blatantninja
Resident Redneck Facist
Crafting only really works if it adds to the game. I can't think of a game that has implemented it in this way, but I think this would enhance a game:
1) Make magic weapons/armor impossible or near impossible to find in the world or in stores. Maybe magically enhancement has been banned or something. Could do the same with potions and such. What's the point of making a custom item in a SP game if you can just go buy the same thing or better?
2) If you want magic enhanced equipment (and you really do need it to finish the game), you have to find the ingredients, acquire the skills, etc. It basically becomes part of the leveling system.
3) Make defeating certain boss style enemies dependent on finding out their weakness and crafting a weapon or armor that is tailored to that. The weakness probably would need to be some type of plot point though I think.
4) Make certain crafted items help you to eliminate grind or mobs of low level enemies. So for instance say you want to explore a crypt, but if you go there without some type of undead turning device, there are just mobs and mobs of skeletons. You might be able to work your way through it (and maybe you do a bit for the experience points at first), but to really get through it, you need to craft into a weapon or armor a level of undead turning. Get that, and the skeletons just don't even spawn or only a few and you move deeper into the crypt against bigger enemies.
But crafting for the sake of crafting (here's looking at NWN2) is boring.
1) Make magic weapons/armor impossible or near impossible to find in the world or in stores. Maybe magically enhancement has been banned or something. Could do the same with potions and such. What's the point of making a custom item in a SP game if you can just go buy the same thing or better?
2) If you want magic enhanced equipment (and you really do need it to finish the game), you have to find the ingredients, acquire the skills, etc. It basically becomes part of the leveling system.
3) Make defeating certain boss style enemies dependent on finding out their weakness and crafting a weapon or armor that is tailored to that. The weakness probably would need to be some type of plot point though I think.
4) Make certain crafted items help you to eliminate grind or mobs of low level enemies. So for instance say you want to explore a crypt, but if you go there without some type of undead turning device, there are just mobs and mobs of skeletons. You might be able to work your way through it (and maybe you do a bit for the experience points at first), but to really get through it, you need to craft into a weapon or armor a level of undead turning. Get that, and the skeletons just don't even spawn or only a few and you move deeper into the crypt against bigger enemies.
But crafting for the sake of crafting (here's looking at NWN2) is boring.