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Two Worlds 2 Had some Incredibly good crafting systems in place that haven't been replicated yet.

handheldhandheld Member UncommonPosts: 120
Seriously Two Worlds 2 Crafting was really good specifically the magic crafting system in particular was amazing allowing you to create nearly any kind of spell you could think of. 

Fireballs that spread out and ricochet off enemies?

You can make it.

How about Fireballs that when detonated summon flaming skeletons?

You can make it.

Maybe you want a lightning spell that chains to enemies and heal them because your fucking fancy like that and believe life is precious even when its trying to eat your spleen.

You can do that too. (Somewhat Spleens are a rare item.)

Seriously there has been no RPG that has come close to Two Worlds 2 magic crafting system. Its weapons Crafting system was pretty good too allowing you to pretty much add any effect in the game you could think of.  Sadly its the rest of the game that suffered from really wonky movement animations and combat animations that were too overdramatic and the story that made zero sense and alot of other questionable mechanics (Boss fight near the end where you have to use a ballistae but throughout the entire game they never had you use a ballistae and then suddenly you have to use it because its essential.)


Seriously I liked the game and it had some really amazing aspects to it that alot of other RPGS could learn from but sadly everything else other than the crafting aspect dragged the whole game down and it makes me sad because it could have been a great game.

Comments

  • esc-joconnoresc-joconnor Member RarePosts: 1,097
    The crafting system does sound cool. I'd like to think of a system like that for technology. Can you explain the system a bit more? Or is there a good Wiki on it? I'm expecting a good LetMeGoogleThatForYou link ;)
  • VelocinoxVelocinox Member UncommonPosts: 1,010
    Elder Scrolls had spell crafting as well until Skyrim. The reason most developers shy away from it is that its just too easy to exploit invalidating the rest of the game.

    The trick is to make a flexible system that stays within a predictable power level at any given time, and that's not an easy thing to do.

    'Sandbox MMO' is a PTSD trigger word for anyone who has the experience to know that anonymous players invariably use a 'sandbox' in the same manner a housecat does.


    When your head is stuck in the sand, your ass becomes the only recognizable part of you.


    No game is more fun than the one you can't play, and no game is more boring than one which you've become familiar.


    How to become a millionaire:
    Start with a billion dollars and make an MMO.

  • shalissarshalissar Member UncommonPosts: 509
    I remember how surprisingly good that game was when I tried it a couple years ago.
  • mersant12mersant12 Member UncommonPosts: 8
    You  may want to chek out CodeSpells on steam
    http://store.steampowered.com/app/324190/
  • handheldhandheld Member UncommonPosts: 120
    Velocinox said:
    Elder Scrolls had spell crafting as well until Skyrim. The reason most developers shy away from it is that its just too easy to exploit invalidating the rest of the game.

    The trick is to make a flexible system that stays within a predictable power level at any given time, and that's not an easy thing to do.
    As much as i loved Morrowind the magic crafting system in it was no where near as complex and had a bunch of issues with it and limitations as well. You could craft a lightning spell but no real added effects could be added and the stronger the spell it would drasticallly increase the mana cost.
  • handheldhandheld Member UncommonPosts: 120
    The crafting system does sound cool. I'd like to think of a system like that for technology. Can you explain the system a bit more? Or is there a good Wiki on it? I'm expecting a good LetMeGoogleThatForYou link ;)
    You can check the two worlds 2 wiki but sadly the game didn't seem to have too much support and the wikis suffered from that as well.

    I can answer whatever question you may have to the best of my ability.

    An example would be you have a lightning spell.

    You can make that lightning spell shoot balls of lightning or shoot a stream or shoot out multiple bolts.

    From there you could give them added effects such as stunning them or more damage or slowing or other effects.

    Basically each part of the spell could be crafted to do something different.

    Sadly though the game overall was incredibly clunky and anyone who played the first one can tell you that the bugs were completely detrimental to the game in gamebreaking ways.
  • WizardryWizardry Member LegendaryPosts: 19,332
    It does sound very nice however does for example Lightning matter or Fire or is the only added depth in the effects themselves?
    The idea of summoning skeletons i always liked from the days of watching Jason and the Argonauts but i like to see that used similar to the movie with some sort of conjuring from the Dragon Teeth but  first needed to kill a dragon to harvest the teeth sort of ideal.
    Same question for the weapons,it is nice to add on say a Fire effect but does the game make any use of the elements and do the mobs have various resistances the way FFXI put depth into their elemental system?

    It does seem however that all over the gaming genre we can find the beginning to a great game ,some solid ideas but never a complete game.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • WizardryWizardry Member LegendaryPosts: 19,332
    That Code Spells sounds very interesting,too bad nothing to go on but a few lines.These devs are really clueless ,they need to at least let players see something before i am willing to hand over 22 bucks.

    I see what op is talking about with the TwoWorlds story lol,kind of cheesy/shotty.I assume it looks like a single player game.The graphics are not bad,the animations idk not too bad,ive seen worse Wow for example doesn't do anything special and that is a big budget big developer game,where characters look like they are waddling sticks because they lack animations.

    So i checked both these games out on you tube,Code spells i would definitely play if it were MMO and sadly that is the problem with both games,single player games really seem empty when they are Indie games because not only will the world be pretty much empty but no other players either,so it's a one trick pony.

    Too bad because both games have the one nice idea.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • handheldhandheld Member UncommonPosts: 120
    Wizardry said:
    It does sound very nice however does for example Lightning matter or Fire or is the only added depth in the effects themselves?
    The idea of summoning skeletons i always liked from the days of watching Jason and the Argonauts but i like to see that used similar to the movie with some sort of conjuring from the Dragon Teeth but  first needed to kill a dragon to harvest the teeth sort of ideal.
    Same question for the weapons,it is nice to add on say a Fire effect but does the game make any use of the elements and do the mobs have various resistances the way FFXI put depth into their elemental system?

    It does seem however that all over the gaming genre we can find the beginning to a great game ,some solid ideas but never a complete game.
    You can make a burning lightning exploding fireball spell for example.

    There is a ton of combination some of them have to be unlocked though and it can take awhile to find all the proper spells but the craziest thing i made was a fireball that froze enemies and caused lightning to shoot out that summoned skeletons when it hit enemies.

    It took A LONG time for me to get all the proper spell cards for it though.
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