and enchanting I always hoard materials first and then in-between quests or locations I sit down, have a good think and craft/enchant. It feels unecessary to be able to do it on the fly. To me it should be a ritual thing done during moments of pause since it tends to be a big deal, and giving a face to those moments via an NPC that facilitates the craft as a service would help flesh out the system and give it more personality and inmersion, imo. This is of course my issue on how the mechanic is implemented and presented, not about the mechanic itself and the metagame of it. Feel free to give your opinions on that.
  14. This is a bit of musing on crafting, but I just thought of some interesting things lately. I've been playing a lot of Minecraft lately, with basically a magical-stuff mod, and you have to research to discover specific recipes, and you craft things with a combination of traditional crafting (assembling physical items according to a recipe) AND magical crafting (almost alchemy; you break things down into fundamental components, called "essentia," and you reassemble these essentia into altogether different materials/objects). Most of the time, it doesn't really have anything to do with physical crafting. For example, you can "invent" the magical-affinity metal, Thaumium, via research. Then, you can make from it anything you can make from any other metal (swords, tools, armor, etc.). So, 2 main things here: 1) Crafting like this could address a lot of the "why would you go from being a nub to being a master armorsmith?" concerns and such involved with "regular" crafting. You could, for example, invent something like Thaumium, then take that, as simply a raw material, to someone who actually is a master of shaping it and crafting actual equipment. And/or, you could get equipment made, then modify it using magical means. 2) Research could be a very nice change from the typical "here are the recipes for things, and you just learn them as you improve your skill" thing. You'd start with basics, and you could advance what you want to advance through research. Want to learn how to make all the best metal/material enhancements? Research metal and materials. Want to make all the best potions? Research the various animal parts and herbs and such. You could still find/acquire any number of recipes through other means (and I sure hope you do, regardless of whether or not anything even resembling research is in as one method of finding out some grouping of recipes). Another notable thing? This gives loot items in the world value, besides just typical loot sale value. Two values, in the case of the Minecraft mod. A) I can use up things to research, based on their various magical aspects (fire, metal/ore, earth/soil, animal/life, etc.), and B) I can break those things down into those essentia if I need to make other things from them. In fact, these things don't even have a sale value in Minecraft. There's not really anyone to sell to. You can barter some things, as far as I know (somewhat random offers), but you can't ever acquire money that you then use to spend universally on any other things. So, it's interesting. I loot all the stuff I need, and the rest? I couldn't care less about it. "I've already researched the crap out of that... don't need it anymore." Or "I've got plenty of stuff made out of fire essentia, so I don't need that." Etc. I'm not saying we copy Minecraft here, and just use the exact same system. But, it did get me thinking. It's not your super-typical, bland "I just make slightly better swords and armor as I go along, out of slightly better and better metals" crafting, and it brings a lot to the table that could, at the very least, be considered and utilized to varying extents. Thoughts?
  15. Across the various forums (Here, RPGCodex, SomethingAwful etc) there seems to be a fair divide about the existence of Item Durability in Project Eternity. Here is a response from J.E. Sawyer to give context. The purposes of it as described in this post seem to be: A money sink in case players don't invest in the Stronghold and to prevent non-optimal placement (or waste) of skill points when investing points into Crafting on two or more characters. Do you think Item Durability has a place in Project Eternity? If you do not 100% agree with the proposed mechanics, what do you suggest that they change?
  16. This intends to provide a streamlined mechanic to make magic items useable throughout the game within pre-decided boundaries (also, a money sink). The short version: Every magic weapon can be attuned to a character's soul (PC's or NPC's) for a fee, which unlocks the ability of the weapon to increase its usefulness over time, only for that specific PC/NPC. Increase of usefulness happens over time from use. Tiered, as to spread the cost and rewards of the attunement over the duration of the game. Costly, to make the item feel more special. Also, very important, increases usability of weaker items more than it does for stronger items. And longer version: Every magical weapon could be attuned to the soul of one person. A very specific process, it needs to be done by a master. It is costly. Attunement of higher quality items is more difficult and requires more gold. Attunement does not degrade over time. Further attunements are possible. How it works (Using DnD-like numbering): A very cool (likely unique, but not necessarily) Cool Sword +1 is attuned to the PC for a fee. The sword has the same damage as it did before the attunement: let's say 3 to 6. However, over time, with use, the sword's basic damage increases to 3.1 to 6.1 (only when being used by the PC). Then, after more use: 3.2 to 6.2. And so on until it goes through 3.9-6.9 to 4.0-7.0 basic damage. It turns into Cool Sword +1 +1 for the PC through the attunement. Let's say that the highest enchantment for the game is +6. Each individual weapon can be given specific maximum values for the total achievable attunement. The Cool Sword +1 could get attuned to up to 4.0-7.0, attuned again to max of 5.0-8.0 and so on for four attunements when the total is equal to Cool Sword +5. A NotSoCool Sword +1 might be allowed five attunements to become NotSoCool Sword +6. Another UniqueButQuiteAverage Dagger +4 could be attuned two times to a max of the equivalence of UniqueButQuiteAverage Dagger +5.5. If an items is found as UberCool DreiHander +5, then for a huge pile of gold it could be attuned so that it would take ages to get to +5.1. Maximum from the first attunement could be only +5.2. And another very expensive attunement could be possible for a maximum of +5.3. And no more. An item's utility could counterweight the maximum allowed attunement. This could be just one streamlined mechanic to make a unique item continually usable. Forging items like in BG2 could be another present system: anything forge-able cannot be attuned (recipes, this should probably be for the "best" items, done by a master blacksmith). Item upgrades by crafting (recipes, done by PC) is yet another. Also, the items do not sell for more after attunement - they are only more useful to the person they are attuned to and nobody else. They are exactly the same as in the beginning, with just one more effect "+x basic damage while used by ..." Also, they could be attuned to a second adventurer, losing their current attunement and starting from beginning with the new person. What do you think? How does this stack against or alongside the other upgrade systems?
  17. Update by Polina Hristova, Concept Artist/Nightmare Engineer and Brandon Adler, Producery Type Polina in her natural habitat. Hello, everyone. This week will feature an interview with Project Eternity concept artist Polina Hristova. While a Project Eternity concept artist has to be well-rounded in their skill set, Polina specializes in creature concepts. Enjoy. Q: Hello, Polina. What is your job on the Project Eternity team? A: I'm a general concept artist =). My primary purpose is to design what things look like (creatures, characters, environments, etc) and help get the conversations started. But I also try to do my best at making things look cool and try to solve any problems the modelers and animators might come by before they spend hours building it. Q: What are you working on this week? A: This week I wrapped finished up some critters: the drake and the spear spider. Q: What is your typical work day like on Project Eternity? A: I guess in comparison to most, my work day is pretty simple. I get to draw pretty pictures. The days differ based on the assignment and I do sometimes change my methods since creativity does flow differently day to day, but my general pipeline goes like this: I meet with Josh and the designers to get a description on what I'd be working on. Sometimes these descriptions can range from a simple word to an extremely detailed description on facial structure, hair length and color, outfit, tattoos, amount of skin pores... (okay I'm exaggerating the skin pore part)... and anywhere in between. I'll also talk with the animators if the creatures would share rigs or any other potential problems we can have (it's best to design with these problems in mind than having to change the design a lot later). After that (and depending on schedule) I'll do a number of variants fitting the description and summon a mini-character scrum (Josh, the designers, Rob, our modelers, and our animators). Together they'll discuss any problems or make any suggestions and pick a variant that I'll take to final. Q: What are you most looking forward to on Project Eternity? A: I am really looking forward to playing it. =) But for now I'm really just enjoying watching the game come to reality. I love watching peoples' creations come to life and I give many props to our modelers and animators for all their hard work. I love how they animated skuldr and his sneaky "I'm gunna getcha!" walk. Q: Which Project Eternity creature that you have concepted excites you the most? A: This questions a trick question. Creatures all excite me. I LOVE creatures, aliens (not relative) and things that go bump in the night. I guess if you had to make me pick right now I would have to say the drake =) but I have a weakness for dragons and it’s also the thing most current in my brain. I also really enjoyed designing the godlike heads. Q: What other games have you worked on? A: I'm actually pretty new to the industry. I graduated school in '09 and I didn’t get my first fulltime game job position until Obsidian ('11), but I've had the pleasure to intern and freelance on some amazing projects. I've worked on Naughty Dog's Uncharted 2, PlayStation Move Heroes, some other unannounced titles (some of which will sadly never see the light of day), and the Dungeon Siege 3 DLC: Treasures of the Sun. Drawing one of the endless tide of creatures. Q: What do you like to do when you aren't creating creatures that haunt my nightmares? A: I have a massive range of hobbies, from collecting costumes, traveling to national parks, watching movies, playing games, being weird and goofy, swimming, kendo, amateur photography and more. But when I'm not working, or spending time with my family or friends, I still prefer to spend my time drawing and scribbling... especially at the Zoo. Q: Do you have a favorite concept artist? A: I have a lot and I hope I don’t leave any of them out, but here are the guys currently on the top of my mind: Anthony Jones, Khange Le, Ian McCaig, Jordu Schell, Craig Mullins, Andrew Jones, Erik Tiemens, Robh Ruppel, PaperBlue.net, Carlo Arellano, Carlos Huante, Charlie Wen, and Aris Kolokontes. Q: And where do you draw your inspiration from? A: Nature. Nature will always have us concept artists beat. =) It does some weird ****. =D Q: What's your favorite game? A: I think to this day Zelda Ocarina of Time holds a special place in my heart. Sure the other Zeldas are still great (except maybe Skyward Sword... but that’s more of a controller issue) But Ocarina of time has the perfect mixture of exploration, puzzle solving, action and story, and it was one of the first games that made me go "oooooooooooooo... I wanna do that! This is so beautiful." (Graphics back then...) Q: Anything else you would like to share? A: I like to hide in dark corners... and make random creature noises. =) Crafting Feedback and Answers After getting a ton of feedback and responses to the last update on Crafting Josh has decided to make some changes to the proposed system. Check out this forum post which breaks down those changes and provides some additional clarification. Well, that's it for now. Head over to Obsidian's Project Eternity forums and let us know what you think about the latest update, Project Eternity or your cat JoJo. See you guys in a couple of weeks.
  18. Okay,so I thought it would be nice to do a simple poll on crafting. The main point is to see which games out of my limited selection you would like to see influence the PE crafting system the most. Obsidian will obviously do their best to make the most compelling crafting system that'll add to gameplay and enjoyment. This will hopefully be able to give some sort of indication as to what games we'd like to influence the crafting system. Hopefully my selections as answers are reasonable and offer up a suitable array of options.
  19. I am not going to make a poll in this thread but the recent update by Tim Cain does raise questions about the intended direction of economy in Project Eternity. There hasn't really been a thread on this before (There's been a couple on specific elements such as economy related to magic or difficulty, or currencies), but not a discussion of the economy in itself. So I am making this thread for us to discuss economy in Project Eternity. To start off the thread properly I'll need to do a fairly good main post so I'll try to cover everything I can think of. I'll try and open the discussion from the perspective of the player's wealth as it is really the only thing that the designers have to be weary of in the game. We know the inputs to player wealth in the game (perhaps not all of them, but enough to talk about) - so I think the discussion should be about the value of those inputs, the outputs of which the player spends their wealth. Inputs to player wealth: Items found Money found Skills (Crafting, Stealing etc) Quest rewards Outputs from player wealth: and as per this post on the Something Awful forums it seems that one of the purposes of it is as a money sink for players who don't necessarily do much with the Stronghold Buying new items Paying for Crafting Paying for magical service (Healing, Restoration, Identification etc) Repairing items (currently) Player House Player Stronghold Quest inputs (eg. Paying the Shadow Thieves for transport to Spellhold in BG2) I don't think this discussion should be particularly about multiple currencies or anything specifically but by all means feel free to talk about them. My input I'll start off by saying I'm not a huge fan of Item Durability proposed in Update 58 and as per this post in the Something Awful forums it seems that one of the purposes of Item durability is as a money sink for the player in case they do not invest in the Stronghold. My suggestion here would be to remove item durability from the game and focus on other outputs from player wealth instead. Is it important that if a player does not invest in the stronghold that there be other money sinks in the game to circumvent the amount of wealth they will still have from doing so? Should the economy be balanced so that if the player wants to invest in the stronghold they might have to sacrifice other outputs? Outputs themselves are also probably affected by skills (such as bartering might reduce the cost of items or increase the cost of sold items etc, we can't be sure until we see the full skill tree). Here are some brief suggestions to get the ball rolling Buying items should be expensive Having a vendor craft items for you should be more expensive than doing it yourself for the convenience it offers Paying for magical service should be expensive There should be hopefully many quest options where you can use player wealth (paying for bribes etc) to garner specific outcomes. "Conscience do cost." Selling items should get you a minimal fraction of the item cost, perhaps influenced by reputation or a skill such as bartering if one exists Keep the money you find or are given in the game down Artifact crafting could have a high money cost like BG2 Limit the junk item sell value to 1gp or currency equivalent in game Expeditions: Conquistador also had a nice price/demand system for their trading that might be worth considering. Personally I don't think the player having excess 100K gold is an issue, but there are definitely ways to bring that number down excluding Stronghold investment. Anyway there's some points to discuss. I'm sure everyone else has heaps of ideas as well. Bring on the micro/macroeconomics enthusiasts etc.
  20. This post is brought to you by armchair dev forum poster #209158 Dear Project Eternity developers, This is my attempt to create a well-constructed argument against the inclusion of Item Durability for the sole purpose of giving people a reason to take Crafting as a skill and some notes on your skill design and a proposed solution. Some of the stuff I talk about is ‘best-guess’. I apologize if I have misinterpreted any information I got from your forum posts at various places, but here goes… Grouping Item Durability in with Crafting achieves the design goal of making Crafting a skill that multiple characters (but perhaps not all characters) will want to take; gives Crafting a combat related per-character sliding benefit to match the efficacy of the Stealth skill and is a money-sink for the player. It is even quasi-realistic. It is not a bad design decision, but it is not the best one. Firstly, if Crafting does not affect everything that characters use to make a repeatable standard attack in Project Eternity (i.e. implements for Wizards, if they are used to make a standard attack) then it is not going to have too much use for the Wizard class if they are playing as a ranged spell flinging wizard, but only melee wizards who wear armor and wade into combat wielding spell-enhanced weapons. The wizard was previously the go-to ‘Crafter’ class in previous editions of D&D, so if that is the case it changes that archetype (which may or may not be a good or a bad thing). The issue with tacking Item Durability into the Crafting skill is that Crafting no longer becomes the focus of the skill, the focus shifts to Item Durability because of its relevance to combat and economy. It does not matter which character in the party can craft items as long as someone can do it, but it does matter which characters take the Crafting skill because characters that are going to be getting hit often and attacking often are going to run the risk of having one of their primary weapons broken while adventuring and also draining the party’s gold if they do not take the skill. It may not matter who can craft, because the action of crafting need only be performed by one character in the party to benefit the party, but it does matter who has the Crafting Skill because it is an efficiency and resource drain on the party and thus it is going to be a no-brainer to take Crafting on the primary melee combatants of the party. This does fully depend on how mild the implementation is – how long it takes for weapons to degrade and how much it costs to repair them. If it is too mild it is an insignificant mechanic, probably not worth taking on more than one character and overall busywork, but if it is at least moderate it will have certain pidgeonholing effects on character builds. This may be balanced out by the fact that characters will only be able to have two high skills in the party, and there may be other skills in the skill list that need to be taken by these melee characters in order to cover all of the needs of the party, but it seems like it is going to be important for melee characters to at least dump a couple of points into the Crafting skill just to reduce the efficiency and economic tax on the party. This mechanic creates a Skill tax on these members of the party. Excluding the affect on Item Durability, Crafting in Project Eternity [essentially Crafting, Enchantment and Alchemy] is a one-person-per-party skill. The party member with the highest Crafting skill will always be doing the crafting as crafting is an action that interrupts adventuring, can only be conducted by one character at a time and has no reason for multiple characters to be undertaking it at once. If any other characters in the party take the Crafting skill, they are merely buying “Combat Equipment Maintenance” for its combat and economic benefits. These characters will likely never craft an item in the game. Why is it important that crafting [the action] be a skill that is taken by one character? I cannot think of one, unless the Crafting disciplines were split into groups rather than streamlined so that multiple characters had to take them or Crafting was a party skill [more on that later]. The design mandate of Skills in Project Eternity seem to be highly influenced by the combat efficacy of the Stealth skill because it allows every character to use Stealth get closer to an encounter before being noticed (e.g. one point of Stealth may allow a melee character to reach melee combat with an enemy, taking one projectile hit from a ranged combatant while avoiding the extra projectile hit he would have taken had he been noticed earlier). Based on the current available information it leads me to believe that every other skill is being designed with a similar benefit in mind, even if the benefits are somewhat abstract to the actual skill itself. “Combat Equipment Maintenance” is not abstract from Crafting, it makes sense, but it makes more sense that characters proficient or excellent with a weapon would also know how to maintain their weapons to make them last a longer period of time before repair. The ‘gamism’ of the design is inferior to the obvious simulation. An easy way (but maybe not the best way) to solve this problem and to keep the design intentions intact is to remove Crafting from the skill list completely and make it an abstract action that any character can perform (like Baldur’s Gate 2 and Knights of the Old Republic 2). The restrictions can be present within the item recipes themselves and still achieve the same effect without having Crafting as a character skill since it seems to be at odds with the design principles of the current skill system on its own. I do not believe there is anyone that would complain about that. For the sole sake of keeping the money-sink and strategical maintenance part in the game, you could keep the “Combat Equipment Maintenance” as a skill. But now without Crafting, it is solely a skill tax on equipment based characters. The comments Josh Sawyer made regarding the money-sink part of the skill led me to believe that this was partially intended to affect the party wealth of players that do not invest in the Stronghold, but it is clear that it affects everyone, not just them. You could also remove that from the skill list and make it an abstract system like Diablo 2, but Item Durability as its own entity would probably be more annoying to a larger portion of the fanbase than it is as part of a skill (conjecture, I couldn’t be certain) and it wasn’t present in the Infinity Engine games either – perhaps it makes sense in the context of the world, like Baldur’s Gate or Fallout New Vegas, only you could say. Changing Item Durability to an inverse “Sharpness” mechanic where you sharpen an item and it has more damage and degrades over time does not fix the issue, it retains exactly the same issues and has even more plausibility (which may not be an issue for you). Removing Crafting from the skill list and removing item durability/any sister mechanics from the game solves the problems with trying to make a skill out of a one-character-per-party action which was an abstract action in other games and feat(s) in some editions of D&D. It may not solve the money-sink issue for players that do not invest in the Stronghold, but I do not believe that was a good solution to that problem anyway if that was its intention. But in my opinion the problem is rooted deeper in the skill design, and it is likely similar issues will be present in a lot of other skills. Making skills something that every character wants to take is a hard job because most of them will likely be carbon copies of D&D skills that were only meant to be taken by one person in a party in a system where it was fine that both one-person skills and universal skills were allowed to exist and other skills that are useful for multiple characters do not have the same effect in a CRPG as they do in P&P. It seems that the way you guys are tackling this is giving skills like Herbalism or Mechanics a gamist combat effective bonus to match the efficacy that Stealth and Perception have, which is my problem specifically with the examples of skill design I have seen so far (Survival in F:NV, Crafting in P:E). The problem with this design is the exact same thing is going to happen with other skills as to what is going to happen with Crafting; people in their right mind are not going to take skills on characters for the ‘skill’ action, but for the combat related bonus. Mechanics seems like it is partially a one-person-per-party skill. Sure maybe you can open two locks at once if you have it on two people but the character with the highest mechanics skill will be doing most of the mechanics skill actions. So if you gave it a per-character sliding effect combat bonus (I’m not sure what that would be, but for the sake of argument let’s say it reduces the reload time of ranged weapons) anyone else who takes it will be taking it solely for that, with the exception of possibly being able to do a couple of Mechanics actions at once where the game world permitted. Using reload time as an example, now you’re most likely not going to take mechanics on any melee characters. Your rogue might take it because he gets a natural bonus and it is useful in conjunction with Stealth but a melee fighter will probably not take Mechanics because he might not use a ranged weapon very often, but you’d be a fool not to take it on the Ranger because the Ranger will be (most likely) using a ranged weapon 90% of the time. It falls into the same pit trap as Crafting where melee characters will be a fool not to take it. If there was a skill called Herbalism and it acted like Survival in New Vegas then the same issue would be present. The character with the highest skill points in Herbalism will do the herb gathering and identifying. No other characters will be necessary to perform this action, the only reason players would put points into it is based on the increase in duration consumable consumption. It worked for New Vegas because there was only one character. Survival was taken for Survival, not just for the bonus durations of consumables. I don’t believe adding abstract per-character combat bonuses this fixes one man skills. Sure it gives you a reason to give it to more than one character but it does not make the skill-action useful for every character, it adds a subset system whereby players are choosing options based on abstract combat bonuses. The skill action of Crafting, or Mechanics or “Herbalism” remains a one-person per party action most of the time. Taking points in Crafting on two characters does absolutely nothing to the action of Crafting Items. Isn’t crafting items the purpose of the skill? Wouldn’t it be better to reward taking Crafting on multiple characters by affecting the action of crafting itself, rather than some abstract bonus? If taking Crafting on multiple characters had a direct benefit to the crafting of items for the party, then maybe people would take Crafting on multiple characters if they wanted to make a Crafting-build party. The benefits of taking Stealth on every character are solely within the skill. Taking Stealth in multiple characters allows the party to better avoid combat or get closer to combat. You could take the group benefit of multiple characters with Stealth and apply that to other skills as well. Multiple characters with Crafting could help the crafting action of the party. Crafting already allows skills, talents and abilities from other party members to help facilitate the creation of items, so why couldn’t points in Crafting from multiple characters be beneficial for the party since the action of Crafting effectively stops adventuring anyway. In fact this mechanic was present in D&D 3E, on page 62 of the Player’s Handbook under “Combining skill attempts”. Obviously you wouldn’t use these exact mechanics, since checks aren’t rolled for skills anyway, but you could say that multiple characters with a skill in the party could assist the skill check of the character vs the static target. In relation to crafting you could add a per-character sliding benefit for every character with the skill to the character with the best crafting score’s number for determining certain things about what they can Craft. The same could probably go for other skills that have this problem. That way they don’t have to have some tacked on combat-abstraction that doesn’t feel quite right.
  21. Note that this is a concept, take any terms as abstraction, i.e. "item quality" can mean anything, from selling value to merely the name of the item. Why do people like combat, but not crafting? How does combat work? Combat forces you to make decisions and game/genre experience determines the result. If you do stupid things, like casting "Cure Wounds" on an uninjured party member, you will end up in trouble. Combat is inherently limited - by hit points. Your goal is to get past the enemies without losing your hit points. The quality of the battle is determined by the amount of resources you spent - hit points, spells, potions, etc. and the difficulty of the encounter. If you didn't spend or lose anything at all to win the hardest encounter, it was the best possible fight. How does crafting work? The goal in crafting is to have a usable item, with the best item quality and the least consumed amount of resources. You can't call yourself Grandmaster Tinkerer before you can craft a crossbow from a paper-clip and a goat. You see the similarities, right? But if both tasks are very similar - we just need to combine the fun of combat and the process of crafting. When crafting an item, the player has a limited amount of whatever. When this reaches zero, there will be no item (battle lost). The player has to choose an option. This decision process must/can be reevaluated periodically. The core options are "finish item" and "improve quality". Now, this is still no fun, because when you say:"You can choose 10 times.", player picks 9 times "improve quality" and the last action will be "finish item". Like combat grants you more options than "hit" and "run", the options need to be expanded and the results slightly randomized. More skill level would allow more options. When the enemy poisons your character, you either cast "Cure Poison", drink a potion or you try to finish the opponent faster. So, you can add random events to the crafting, like "Sneeze attack". If you are experienced or have the right item (handkerchief), you have an option to solve this problem (it still costs you an amount of whatever). You can also decide to live with the event - it might lower your item quality or your amount of whatever each turn, but maybe this is still better than investing the costs for the cure or the event might even do something good (adds option to disease opponents). If you do something stupid, like solve the Sneeze attack with black powder instead, you will face consequences. I guess what this concept is basically about is: Crafting should require decisions (beyond what to craft) and have consequences, to be fun.
  22. Why not list some interesting weapons as inspiration for game content? They could be unique items found in the game, or crafted by mid-to-high level characters. Maybe something you created from PnP and would like to share. The examples below are stat-free because the numbers would not be currently meaningful. "She Wroth" - Flail crafted from Medusa skull and spinal column. - Poison/Petrification/Paralysis. Maybe swap Petrification for Charisma damage. "Pale Mistress" - Scythe blade crafted from female Dracolich claw. - Necrotic bonus damage. Fear. "Gypsy's Kiss" - Dagger crafted from huge Viper fang. - Poison. Improved stealth. "Trollblight" - Corrosive Halberd or Greataxe. Acid bonus damage. "Vampiric Lash" - Battle Whip with Vampiric Regeneration.
  23. As a follow up to the discussion on Resting, I was thinking about the kind of useful/optional activities a wilderness campfire might provide for your party. These ideas are based on class skills and/or "Background Professions", which have been discussed in a few threads already. Campfire activities take place outside of cities, and are an abstract way of taking time to achieve a desired result. They also involve an element of pseudo-crafting that should save you money, compared to higher costs in a city. Examples: If you're a Ranger or have the Hunting Profession: - Previously killed wild game = Raw meat + Campfire = Cooked meat = 10 hp Ration Pack - Uncured Winter Wolf Pelt + Campfire + Successful Hunting check = Cured Winter Wolf Pelt = Increased resale value If you're a Druid or have the Herbalist Profession: - Misc. Forest Ingredients + Campfire + Successful Herbalist check = Antidotes / Herbal Remedies If you're a Fighter or have the Bladesmith Profession: - Dull/blunt weapon + Whetstone/Honing stone = Normal (sharp) weapon = Increased resale value If you have the Historian Profession: - Examine and identify certain special items combining the Lore skill. You may discover the actual (increased) resale value If you have the Jeweller Profession: - (Example only) 50gp gem + 10gp silver chain (or ring) + Campfire + Successful Jewellery check = 100gp silver necklace (or ring) = Increased resale value - A Jewellers' Toolkit might contain a basic soldering iron, crimping pliers/pincers, tweezers etc. If you have the Armourer Profession: - Minor armour repairs at campfire, providing there was a mechanism for them to be damaged in the first place. - Even plate armours have leather straps, buckles, and harnesses that can be repaired without a forge - An Armourers' Toolkit might contain a small dishing hammer, riveting tool, leather punch etc. - But you could only repair "poor" armour so it became "average" armour at campfires. You must go to a city to fully repair armour, via a forge or professional blacksmith, with an implied additional cost. - Maybe allow different "states" of armour repair, which also relates to resale value. - 75% - Good - 50% - Average - 25% - Poor The long-term benefit of any profession is to make you money if you intend to create/repair and on-sell mundane items. The suggestions above are only one side to having Professions (the economical side). We need to consider other useful aspects that may affect quest outcomes too. Would anyone use these options around a campfire if they wanted to rest in wilderness areas anyway?
  24. The only game that I've had experience with crafting is Arcanum. I haven't played many of the new RPGs (lack of money, and honestly, these forums don't really have glowing reviews about them in any case) and so I'm not really sure how crafting has been implemented in newer games. I guess FO:NV is the only game that I wish to play and that crafting is involved in it. I haven't really read much from the devs about crafting and enchantment. Are there any mechanics specifics that someone out there can provide? I also am interested in opening up the discussion towards crafting mechanics that you guys have enjoyed in the past and that you'd like to see implemented in this game. What are some crafting elements that you've enjoyed and some that you don't think should make it into the game. From what I understand with Fallout:NV, it seems a lot of the crafting is directed at ammo creation and a few weapons, "potions". One of the crafting mechanics that I really enjoyed was Arcanum's crafting mechanic of both having to upgrade your technical skill in a field and also having to find schematics to help create new items. The fact that there were 8 fields of study made it impossible to become an expert in all the fields, and would only come in multiple replays of the game. I would like that to be done in PE as well. From what I understand with Fallout:NV you only have survival skills, explosive skills, and science skills that much matter. I'd like it to be a little more involved than that. Baldur's Gate 2 also had a nice "Cromwell's smithy" mechanic where if you found certain otherwise useless items, cromwell the blacksmith could make some legendary items for you. I never really used any of them (most of the epic items you had to kill bosses for: e.g. Holy Avenger), but that was a good mechanic too, although very much less involved. I'm not even sure you could call it crafting. Anyway, what things have you guys enjoyed in previous crafting mechanics? What would you like changed? Any interesting ideas that you think the PE team might want to explore?
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