this single thing would fix most of my problems with the crafting system. The only thing they would have to balance is only being able to carry certain amounts of items, specifically Uplifting Aromatics and a few other op crafting items but that is just my opinion.
Now that I think about it, when I first heard about eldenring introducing a crafting system, I thought we’d be crafting weapons by combination of pervious weapons, souls, weapon arts, materials and other weapons. Like scimitar + long sword + stance of judgement = cool purple paired weapons with balanced scaling
This is why Western Gamers are openly Mocked in Japanese Communities. Games aren't meant to be balanced. That's the core fundamental issue when looking at certain games. Why are fighting games so hard? Because it's intentional asymmetrical Balance. Some characters are just better than others but that doesn't mean you can't win. When has Souls PVP ever been "balanced"?
@@tylercafe1260 there is a pretty significant difference between two characters being innately different in fighting style and having to literally cheat to match the material output of a red dude in an open field who has a backed up save with every material in near limitless quantity.
@@onlinepanic2036 the point is that unequal does not mean unfair. the reality is these advantages are often quite minor, and they're not a feature you have to participate in. you're not going to win against the guy who's making his whole life about fight clubs and invasions. you're not going to win against the guy who is cheating to make his build viable. you don't have to. you don't even have to go up against him if you don't want to. but that is just an assumption! the truth is it's quite possible for you to win. someone cheesing / twinking can be beaten even as a low level with only one weapon. sure, it can be tedious and annoying, it might be hard, but you still can! Equality is bad game design, fairness is not. Elden Ring is pretty fair.
Legitimately, all they have to do imo to fix this system is just make everything purchaseable with higher ng+ cycles. There is already soo little incentive to go into NG+ that they may as well just do you the favor of eliminating the chore of having to farm those rare crafting items and just making them infinitely purchaseable at the Roundtable. Sure, this will suck for characters that don't ever plan on going to NG+. But it is a small price to pay for some amount of progress. Also, I'd appreciate it if they just added infinite +25 & +10 Dragon stones, no more constant full game speedruns just to acquire more fully leveled weapons. This is what I appreciated about Ds1 and Ds2 is you had ways to infinitely farm. Ds1 did have abysmally low drop rates, but you at least had the option to farm them. And Ds2 actually respected your time by not forcing you to farm for hours just for the chance to max one weapon, while also incentivising higher NG+ cycles by increasing drop rates. I actively miss this aspect of the older Souls games, because all I think now whenever I decide to play Elden Ring is "What chores am I going to subject myself to today?"
That's the reason I haven't made another character lmao I CANNOT be fucked finding everything again or using the internet to complete the checklist of things I need to run around and find
Yes, absolutely, the crafting system is THE reason exploration sucks so much. I can't count how many times I turn a corner or go down a side path for nothing more than an arteria leaf and think "if this was Dark Souls they would have put a weapon or a piece of armour here". Hell, they could have just populated all those spots with more upgrade materials because the game doesn't give you nearly enough.
Even Dark Souls had plenty of instances where the item at the end of a side path might just be one of the many inconsequentially small soul items. Sure, maybe you could use those souls to buy consumables later on, but that sorta just turns it into the same reward as crafting materials, only whereas you can craft consumable on the fly as you adventure, buying consumables requires traveling to specific fixed location's location where the respective merchants are.
What is worse is when the plants you need for crafting are not renewable and you have to farm enemies with a low drop rate. I end up not even using the item. Like rot bolluses
Thank you for discussing about an important topic again In a lot of ways I feel like elden ring is more backward than forward from previous souls game systems, despite a few important "innovations" like crouching and jumping I truly hope the next souls games won't feature some of the same issues for the sake of developing another broadly appealing game like Elden Ring tho the amount of success and praise it had is kind of discouraging in that aspect
They could solve the issue by just putting more bell bearings in the the side caves and allowing you to choose a few recipes to unlock in the store. It would make me actually have to engage with some of the side content on each character and I could plan out which caves and catacombs to hit depending on the recipe. Bell bearings from later game caves could unlock more rare items. I dunno but either way agree with you 100% the crafting in ER is garbage.
It would have been great if the pots were a purchasable consumable that you could have 999 of a time. It's really annoying when I craft a bunch of fire pots and then go to an area where everything is resistant to fire. Also I would have loved if there much more merchants that sold items and their related cookbook. I expected that you would need to find a ton of merchants that all had cookbooks, the crafting materials as well as the crafted materials. It would have make a lot of sense and been very practical. Also I miss having a bunch of merchants populate an open space like Majula in dark souls 2. Some merchants are really annoying to go to and I need a wiki just to know what they sell
This is spot on. The "crafting system" is definitely a detractor to the experience. The system isn't fully thought out. Between the crafting, merchant and bell bearings, the consumables system in Elden is one of the most convoluted and confusing approaches I've ever seen. Case in point, string in the base game is literally one of the rarest items needed for a common use consumable, drawstring grease. That item should've either been an easy purchasable item, or as common as mushrooms, but it was neither.
@@BratSmimson-re9uw Idk, man. For me, that actually makes it worse. Instead of patching that issue in the base game, a player has to spend $40 USD to get access to their "solution"?!? Plus, that doesn't really adress the bigger issue of the sytem just being incomplete and not well thought out. There's no drawstring freeze grease at all, even though every other grease has a drawstring equivalent. There's no way to make or buy certain munitions like Black Key Bolts, for example. There are only 90 in the base game total. Once they are consumed, that's it. A good consumables system would have everything available by late game (say maybe Farum Azula or so), for either purchase or crafting. FS was just a bit outside of their depths and this is an aspect of the game that just wasn't fully flesh out properly.
It's so odd to me that Elden Ring is both the game to introduce bell bearings AND it's the game with the most farm only items???? Definitely feels like two different parts of the development team too far from each other to effectively communicate and agree on a direction to me
Should have added a gardener to roundtable hold. Donate a botanical crafting item to unlock the ability to buy an unlimited number of that item for runes
Duping isn't considered cheating to me because the crafting materials and farming are so ludicrous. Expecting people, especially adult fans with lives and jobs, to spend hours farming because you decided to add "exceedingly rare to find" in item descriptions is ridiculous. Make an endgame boss that is in a unique environment drop a bell bearing for them. Hell, add an NPC thats a scavenger and gardener to roundtable or next to turtle pope. Some items dont even have any business being finite per playthrough; they're not that strong. Or... stay with me.. STOP MAKING DROP RATES LESS THAN 5%. Make the lower limit 10. Your game will not depreciate in quality because people have more opportunities to try weapons and tools. In fact that sort of thing is what stifles build variety.
2-ish months ago I completed my 2nd playthrough of the game on a new char , + the DLC, and while I don't think I'll do another full playthrough again, and only stick to NG+ now, I still absolutely DREAD leaving the current NG world just cause I know my access to all the material farming spots will be gone. Like sure, I'll stock up on some before I go, I already did that but it's absolutely mind-numbingly tedium to grind for hrs on end for that, knowing that the consumables can run out quickly if you rly wanna use them frequently. Lots of work for a bit of fun, almost like...actual work.
Elden Ring's crafting system is horrendously misbegotten. Literally just time-wasting. Fear and Hunger has a better crafting system, and that was mostly made by a single guy.
800 hours in elden ring total items crafted: maybe 3. my biggest gripe with the game by far is the conjunction of useless cookbooks crafting materials & the bloated open world. I hope FROMs next game drops the "open world" meme. 90% of ER is forgetable and pointless. in DS1 & DES every area was a challenge to overcome before you get to the boss. the level is almost more important than the boss itself. the worlds are substantive, nearly all the glowing shit on the ground fills you with curiosity. in ER every glowing item feels like it's going to be another fucking cook book
Yes! Please no more open world These games work better as levels If they’re going to do open world I hope they can trim off the fat and make every corner and nook that players want to explore meaningful
In my blindrun i crafted a ton... If the game made the benefits of crafting clearer it would be great, unfortunately, it doesn't and most people start seeing crafting as useless, terribly low droprates on anything that isnt rowa fruits don't help either.
Open world was a trend in games going on before elden ring released. Fromsoft following trends and failling at them like any random bandwagonner is something to really think about.
the problem isn't the "open world", it's the scale. what if Leyndell was the final area, and Liurnia and Caelid were only half as large, and instead of a bunch of disconnected Nokron areas there was just one? nothing of value would be lost.
@OnlyWaifuYT And if they could wash away the sweat with those two hands... not every fight has to, or can be, won... just a fair simple fight sometimes would be nice... 😏
Crafting on paper is fine. This game was clearly less pvp foward than the other games so I think that is why the crafting system is so annoying because it really only becomes an issue if you pvp. The greases, the exhaled flesh, turtle necks, I would say golem arrows too but honestly I don’t even think they should exist. You could by the equivalent of those things in ds3 but not in this game, why?
The crafting books order in which you obtain them seem out of order. Some books you access early use material that isn't available at that point in the game.
I don't know if it was a mistake, but it felt really... tacked on? Like they placed crafting items in the overworld so the player wouldn't zone out, and then crafting to give you something to do with those items. Once I got Flame Cleanse Me I don't think I ever used crafting for anything
Need more bell bearings for ALL craft able raw materials, in the late game when I have millions of runes and few spending options I don't want to run around gather mass quantities of 3-4 rare materials
Having an item Farm would‘ve done the game much good. One where a small investment generates consumables over time, which can be upgraded throughout the game. Monster Hunter had this for decades.
@@arsenii_yavorskyi oh yes, how silly of me to suggest a more creative way to solve the item loop, instead of just straight up cheating infinite stock, like the boring af kind of person you are.
I would greatly appreciate it if they added a bell bearing for defeating the final boss, or maybe some other challenge like collecting every remembrance or completing NG+. It should let you buy all crafting materials and also rare items like larval tears, raw meat dumplings, golem arrows, starlight shards, etc. They can have one for the base game and one for the DLC. It'd make the pvp loop much less tedious
This is where we need to give Nioh 2 mad credit. Each checkpoint in that game houses spirits that will sell you consumables depending on the area. They're usually a mix of general use items and something that will help you with the specific area you're in.
Fun fact btw you can buy blood roses in bulk and with the dlc you can buy resin and string, literally you can buy the stuff for blood grease yet everything else you cant buy
I’m not a big fan of the replenishing system,. Where you need to store craftable items and craft them again to build up a store of pots or perfumes. I also take issue to the fact that not all crafting items can’t be bought. The game didn’t make good systems for farming these items either, like groups of weak enemies with very high drop rates. Farming perfumers for Miranda powder is so lame.
Covenants that give you crafting resources would be such a great help. Imagine, on top of a Rune Arc, being in the Miquella/St Trina covenant gives you lillies each time you win an invasion.
i was really interested in the crafting system in elden ring until i realized how unfinished it seemed. i picked up a miquellas lily and read its discrimination "exceedingly rare to find" wow it must be used to craft some good shit! i looked it up on Google to find out its used for 1 item thats just a glorified lore stick. i found a merchant that sold bewitching branches and thought "hey maybe this item is super broken and thats why it takes sacramental buds and these rare lilys"... i mean the item isnt bad. ive used it to turn the tides of some early encounters and to get the advantage on an invader in a cheeky way but the crafting book is obtained so late that you're hardly gonna b using these items due to having much more powerful tools at the later point of the game. it would be cool if i could maybe turn those lilys into trinas lilys by giving them to her in the dlc or something. theres so many of them and they just sit in my inventory
Tbh I often forget that ER crafting exists and just go with uninfused weapons and only buying stuff. I do think having more bell bearings as mini dungeon rewards would make more sense in the many cases where the dungeon reward doesn’t match the build.
Its even more of a kick in the balls when u realize that consumables like pots and arrows dont get consumed in the arena...like if you use 10 rot pots in a duel you will still have 10 rot pots.But in invasions and co-op they get consumed?
I thought the crafting system was dope! I utilized TF out of it. In Dark Souls you COULD buy items from vendors but more often than not they’d have a limited amount of the good stuff and you’d ultimately end up having to farm for it anyway. Though I do understand the let down of finding a side path with a glowing item only to find out it’s an atria leaf 🤣 I do rather enjoy crafting a litany of pots and body buffs all the same though.
Same here The primary mistake with the crafting system is that it doesn't get explained or showcased AT ALL in the game, and then later there's more things it could be improved on but that's the biggest issue with it.
@@iota-09 True that. I feel like the people that like the system are the ones that utilized it from jump. Others barely knew it existed and couldn’t care less. Which is a shame. Those fire pots in the early game could significantly help a new and struggling player. Those things nuke in the early game. 😂
@@AK_Grudges i even managed to make use of the light and noise arrows lmao it helped that i followed the CNT from people who were able to figure out the importance of the stagger mechanics(heavys, and jump attacks), ljump as a dodge, the i-frames on torrent and crouch, between all that i could use the early game to experiment opn other things, and i picked crafting, which ame in very handy plenty of times and made me enjoy the game fully far more than for other people i believe... but christ if fromsoft didn't do a terrible job at highlighting the value of crafting(and how badly they f'ed up on the droprates of some crafting metarilas).
Considering the amount of caves, dungeons, and the likes adding in bell bearings for all crafting materials would have made sense. There is no shortage of places to stick em into. I suppose it's just down to the developers understanding that handy items are something players grow rather attached to. Usually, I go the hoarding route where I am too cheap to use any item without being sure of how to resupply until I feel like there is no cost (risk) to using em. As such, I didn't engage with most pots and the likes at all during my playthrough. Same mentality expanded to handy things like crystal darts, despite them having no supply problem. Kinda also is undesirable, as hoarding means not engaging with something for fear of it coming around to bite me in the backside later. So scarcity can also lead to the opposide end of constantly being out of something: having piles of things, but them being deemed too risky to use due to there being no assured way to resupply. In a sence, being overly cautious and not using things for that reason.
i recently saw a video where the crafting system was mentioned as 'the thing that just hapens to have the right status effect for the problem you're facing' and i feel the same way. i just pick up everything i see, not thinking about it too much, but its always good to be able to pull some sleep pots out of your butt when facing godskin noble or something like that.
Honestly the only thing that would solve this would probably just be more Bell Bearings to hunt for. Like maybe have Bell Bearing Hunters in certain areas in NG+ that drop that area's ingredients. Like where the Merchants are at night.
It’s another thing was a step in the wrong direction. We used to get random materials for doing darkroot invasions, if they kept that and removed dropping items then crafting could be actually neat
From never helping themselves because sometimes it'll be Rime Bud x8, then it'll be Gold-tinged Excrement x1 like I actually need a decent amount of these things. It feels more like a slap in the face that the dlc drops stones like candy and only adds more garbage for me to accrue in the thought I might throw a pot. It's just tedium, collecting them and the way they're limited making status related ones definitively better. It's why I only really use boiled crab as a buff consumable. Also being as stingy as possible with FP regen consumables.
Crafting system and absurd lack of resources is the reason people dupe or cheat stuff in. This is From's fault. Ans they refused to fix it ever since game release. Reap what you sawn and so on
In my first playthrough when i just played pve it didnt really bother me but for invasion its just a pain in the ass to keep farming for materials i would love to make a scarlet rot build but getting the butterflies is just too tedious
crafting can be a masterfully implemented system in my opinion, but for something like this, it should have just been supplemented with the normal purchasable items the container system is so bafflingly bad that i don't really know how they came up with the rendition we see in game, and it would be better if you could just have 10-20 of each throwable pot, with an extra pool of custom crafted ones
I only really have problem with crafting materials that are only available as item drops from enemies. If there is a refreshable source that can just be picked up after resting at a grace, it's almost always simple enough to create a farming route that is at least as efficient if not more so than killing enemies for the runes it might take to otherwise buy the item. String was a problem because it could only be acquired as a non-guaranteed drop, which is why it was good the DLC finally gave us a bell baring for that. Unfortunately, the DLC also introduced new items, like Scorpion Livers which become that old problem all over again.
This doesnt make a lot of sense to me. The Elden Ring system feels like a bit of a side step. No improvement and its not worse. So I am gonna compare it to the most similar game, DS3. What does Elden Ring do better, Variety and Utility of crafted items. I mean DS3 barely had any interesting or unique consumables, so outside of weapon buffs, I never used any consumables. Elden Ring has so many, Rot Pots, Sleep Pots, Frenzy Pots, Fire Pots Scaling with different stats, etc. It feels more fun. What DS3 did better. The few consumables usually could be purchased. Making it less grindy. Now in a larger game like Elden Ring, the world must have the illusiok of being filled. So they tried the crafting system. I will not flame fromsoft for attempting to innovate and making a mistake. We can suggest improvements, like bell bearings for buying the crafting items in the higher NG+ cycles. Noow I do concede that the limiting of Crafting Materials in ER has some point, but it misses the mark. They though that the farming associated with this would force people to be a bit more economical with their pots in PvE, but it has created two classes of people. One who dont interact with the system, and ignore it completely. Two the PvPers who use pots for invasions, and rely on them to some extent, who hate the grind. There is a very rare breed of people who actually end up using pots ecoonomically, and thus enjoy the crafting
in my mind, a fun pvp game is fair and fun if a player can be better than others only by this core qualities: -knowledge -skill -experience knowledge rewards players who actively research and understands how the game works and what is more efficient and effective. -skill must reward players with good reflexes and quick decision making, because it comes naturally, but must not be decisive, because skill is something you are born with and while it can be enhanced to a certain point, everyone has different skill ceilings. -experience relates to both of the last two qualities, mostly if you are learning by yourself and on the go(no internet groups, wiki or private training sesions with friends), but more like a commitment or time invest thing, doing something long enough will make you a master in it, but it should not be used as an excuse to waste the player's time, like gathering items, someone who play daily and in long sessions should definitely dominate someone who only plays 1 day of the weak, but from my point of view, those 2 events should only happen rarely, because something i have seen is some skilled players complain when the games becomes more balanced, that shows that what they enjoy is not the challenge of a equal fight, they only like to win, thats why pvp-ers are the ones actively using exploits, infinite items mods and that kind of stuff, in elden ring, the invader mentality is quite toxic, because you decide to introduce yourself to a game that has players dedicated to pve, which will most of the time have the scales in your favor, even if its a 3v1, i dont support the gankers either, just another proof that the invasion system only gets worse and worse with each iteration of fromsofts games.
I think they made up the crafting system for one of two reasons. The first is that they simply thought "well, you have to grind for Souls/Echoes/Sen in the previous games, so now you grind for materials in the open world." The second is that they were possibly always unhappy with how the player could get their hands on powerful consumables early in their prior games. The first option is just them being out of touch and the second is them trying to put speedbumps in the player's way for the sake of "balance". Gone are the days where Black Firebombs could be taken at game start and used to humiliate the Asylum Demon, now they want you to "earn" those throwables. Most likely, its a combination of the two, though I take of objection to both. In the previous games, you farmed for base currency and then exchanged that for useful items. This was a perfectly handled gameplay loop, as the player had one resource that interfaced with multiple mechanics. Do you use your currency to level up, enhance your gear, or purchase consumables? The choice is yours. Doing this in an Open World with crafting materials is just tedious. The problem with trying to "limit" the player in this way is that you're not limiting anything. If a player wants, they can look up "Best Farming Spot For 'X' Consumable" online, spend 10 minutes farming and then spend the rest of their playthrough with an endless supply, since the average player won't be leaning on consumables as a part of their build. The only exceptions are if they're either an invader/PvP'er, or are simply bad at using them and/or wasteful. If you're an invader/PvP'er, you get cucked by a lack of resources. Nothing new, though, they've only been crapping on those choosing to engage with invasions and PvP for over a decade now, so that crowd is used to it at this point. But if you're a normal player, you probably won't even notice the lack of consumables, and that's assuming you're already interfacing with the mechanic, which many *never* do.
Yeah I have to agree with you tbh, I don't even mind farming in general, especially in Turn Based games, I think it works there 99% of the time, but for an Action RPG game like Elden Ring, it's mostly out of place. They clearly put it there because they saw it being used in most modern AAA games.
nobody is gonna do the same content over and over again just for few crafting mats to ability to reset character attributes ina game that was designed around character building. Miyazaki need to admit that some elements are outdated. Beside, the game literally has n oreplayability thought multiplayer content. so why would I
The only thing I want is literally everything being available for purchase even at exorbitant prices. I cannot stand killing the same troll for several hours again just for 2 hours worth of gameplay with the perfumes I make with them.
They could have just allowed you to purchase a craftable item if you crafted them enough times.... that way, you'd "explore" the land, just not indefinitely.
I like it and think it's fine. Craftables are super-powerful, so they can't be unlimited. BUT. They needed to add more Bell Bearings like they did in the DLC - they need to add them to the base game too - where you can just buy more, if not all, of the harder to farm items. The Bell Bearings in the DLC are great. I'll happily pay 2500 runes or whatever for Fly Mould instead of farming for it, or String, etc. The game is so ridiculously over-rich in Runes, the prices are nothing compared to the convenience. Or, if not Bell Bearings, once you've collected, say, 10 or 20 or something of an item, you should be able to buy it.
Elden Ring was my favorite FromSoft game until I realized just how unfun it can be to replay because of all the menial chores it wants you to do. Want to make a new character and just do the major content this time, since you already spent the first playthrough exploring? You don't have that option because you need 50 golden seeds, all the sacred tears some of which are in very tedious locations, and the scadutree blessings. If you want crafted items on top of that that's another layer of tediousness added on to your playthrough. I love Elden Ring, but the chores mean that every time I want to make a new character I question if I want to just play a Dark Souls game or Bloodborne instead only because I don't want to go through the gathering process.
Crafting doesnt work in elden ring because there's too many unique/rare materials. There should have been npcs you can buy or do quests to get a steady income of resources from
I do like the crafting system, i think it's a cool way to interact with the Lands Between in a personal way (on paper at least) What i really hate is the bloody drop rates on some materials for cool items. I'm sorry, but a drop rate 4.0% on Sharp Gravel Stone that i need for a Dragon Communion Harpoon, Grease or Dragon Communion Flesh is fucking ridiculous. Also, if you're on NG+ and you ran out of materials needed for recipes of the DLC, well, you're fucked. Because you can't use get them until you are back to the land of Shadows again. Getting bell bearings on the materials on the late game would've made things much better.
I think most crafting systems aren't even crafting systems. When I craft something irl there's a level of creativity and skill involved. Crafting in games is pick up an item here, and here, and then here. Opening a crafting UI clicking a button and summoning it into existence. How is that fun? In any way shape or form? At that point just give me the firebomb and save me the time navigating a menu. Its just busywork. Gamers just love their slop. Im convinced half the people who defend it never actually used it or only made a firebomb here and there and never actually had to interact with the system. And you're right they stretched old items into dozens of parts and sprinkled the map. They cannot justify the size of the map. Imo the ER map should have been the size the DLC map. And the dlc should have been 2 or 3 legacy dungeons.
Yeah, so the "farming" issue doesn't bother me at all. I usually find more than enough materials during a playthrough to occasionally play with some consumables.
Nah.. It's just a standard open world RPG formula. It makes sense if we view Elden Ring as a RPG, but it doesn't work as well if viewed as a Souls-Like. I don't have anything against some downtime in games, especially when it's not mandatory. 95% of quests don't require farming. While casually exploring and moving from one boss to another I gather enough materials to have fun with consumables (I'm not even counting the bell bearings for more necessary ingredients - that solves the problem). I don't play PVP, but I can see, that here the issue becomes real.
Pretty much, i feel like an alien being one of the few who actually didn't mind the crafting itself, the issue was with how the game presented the crafting system and how rare some drops are
the crafting wasn't fleshed out enough, nor did they make it convenient enough. it would be cool if some weapons required crafting, some items, or if the way you upgraded them was due to unique materials from areas and things. if it wasn't so tedious to collect things, things would be a lot better. gathering isn't so bad if you get ten of the thing per item, it is pretty bad if you need ten of the things for like three items and you have to collect them one at a time. you can't refight bosses like in Sekiro, you can't farm drops, they choose drops rather than... choosing (within reason). that said, games are games. it is their vision. what they wanted. i am all for criticism, but sometimes yo uhave to step back and realise that *your* game would be *your* game. and would lose the magic dark souls / bloodborne / elden ring would have, by changing everything to suit you. your game might be magical. but it's not the same. altho, i do think it'd be more in line with what they want to deliver for customers and things, if they did make some small changes. i am playing dark souls 1 for the first time, and i can't help but think that the map design in the later games, and especially now, is lazy. i can't help but feel it's not very fun or challenging to get from point a to b, that you don't have to manage things, that it doesn't teach teh lesson as well. when i play things like Terraria, i don't mind farming too much, because al ot of it happens naturally, a lot of the time the rates aren't too bad for how much you're going to be doing something, a lot of the time, the crafting allows you to put things together and so on. it's so much more organic.
Here's some honest criticism, no hard feelings please: your presentation style, specifically the flow of your speech, is somewhat (not completely) wearisome to listen to at long intervals. The subtle, snarky voice raises in between phrases gets old after a few times. Sorry, not trying to be a rude internet flamer. I love your ideas and content, but don't be afraid to speak plainly, evenly happily sometimes, anything for some variety besides repeating tones/phrases.
You can play the whole game without crafting. Crafting is there for people who want to enjoy the open world aspect and do like the downtime between bosses and legacy dungeons. Your real issue with elden ring is that it is open world and not DS3, games that are open world are designed to have downtime. Tldr git gud stop whining about game design that largely doesnt affect you
I don't understand the community and it's complaints. Somehow Dark Souls 1 Humanity is seen as an ingenious system but a simple crafting menu in a game that dumps hundreds of materials from both the world map and dungeon loot. There's a good chunk of bodies in the beginning sections that give like +20 Butterflies. It's very easy to use system . The complaint to buying some of the mats to supplement the grind is somewhat valid but at the same time they give so many mats already it's kind of not needed. Then when you ACTUALLY COMPARE Dark Souls to Elden Ring it's clear that Dark Souls had way more exploits due to its Rarity of certain items. Black Firebombs are the highlight I want to discuss because these items are so strong you can legitimately solo a boss with just Black Firebombs and because they're so rare "Why wouldn't a player just Dupe them?". See in Elden Ring because of how Items are balanced duping doesn't harm the gameplay especially since Cracked Pots are hard capped and you cannot craft mid combat. The idea that the opponent has an advantage because they crafted more isn't really a bad thing. The idea the opponent had access to more exclusive "one time use items" like Firebombs is way more harmful. There was also the niche downside to Firebombs which they're only "Fire" element. So in DS2 most of those fire resistant enemies don't even care about bombs.
Would have been better if cookbooks worked like the ashes in DS3, so once you find the book you can buy the items at roundtable hold
we got bells for it... and most of them did not even have crafting items in store
i like this idea. you can have a big stalk pile of an item you wanna use but still have the option to craft it in a dungeon when you run out
this single thing would fix most of my problems with the crafting system. The only thing they would have to balance is only being able to carry certain amounts of items, specifically Uplifting Aromatics and a few other op crafting items but that is just my opinion.
That is literally what the bells are for though
@@iota-09 this idea is better than bells that encourage genocide 😂😂
Now that I think about it, when I first heard about eldenring introducing a crafting system, I thought we’d be crafting weapons by combination of pervious weapons, souls, weapon arts, materials and other weapons. Like scimitar + long sword + stance of judgement = cool purple paired weapons with balanced scaling
Lies of P would like to meet you.
Probably the worst design choice. Blatantly unfair in pvp because people will dupe and I’m not picking up rocks for three hours everyday to compete.
This is why Western Gamers are openly Mocked in Japanese Communities. Games aren't meant to be balanced. That's the core fundamental issue when looking at certain games. Why are fighting games so hard? Because it's intentional asymmetrical Balance. Some characters are just better than others but that doesn't mean you can't win. When has Souls PVP ever been "balanced"?
"Stupid gaijin! This shitty ubisoft system is ancient nipon art, folded ova one thousand time" @@tylercafe1260
@@tylercafe1260 there is a pretty significant difference between two characters being innately different in fighting style and having to literally cheat to match the material output of a red dude in an open field who has a backed up save with every material in near limitless quantity.
@@onlinepanic2036 the point is that unequal does not mean unfair. the reality is these advantages are often quite minor, and they're not a feature you have to participate in. you're not going to win against the guy who's making his whole life about fight clubs and invasions. you're not going to win against the guy who is cheating to make his build viable. you don't have to. you don't even have to go up against him if you don't want to. but that is just an assumption! the truth is it's quite possible for you to win. someone cheesing / twinking can be beaten even as a low level with only one weapon. sure, it can be tedious and annoying, it might be hard, but you still can! Equality is bad game design, fairness is not. Elden Ring is pretty fair.
I mean most of the the craft able items like,aren't really that good anyway tho.....
Legitimately, all they have to do imo to fix this system is just make everything purchaseable with higher ng+ cycles. There is already soo little incentive to go into NG+ that they may as well just do you the favor of eliminating the chore of having to farm those rare crafting items and just making them infinitely purchaseable at the Roundtable. Sure, this will suck for characters that don't ever plan on going to NG+. But it is a small price to pay for some amount of progress. Also, I'd appreciate it if they just added infinite +25 & +10 Dragon stones, no more constant full game speedruns just to acquire more fully leveled weapons. This is what I appreciated about Ds1 and Ds2 is you had ways to infinitely farm. Ds1 did have abysmally low drop rates, but you at least had the option to farm them. And Ds2 actually respected your time by not forcing you to farm for hours just for the chance to max one weapon, while also incentivising higher NG+ cycles by increasing drop rates. I actively miss this aspect of the older Souls games, because all I think now whenever I decide to play Elden Ring is "What chores am I going to subject myself to today?"
2 also had bonfire ascetics, so you could choose which areas to make ng+, which was a really cool mechanic which should have been retained
That's the reason I haven't made another character lmao I CANNOT be fucked finding everything again or using the internet to complete the checklist of things I need to run around and find
Yes, absolutely, the crafting system is THE reason exploration sucks so much. I can't count how many times I turn a corner or go down a side path for nothing more than an arteria leaf and think "if this was Dark Souls they would have put a weapon or a piece of armour here". Hell, they could have just populated all those spots with more upgrade materials because the game doesn't give you nearly enough.
Even Dark Souls had plenty of instances where the item at the end of a side path might just be one of the many inconsequentially small soul items. Sure, maybe you could use those souls to buy consumables later on, but that sorta just turns it into the same reward as crafting materials, only whereas you can craft consumable on the fly as you adventure, buying consumables requires traveling to specific fixed location's location where the respective merchants are.
@Kurai_69420 The DLC showers you in smithing stones, normal and somber... 😢
16:33 lmaoo the blind spot off the edge was truly incredible
L2brain moment
What is worse is when the plants you need for crafting are not renewable and you have to farm enemies with a low drop rate. I end up not even using the item. Like rot bolluses
Thank you for discussing about an important topic again
In a lot of ways I feel like elden ring is more backward than forward from previous souls game systems, despite a few important "innovations" like crouching and jumping
I truly hope the next souls games won't feature some of the same issues for the sake of developing another broadly appealing game like Elden Ring tho the amount of success and praise it had is kind of discouraging in that aspect
They could solve the issue by just putting more bell bearings in the the side caves and allowing you to choose a few recipes to unlock in the store. It would make me actually have to engage with some of the side content on each character and I could plan out which caves and catacombs to hit depending on the recipe. Bell bearings from later game caves could unlock more rare items. I dunno but either way agree with you 100% the crafting in ER is garbage.
It would have been great if the pots were a purchasable consumable that you could have 999 of a time. It's really annoying when I craft a bunch of fire pots and then go to an area where everything is resistant to fire.
Also I would have loved if there much more merchants that sold items and their related cookbook. I expected that you would need to find a ton of merchants that all had cookbooks, the crafting materials as well as the crafted materials. It would have make a lot of sense and been very practical.
Also I miss having a bunch of merchants populate an open space like Majula in dark souls 2. Some merchants are really annoying to go to and I need a wiki just to know what they sell
This is spot on. The "crafting system" is definitely a detractor to the experience. The system isn't fully thought out. Between the crafting, merchant and bell bearings, the consumables system in Elden is one of the most convoluted and confusing approaches I've ever seen. Case in point, string in the base game is literally one of the rarest items needed for a common use consumable, drawstring grease. That item should've either been an easy purchasable item, or as common as mushrooms, but it was neither.
I mean they were aware they messed up and added a string bell bearing in The dlc tho
@@BratSmimson-re9uw Idk, man. For me, that actually makes it worse. Instead of patching that issue in the base game, a player has to spend $40 USD to get access to their "solution"?!?
Plus, that doesn't really adress the bigger issue of the sytem just being incomplete and not well thought out. There's no drawstring freeze grease at all, even though every other grease has a drawstring equivalent.
There's no way to make or buy certain munitions like Black Key Bolts, for example. There are only 90 in the base game total. Once they are consumed, that's it. A good consumables system would have everything available by late game (say maybe Farum Azula or so), for either purchase or crafting.
FS was just a bit outside of their depths and this is an aspect of the game that just wasn't fully flesh out properly.
It's so odd to me that Elden Ring is both the game to introduce bell bearings AND it's the game with the most farm only items????
Definitely feels like two different parts of the development team too far from each other to effectively communicate and agree on a direction to me
Bell bearings=Ashes (ds3)
Should have added a gardener to roundtable hold. Donate a botanical crafting item to unlock the ability to buy an unlimited number of that item for runes
1x Mushroom has been added to your inventory.
And that's why everyone just spawns 999 of everything with cheat engine these days
And that's why "cheating" is bad and From is right banning everyone... 😤
The problem with the crafting system Is that it works like an MMO with it's insane drop rates for mats
Duping isn't considered cheating to me because the crafting materials and farming are so ludicrous. Expecting people, especially adult fans with lives and jobs, to spend hours farming because you decided to add "exceedingly rare to find" in item descriptions is ridiculous. Make an endgame boss that is in a unique environment drop a bell bearing for them. Hell, add an NPC thats a scavenger and gardener to roundtable or next to turtle pope. Some items dont even have any business being finite per playthrough; they're not that strong. Or... stay with me.. STOP MAKING DROP RATES LESS THAN 5%. Make the lower limit 10. Your game will not depreciate in quality because people have more opportunities to try weapons and tools. In fact that sort of thing is what stifles build variety.
2-ish months ago I completed my 2nd playthrough of the game on a new char , + the DLC, and while I don't think I'll do another full playthrough again, and only stick to NG+ now, I still absolutely DREAD leaving the current NG world just cause I know my access to all the material farming spots will be gone. Like sure, I'll stock up on some before I go, I already did that but it's absolutely mind-numbingly tedium to grind for hrs on end for that, knowing that the consumables can run out quickly if you rly wanna use them frequently.
Lots of work for a bit of fun, almost like...actual work.
@SurrealCyril Or, and bear with me for this revolutionary idea, YOU COULD NOT DUPE AND AVOID USING THOSE THINGS willy-nilly... shocking, eh? 🤯🤯🤯😏😏😏
@alessandrobaggi6129 I don't dupe tho. I just don't care if other people do.
Hot take from me. I kinda like crafting in ER.
Now I can refill my pots(bombs) whenever I leave combat. And their scaling became much better.
Elden Ring's crafting system is horrendously misbegotten. Literally just time-wasting.
Fear and Hunger has a better crafting system, and that was mostly made by a single guy.
Facts,fear and hunger W 🎉
😭 open world game vs 8bit rpg
What a shit comparison
@@k2geekd balls vs butts 😎
800 hours in elden ring total items crafted: maybe 3. my biggest gripe with the game by far is the conjunction of useless cookbooks crafting materials & the bloated open world. I hope FROMs next game drops the "open world" meme. 90% of ER is forgetable and pointless. in DS1 & DES every area was a challenge to overcome before you get to the boss. the level is almost more important than the boss itself. the worlds are substantive, nearly all the glowing shit on the ground fills you with curiosity. in ER every glowing item feels like it's going to be another fucking cook book
Yes! Please no more open world
These games work better as levels
If they’re going to do open world I hope they can trim off the fat and make every corner and nook that players want to explore meaningful
In my blindrun i crafted a ton... If the game made the benefits of crafting clearer it would be great, unfortunately, it doesn't and most people start seeing crafting as useless, terribly low droprates on anything that isnt rowa fruits don't help either.
Open world was a trend in games going on before elden ring released.
Fromsoft following trends and failling at them like any random bandwagonner is something to really think about.
the problem isn't the "open world", it's the scale. what if Leyndell was the final area, and Liurnia and Caelid were only half as large, and instead of a bunch of disconnected Nokron areas there was just one? nothing of value would be lost.
Would be nice if 95% of the playerbase could craft themselves a pair of hands
I'm sure you do a lot with your hands fur-eek
or if Miyazaki could make a Keyboard scheme fr PC players
Miyazaki might smile upon the idea if the hands are feet instead
@OnlyWaifuYT And if they could wash away the sweat with those two hands... not every fight has to, or can be, won... just a fair simple fight sometimes would be nice... 😏
@@GamingDualities the game plays just fine with keyboard and mouse.
Crafting on paper is fine. This game was clearly less pvp foward than the other games so I think that is why the crafting system is so annoying because it really only becomes an issue if you pvp. The greases, the exhaled flesh, turtle necks, I would say golem arrows too but honestly I don’t even think they should exist. You could by the equivalent of those things in ds3 but not in this game, why?
Pretty much
I hope they go back to dark souls level design, its just better for longevity
I’m conflicted on how I feel about the changing carry limits. 99->20 firebombs at a time, 999->99 arrows
The crafting books order in which you obtain them seem out of order. Some books you access early use material that isn't available at that point in the game.
i don't mind the crafting system, i just dislike that you can't craft while in combat
I don't know if it was a mistake, but it felt really... tacked on? Like they placed crafting items in the overworld so the player wouldn't zone out, and then crafting to give you something to do with those items. Once I got Flame Cleanse Me I don't think I ever used crafting for anything
Need more bell bearings for ALL craft able raw materials, in the late game when I have millions of runes and few spending options I don't want to run around gather mass quantities of 3-4 rare materials
Having an item Farm would‘ve done the game much good.
One where a small investment generates consumables over time, which can be upgraded throughout the game.
Monster Hunter had this for decades.
that's just another way to waste the player's time.
@@arsenii_yavorskyi oh yes, how silly of me to suggest a more creative way to solve the item loop, instead of just straight up cheating infinite stock, like the boring af kind of person you are.
I would greatly appreciate it if they added a bell bearing for defeating the final boss, or maybe some other challenge like collecting every remembrance or completing NG+. It should let you buy all crafting materials and also rare items like larval tears, raw meat dumplings, golem arrows, starlight shards, etc. They can have one for the base game and one for the DLC. It'd make the pvp loop much less tedious
Also max upgrade materials
This is where we need to give Nioh 2 mad credit. Each checkpoint in that game houses spirits that will sell you consumables depending on the area. They're usually a mix of general use items and something that will help you with the specific area you're in.
Fun fact btw you can buy blood roses in bulk and with the dlc you can buy resin and string, literally you can buy the stuff for blood grease yet everything else you cant buy
I’m not a big fan of the replenishing system,. Where you need to store craftable items and craft them again to build up a store of pots or perfumes. I also take issue to the fact that not all crafting items can’t be bought. The game didn’t make good systems for farming these items either, like groups of weak enemies with very high drop rates. Farming perfumers for Miranda powder is so lame.
Covenants that give you crafting resources would be such a great help.
Imagine, on top of a Rune Arc, being in the Miquella/St Trina covenant gives you lillies each time you win an invasion.
i was really interested in the crafting system in elden ring until i realized how unfinished it seemed. i picked up a miquellas lily and read its discrimination "exceedingly rare to find" wow it must be used to craft some good shit! i looked it up on Google to find out its used for 1 item thats just a glorified lore stick. i found a merchant that sold bewitching branches and thought "hey maybe this item is super broken and thats why it takes sacramental buds and these rare lilys"... i mean the item isnt bad. ive used it to turn the tides of some early encounters and to get the advantage on an invader in a cheeky way but the crafting book is obtained so late that you're hardly gonna b using these items due to having much more powerful tools at the later point of the game. it would be cool if i could maybe turn those lilys into trinas lilys by giving them to her in the dlc or something. theres so many of them and they just sit in my inventory
Tbh I often forget that ER crafting exists and just go with uninfused weapons and only buying stuff. I do think having more bell bearings as mini dungeon rewards would make more sense in the many cases where the dungeon reward doesn’t match the build.
It's hard to justify playing a souls game when it has more mindless farming then most mmos lol
Its even more of a kick in the balls when u realize that consumables like pots and arrows dont get consumed in the arena...like if you use 10 rot pots in a duel you will still have 10 rot pots.But in invasions and co-op they get consumed?
that would put hosts at a disadvantage. From Software would never dare to do that.
I thought the crafting system was dope! I utilized TF out of it. In Dark Souls you COULD buy items from vendors but more often than not they’d have a limited amount of the good stuff and you’d ultimately end up having to farm for it anyway.
Though I do understand the let down of finding a side path with a glowing item only to find out it’s an atria leaf 🤣
I do rather enjoy crafting a litany of pots and body buffs all the same though.
Same here
The primary mistake with the crafting system is that it doesn't get explained or showcased AT ALL in the game, and then later there's more things it could be improved on but that's the biggest issue with it.
@@iota-09 True that. I feel like the people that like the system are the ones that utilized it from jump. Others barely knew it existed and couldn’t care less. Which is a shame. Those fire pots in the early game could significantly help a new and struggling player. Those things nuke in the early game. 😂
@@AK_Grudges i even managed to make use of the light and noise arrows lmao
it helped that i followed the CNT from people who were able to figure out the importance of the stagger mechanics(heavys, and jump attacks), ljump as a dodge, the i-frames on torrent and crouch, between all that i could use the early game to experiment opn other things, and i picked crafting, which ame in very handy plenty of times and made me enjoy the game fully far more than for other people i believe... but christ if fromsoft didn't do a terrible job at highlighting the value of crafting(and how badly they f'ed up on the droprates of some crafting metarilas).
Considering the amount of caves, dungeons, and the likes adding in bell bearings for all crafting materials would have made sense. There is no shortage of places to stick em into. I suppose it's just down to the developers understanding that handy items are something players grow rather attached to. Usually, I go the hoarding route where I am too cheap to use any item without being sure of how to resupply until I feel like there is no cost (risk) to using em. As such, I didn't engage with most pots and the likes at all during my playthrough. Same mentality expanded to handy things like crystal darts, despite them having no supply problem. Kinda also is undesirable, as hoarding means not engaging with something for fear of it coming around to bite me in the backside later. So scarcity can also lead to the opposide end of constantly being out of something: having piles of things, but them being deemed too risky to use due to there being no assured way to resupply. In a sence, being overly cautious and not using things for that reason.
i recently saw a video where the crafting system was mentioned as 'the thing that just hapens to have the right status effect for the problem you're facing' and i feel the same way. i just pick up everything i see, not thinking about it too much, but its always good to be able to pull some sleep pots out of your butt when facing godskin noble or something like that.
Honestly the only thing that would solve this would probably just be more Bell Bearings to hunt for. Like maybe have Bell Bearing Hunters in certain areas in NG+ that drop that area's ingredients. Like where the Merchants are at night.
It’s another thing was a step in the wrong direction. We used to get random materials for doing darkroot invasions, if they kept that and removed dropping items then crafting could be actually neat
From never helping themselves because sometimes it'll be Rime Bud x8, then it'll be Gold-tinged Excrement x1 like I actually need a decent amount of these things. It feels more like a slap in the face that the dlc drops stones like candy and only adds more garbage for me to accrue in the thought I might throw a pot. It's just tedium, collecting them and the way they're limited making status related ones definitively better. It's why I only really use boiled crab as a buff consumable. Also being as stingy as possible with FP regen consumables.
Crafting system and absurd lack of resources is the reason people dupe or cheat stuff in. This is From's fault. Ans they refused to fix it ever since game release. Reap what you sawn and so on
In my first playthrough when i just played pve it didnt really bother me but for invasion its just a pain in the ass to keep farming for materials i would love to make a scarlet rot build but getting the butterflies is just too tedious
Yup, exactly
crafting can be a masterfully implemented system in my opinion, but for something like this, it should have just been supplemented with the normal purchasable items
the container system is so bafflingly bad that i don't really know how they came up with the rendition we see in game, and it would be better if you could just have 10-20 of each throwable pot, with an extra pool of custom crafted ones
I only really have problem with crafting materials that are only available as item drops from enemies. If there is a refreshable source that can just be picked up after resting at a grace, it's almost always simple enough to create a farming route that is at least as efficient if not more so than killing enemies for the runes it might take to otherwise buy the item.
String was a problem because it could only be acquired as a non-guaranteed drop, which is why it was good the DLC finally gave us a bell baring for that. Unfortunately, the DLC also introduced new items, like Scorpion Livers which become that old problem all over again.
They definitely landed on crafting to pad out the runtime, but also to bring in the casuals.
as if the casuals have the patience for this sort of thing
I never liked this crafting system in ER, I just didn't craft much, tho I know they need to fill the open world with some content...
add stock replenishments for merchants and add botanists for your flowers and other materials so every item is both gatherable and buyable.
Thanks, Jon
This doesnt make a lot of sense to me. The Elden Ring system feels like a bit of a side step. No improvement and its not worse.
So I am gonna compare it to the most similar game, DS3.
What does Elden Ring do better, Variety and Utility of crafted items. I mean DS3 barely had any interesting or unique consumables, so outside of weapon buffs, I never used any consumables.
Elden Ring has so many, Rot Pots, Sleep Pots, Frenzy Pots, Fire Pots Scaling with different stats, etc. It feels more fun.
What DS3 did better. The few consumables usually could be purchased. Making it less grindy.
Now in a larger game like Elden Ring, the world must have the illusiok of being filled. So they tried the crafting system.
I will not flame fromsoft for attempting to innovate and making a mistake.
We can suggest improvements, like bell bearings for buying the crafting items in the higher NG+ cycles.
Noow I do concede that the limiting of Crafting Materials in ER has some point, but it misses the mark. They though that the farming associated with this would force people to be a bit more economical with their pots in PvE, but it has created two classes of people.
One who dont interact with the system, and ignore it completely.
Two the PvPers who use pots for invasions, and rely on them to some extent, who hate the grind.
There is a very rare breed of people who actually end up using pots ecoonomically, and thus enjoy the crafting
in my mind, a fun pvp game is fair and fun if a player can be better than others only by this core qualities:
-knowledge
-skill
-experience
knowledge rewards players who actively research and understands how the game works and what is more efficient and effective.
-skill must reward players with good reflexes and quick decision making, because it comes naturally, but must not be decisive, because skill is something you are born with and while it can be enhanced to a certain point, everyone has different skill ceilings.
-experience relates to both of the last two qualities, mostly if you are learning by yourself and on the go(no internet groups, wiki or private training sesions with friends), but more like a commitment or time invest thing, doing something long enough will make you a master in it, but it should not be used as an excuse to waste the player's time, like gathering items, someone who play daily and in long sessions should definitely dominate someone who only plays 1 day of the weak, but from my point of view, those 2 events should only happen rarely, because something i have seen is some skilled players complain when the games becomes more balanced, that shows that what they enjoy is not the challenge of a equal fight, they only like to win, thats why pvp-ers are the ones actively using exploits, infinite items mods and that kind of stuff, in elden ring, the invader mentality is quite toxic, because you decide to introduce yourself to a game that has players dedicated to pve, which will most of the time have the scales in your favor, even if its a 3v1, i dont support the gankers either, just another proof that the invasion system only gets worse and worse with each iteration of fromsofts games.
Maybe after you have collected a certain number of something it becomes purchasable?
good thing you can disengage in invasion and craft pots on the spot, atleast
9:24 You know what you can also do? Go to a new area. Missing the forest for the trees.
I think they made up the crafting system for one of two reasons. The first is that they simply thought "well, you have to grind for Souls/Echoes/Sen in the previous games, so now you grind for materials in the open world." The second is that they were possibly always unhappy with how the player could get their hands on powerful consumables early in their prior games.
The first option is just them being out of touch and the second is them trying to put speedbumps in the player's way for the sake of "balance".
Gone are the days where Black Firebombs could be taken at game start and used to humiliate the Asylum Demon, now they want you to "earn" those throwables.
Most likely, its a combination of the two, though I take of objection to both.
In the previous games, you farmed for base currency and then exchanged that for useful items. This was a perfectly handled gameplay loop, as the player had one resource that interfaced with multiple mechanics. Do you use your currency to level up, enhance your gear, or purchase consumables? The choice is yours. Doing this in an Open World with crafting materials is just tedious.
The problem with trying to "limit" the player in this way is that you're not limiting anything. If a player wants, they can look up "Best Farming Spot For 'X' Consumable" online, spend 10 minutes farming and then spend the rest of their playthrough with an endless supply, since the average player won't be leaning on consumables as a part of their build. The only exceptions are if they're either an invader/PvP'er, or are simply bad at using them and/or wasteful.
If you're an invader/PvP'er, you get cucked by a lack of resources. Nothing new, though, they've only been crapping on those choosing to engage with invasions and PvP for over a decade now, so that crowd is used to it at this point. But if you're a normal player, you probably won't even notice the lack of consumables, and that's assuming you're already interfacing with the mechanic, which many *never* do.
There should be an end game merchants that just sell the mats u need after u beat the game.
Yeah I have to agree with you tbh, I don't even mind farming in general, especially in Turn Based games, I think it works there 99% of the time, but for an Action RPG game like Elden Ring, it's mostly out of place. They clearly put it there because they saw it being used in most modern AAA games.
nobody is gonna do the same content over and over again just for few crafting mats to ability to reset character attributes ina game that was designed around character building. Miyazaki need to admit that some elements are outdated. Beside, the game literally has n oreplayability thought multiplayer content. so why would I
The only thing I want is literally everything being available for purchase even at exorbitant prices. I cannot stand killing the same troll for several hours again just for 2 hours worth of gameplay with the perfumes I make with them.
They could have just allowed you to purchase a craftable item if you crafted them enough times.... that way, you'd "explore" the land, just not indefinitely.
You totally attacked a host while he was fighting an open world boss 😂
And…?
@@zawarudo8991I find it funny
@@Carl-vx9ws good lad
@@zawarudo8991😂
I like it and think it's fine. Craftables are super-powerful, so they can't be unlimited. BUT. They needed to add more Bell Bearings like they did in the DLC - they need to add them to the base game too - where you can just buy more, if not all, of the harder to farm items. The Bell Bearings in the DLC are great. I'll happily pay 2500 runes or whatever for Fly Mould instead of farming for it, or String, etc. The game is so ridiculously over-rich in Runes, the prices are nothing compared to the convenience. Or, if not Bell Bearings, once you've collected, say, 10 or 20 or something of an item, you should be able to buy it.
I used Firebombs more in Elden Ring than all the Souls games combined. Without farming too.
This. It would at least be better if every item used for crafting was purchasable. But very few crafting materials can be bought which sucks.
Elden Ring was my favorite FromSoft game until I realized just how unfun it can be to replay because of all the menial chores it wants you to do. Want to make a new character and just do the major content this time, since you already spent the first playthrough exploring? You don't have that option because you need 50 golden seeds, all the sacred tears some of which are in very tedious locations, and the scadutree blessings. If you want crafted items on top of that that's another layer of tediousness added on to your playthrough. I love Elden Ring, but the chores mean that every time I want to make a new character I question if I want to just play a Dark Souls game or Bloodborne instead only because I don't want to go through the gathering process.
Crafting doesnt work in elden ring because there's too many unique/rare materials.
There should have been npcs you can buy or do quests to get a steady income of resources from
I do like the crafting system, i think it's a cool way to interact with the Lands Between in a personal way (on paper at least)
What i really hate is the bloody drop rates on some materials for cool items.
I'm sorry, but a drop rate 4.0% on Sharp Gravel Stone that i need for a Dragon Communion Harpoon, Grease or Dragon Communion Flesh is fucking ridiculous.
Also, if you're on NG+ and you ran out of materials needed for recipes of the DLC, well, you're fucked. Because you can't use get them until you are back to the land of Shadows again.
Getting bell bearings on the materials on the late game would've made things much better.
I think most crafting systems aren't even crafting systems. When I craft something irl there's a level of creativity and skill involved. Crafting in games is pick up an item here, and here, and then here. Opening a crafting UI clicking a button and summoning it into existence. How is that fun? In any way shape or form? At that point just give me the firebomb and save me the time navigating a menu. Its just busywork. Gamers just love their slop. Im convinced half the people who defend it never actually used it or only made a firebomb here and there and never actually had to interact with the system.
And you're right they stretched old items into dozens of parts and sprinkled the map. They cannot justify the size of the map. Imo the ER map should have been the size the DLC map. And the dlc should have been 2 or 3 legacy dungeons.
what is your characters level and weapon level? i what to try pvp
This one is level 20 with +5/+2 upgrades
@@emotionaljonxvxhow is this man still playing elden ring 😭
I wrote a thoughtful comment and can't post it because YT sucks :(
Elden Ring would've been so much better if it was 4 to 5 times smaller.
9/10 of the stuff is worthless unless you’re planning to do a bow only or consumables only run
Yeah, so the "farming" issue doesn't bother me at all. I usually find more than enough materials during a playthrough to occasionally play with some consumables.
I find using consumables semi regularly to be a challenge, let alone doing invasions.
If you don't like crafting, use a build that doesn't rely on crafting. End of problem.
Nah.. It's just a standard open world RPG formula. It makes sense if we view Elden Ring as a RPG, but it doesn't work as well if viewed as a Souls-Like. I don't have anything against some downtime in games, especially when it's not mandatory. 95% of quests don't require farming. While casually exploring and moving from one boss to another I gather enough materials to have fun with consumables (I'm not even counting the bell bearings for more necessary ingredients - that solves the problem). I don't play PVP, but I can see, that here the issue becomes real.
Pretty much, i feel like an alien being one of the few who actually didn't mind the crafting itself, the issue was with how the game presented the crafting system and how rare some drops are
the crafting wasn't fleshed out enough, nor did they make it convenient enough. it would be cool if some weapons required crafting, some items, or if the way you upgraded them was due to unique materials from areas and things. if it wasn't so tedious to collect things, things would be a lot better. gathering isn't so bad if you get ten of the thing per item, it is pretty bad if you need ten of the things for like three items and you have to collect them one at a time. you can't refight bosses like in Sekiro, you can't farm drops, they choose drops rather than... choosing (within reason). that said, games are games. it is their vision. what they wanted. i am all for criticism, but sometimes yo uhave to step back and realise that *your* game would be *your* game. and would lose the magic dark souls / bloodborne / elden ring would have, by changing everything to suit you. your game might be magical. but it's not the same. altho, i do think it'd be more in line with what they want to deliver for customers and things, if they did make some small changes.
i am playing dark souls 1 for the first time, and i can't help but think that the map design in the later games, and especially now, is lazy. i can't help but feel it's not very fun or challenging to get from point a to b, that you don't have to manage things, that it doesn't teach teh lesson as well. when i play things like Terraria, i don't mind farming too much, because al ot of it happens naturally, a lot of the time the rates aren't too bad for how much you're going to be doing something, a lot of the time, the crafting allows you to put things together and so on. it's so much more organic.
But the majority of the fanbase slurped it up and asked for more. Expect no less in their next games.
yes
I find the gathering of materials to be more immersive than just going to the undead supermarket like in previous games.
i just never crafted anything lol
The crafting isn't even immersive. There is no animation or anything. You just click, and your guy does nothing. Great.
It’s just cliche openworld schlock they copied from other games. It’s not a new idea and doesn’t mesh well with the gameplay.
This just seems like you don't understand the concept of "Rarity". It really makes you look like this was your first videogame.
Here's some honest criticism, no hard feelings please: your presentation style, specifically the flow of your speech, is somewhat (not completely) wearisome to listen to at long intervals. The subtle, snarky voice raises in between phrases gets old after a few times. Sorry, not trying to be a rude internet flamer. I love your ideas and content, but don't be afraid to speak plainly, evenly happily sometimes, anything for some variety besides repeating tones/phrases.
I’ll try to liven up a bit. Thanks for the feedback
@@emotionaljonxvx Sweet! Happy invading! Ripe pickings at RL30 these days...
Btw, subbed 😉
You can play the whole game without crafting. Crafting is there for people who want to enjoy the open world aspect and do like the downtime between bosses and legacy dungeons. Your real issue with elden ring is that it is open world and not DS3, games that are open world are designed to have downtime. Tldr git gud stop whining about game design that largely doesnt affect you
Crafting grass is ass
Monster Hunter does it better
I don't understand the community and it's complaints. Somehow Dark Souls 1 Humanity is seen as an ingenious system but a simple crafting menu in a game that dumps hundreds of materials from both the world map and dungeon loot. There's a good chunk of bodies in the beginning sections that give like +20 Butterflies. It's very easy to use system . The complaint to buying some of the mats to supplement the grind is somewhat valid but at the same time they give so many mats already it's kind of not needed. Then when you ACTUALLY COMPARE Dark Souls to Elden Ring it's clear that Dark Souls had way more exploits due to its Rarity of certain items. Black Firebombs are the highlight I want to discuss because these items are so strong you can legitimately solo a boss with just Black Firebombs and because they're so rare "Why wouldn't a player just Dupe them?". See in Elden Ring because of how Items are balanced duping doesn't harm the gameplay especially since Cracked Pots are hard capped and you cannot craft mid combat. The idea that the opponent has an advantage because they crafted more isn't really a bad thing. The idea the opponent had access to more exclusive "one time use items" like Firebombs is way more harmful. There was also the niche downside to Firebombs which they're only "Fire" element. So in DS2 most of those fire resistant enemies don't even care about bombs.
You wrong with this one bud. Just say you want everything handed to you
100%
I can enjoy the open world but the crafting is just miserable with all the farming necessary