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Posted

I'm all for the story and branching substories like everyone else but I've always liked the variability of items and their descriptions. Any way that Project Eternity and the game engine being used can go the way of Borderland and Skyrim in terms of weapon and item variablity?

 

Item composition, material, durability, utility vs various armors and material, sentience, length, weight, imbued abilities and enchancements, blacksmith torchmarks, faction/national origin torchmarks, crafter's marks..etc etc

 

If this is the case, I'd like to see item drops vary in terms of proximity to the faction, alchemist, craftman and blacksmith that created the item. Same with food type items, certain regions would produce more of one or another and therefore offer more of that particular item.

 

 

I saw mention of Alchemy and Enchanting. Is smithing already in game?

 

The soul is a big thing from what I've read on the updates.. Will epic items have souls and or varying levels of sentience? Does enchanting entail putting souls in to weapons / armor?

Posted (edited)

I hope not. To be totally honest, what you ask for is something that I would dread to see in PE.

Creating consumable items like potions, oils, scrolls, traps, etc... that's just fine.

Crafting legendary items from unique parts that you can find during your journey like in BG2, fine as well.

But please nothing like i.e. combining 2 mithril ingots, 3 starshine jewels and 2 strips of basilisk hide to create a mithril longsword +2 and thereafter being able to use 1 dragons soul to add +1 fire damage for each such soul.

 

Such a mechanic would cheapen the feel of magical and legendary items seeing as every ragtag band of adventurers can create something comparable or might eventually even make them obsolete when your skill allows you to make ideal item sets for each character.

Edited by Quadrone
Posted

I hope not. To be totally honest, what you ask for is something that I would dread to see in PE.

Creating consumable items like potions, oils, scrolls, traps, etc... that's just fine.

Crafting legendary items from unique parts that you can find during your journey like in BG2, fine as well.

But please nothing like i.e. combining 2 mithril ingots, 3 starshine jewels and 2 strips of basilisk hide to create a mithril longsword +2 and thereafter being able to use 1 dragons soul to add +1 fire damage for each such soul.

 

Such a mechanic would cheapen the feel of magical and legendary items seeing as every ragtag band of adventurers can create something comparable or might eventually even make them obsolete when your skill allows you to make ideal item sets for each character.

 

That follows the Skyrim way of creation but what about having Borderlands variability in terms of loot? or something like hiring a smith to craft an item over a length of game time?

  • Like 1
Posted

Well, but the blacksmith who made a weapon could improve it possibly with very rare compounds, like the flail of ages in BG2 + ToB.

I'd say, legendary or named items should be non-craftable items to 95%. Other weapons could be improved by lets say up to 30% in their stats, or could be enchanted with a special ability(e.g. vampirism, dunno).

It's all about the balancing! :yes:

Posted

Borderlands randomness would be awesome, but I don't think it's practical to apply to this game.

Do you like hardcore realistic survival simulations? Take a gander at this.

Posted

I wouldn't put it up there with my first priority, but changing item appearence and colour would be nice. I'm currently playing an RPG where my character is wearing the equivelent of a scotland yard police helmet, big puffy gangsta sized armour, and tiny little yellow boots. Although it all made me significantly more powerful, I just can't take it anymore and removed the stuff for matching gear.

Posted

I personally hate crafting in games.

The Witcher II definitely showed one of the worst cases of why.

 

Gathering around items for naught, needing many items for any item. What's crafted being replaced within 30 minutes, or actually being the top gear. No, thank you.

 

I much rather have Baldur's Gate's II system. Unique hand-crafted items (so no Borderlands randomness), and when updated done so by finding specific unique items, not gathering 20 wood somewhere.

That doesn't exclude randomness (most items could still be randomnised), just the important ones be fixed.

^

 

 

I agree that that is such a stupid idiotic pathetic garbage hateful retarded scumbag evil satanic nazi like term ever created. At least top 5.

 

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