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<blockquote data-quote="Owns" data-source="post: 62487" data-attributes="member: 15666"><p>This is something I always wish was possible in rpg's. Considering this game is already complete I doubt something like this would be added but maybe something to consider for Archaelund.</p><p></p><p>Even Divinity Original Sin 2, which has a pretty deep crafting system and allows crafting of armor and weapons still holds back in letting players enhance the crafted equipment. I loved the crafting system in that game because nearly every single item that exists in the game there is also a recipe for crafting it, from consumables to skill books, to weapons and armor of most variety with the caveat that equipment will be crafted with only basic stats, no enchantments like elemental damage or extra effects like vampirism. But this made the game world feel a lot more real, items "physically" existed in the world, and the ingredients to craft them also "physically" existed, not just programmed numbers, including what merchants were selling.</p><p></p><p>I guess freedom with crafting can potentially interfere with the looting system that is part of the gameplay loop, and could making balancing more difficult but I really wish a solution could be found. Giving players more options is usually a good thing, for example you can either gather and craft or dungeon crawl to find equipment you're looking for. Like how it's done in some MMORPGS.</p></blockquote><p></p>
[QUOTE="Owns, post: 62487, member: 15666"] This is something I always wish was possible in rpg's. Considering this game is already complete I doubt something like this would be added but maybe something to consider for Archaelund. Even Divinity Original Sin 2, which has a pretty deep crafting system and allows crafting of armor and weapons still holds back in letting players enhance the crafted equipment. I loved the crafting system in that game because nearly every single item that exists in the game there is also a recipe for crafting it, from consumables to skill books, to weapons and armor of most variety with the caveat that equipment will be crafted with only basic stats, no enchantments like elemental damage or extra effects like vampirism. But this made the game world feel a lot more real, items "physically" existed in the world, and the ingredients to craft them also "physically" existed, not just programmed numbers, including what merchants were selling. I guess freedom with crafting can potentially interfere with the looting system that is part of the gameplay loop, and could making balancing more difficult but I really wish a solution could be found. Giving players more options is usually a good thing, for example you can either gather and craft or dungeon crawl to find equipment you're looking for. Like how it's done in some MMORPGS. [/QUOTE]
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