This x100. I keep the wiki open when I play so I can see numbers of things before I commit to them
2 years.
they’ve been updating loads of content, so i’m not complaining about that. i’m merely making a suggestion for a small update that might’ve been overlooked and would add a lot to QoL
I would argue that once our character learns the recipe, he/she knows what they’re making, with reasonable chances of making it right. If a particular armor design is intended to provide archers with a good balance of mobility and stability (ie. an Accuracy buff), making an armor like that either produces the right thing, or a failed product. In other words, when starting to make a Poitain Cavalier cuirass, the character should know they’re about to create a piece of armor designed for archers. Whether it turns that way or not is a matter of skill, but no armorsmith worth the name is going to start hammering a piece of steel with “well, let’s see what this turns out to be” as a plan of action.
Technically even the dlc should be made once per my suggestion in this as each dlc armor also has different stats beyond basic armor (which that once made in any armor I would be ok with the actual value shown) just not the stat bonus until after you have made it once. Some enhance str. etc…
This was asked often and I would like it. But I guess, here it is the same as with the better structure of inventory on workbenches. worst on xbox. I hope some day it will come you find things faster.
For those who think the immersion is broken, I can come with you. I agree. But: As soon as I crafted a part, then I discovered the stats. From this point on the stats could be available. And the page (that is not implemented yet) could show: unknown - until you crafted it the first time.
To have to use A wiki or other page to find the stats was - respectfully said - probably not intended design nor tribute to immersion 
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