Mar 01, 2007, 08:32 PM // 20:32
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#1
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Forge Runner
Join Date: Aug 2005
Location: Ontario, Canada
Guild: Glengarry Fencibles
Profession: R/
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Harvesting and Crafting
After playing on the Betas of some of the newer MMORPG's coming out this year, I found the harvesting of resources and crafting items to be a very enjoyable addition to the environment.
Guild Wars could have the use of collectible drops, and maybe introduce resources that character could go out and harvest.
This would introduce a possible economy of trading in resources that would add to the replayability of some of the deserted/forgotten outposts.
The characters would then take their "resources" to any of the major towns and possibly their Guild Hall, and then be able to craft items; weapons, offhands, armor, and possibly consumable items like ale and cakes.
The harvesting and crafting abilities could be incorporated by adding a third and fourth profession that each character could select, or possibly have to unlock.
These new "profession" could have attribute lines that would progress through use, and not the allocation of points. Maybe even have some skills that would enhance your ability to harvest and craft that would improve with each use and eventually unlock newer more advanced forms of those skills.
Anet could add random deposits of resources, and add crafting locations within the towns and outposts.
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Mar 01, 2007, 08:53 PM // 20:53
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#2
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"I love reading trash!"
Join Date: May 2005
Location: Home Again
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Having played a resource collector and crafter in another MMO, I can honestly say that I really don't miss it.
The concept itself is really good. The constant change of material stats and locations did provide a certain level of freshness to the game on a regular basis. However, this also requires the harverster/crafter to drop everything everytime a sever/resource change occurs to go find the latest and greatest. I REALLY DON'T miss the going to bed at midnight and as I'm logging off a friend PM's me to say the uber material everyone has been waiting on just spawned. My friends who played a "Master" crafter profession say all they did was sit and stare at the same crafting screen for hours. There's no game there. Not my idea of fun.
Coincidentally, your description of the process and progression of the profession sounds EXACTLY like the way it worked in my old game.
Sorry, but
/notsigned
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Mar 01, 2007, 09:09 PM // 21:09
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#3
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Ascalonian Squire
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/Not signed.
I dont want it to be like total Wow!
Sorry!
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Mar 01, 2007, 10:20 PM // 22:20
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#4
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Desert Nomad
Join Date: Jul 2006
Location: in sardelac getting yelled at.
Guild: Angels of Strife[Aoc]
Profession: E/
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/notsigned
htis is not wow, guild wars is ment to be a casual game therefor adding crafting defeates its main purpose.....
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Mar 01, 2007, 11:14 PM // 23:14
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#5
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Krytan Explorer
Join Date: Feb 2007
Guild: Aatxe Pirates [YaRR]
Profession: A/
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/Not Signed
ArenaNet sould not waste their time working on boring stuff and grind.
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Mar 01, 2007, 11:38 PM // 23:38
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#6
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Lion's Arch Merchant
Join Date: Jan 2006
Profession: R/Me
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/signed
and btw to everyone saying "not signed".... WoW was NOT the first MMO to have harvesting/crafting.
I personally think it's a good idea, because right now whats the point of getting Steel/Iron/Leather/Silk/Wood/etc...? When the only use for the stuff is for making armor from a merchant thats always the exact same stats.
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Mar 01, 2007, 11:39 PM // 23:39
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#7
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Banned
Join Date: Nov 2005
Profession: E/Me
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/notsigned
In my opinion, such a thing doesn't belong in the GW universe at all.
Use for mats? $$
Sell to other users.
Re craft into rare materials, you can even do this and sell to vendors for a killing when the prices spike.
And derh, make the armor/weapons you want.....Or make the weapons for people without the same expansions(or sometimes unlocked areas) than you.
I would like to see weapon crafters have a bit more variety though.
Last edited by Aeon_Xin; Mar 01, 2007 at 11:51 PM // 23:51..
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Mar 01, 2007, 11:42 PM // 23:42
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#8
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Technician's Corner Moderator
Join Date: Jan 2006
Location: The TARDIS
Guild: http://www.lunarsoft.net/ http://forums.lunarsoft.net/
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/signed - Crafting weapons/armor/items, fishing, potion maker (that would be fun, beats taking Heal Breeze...), digging for buried treasure, mining and many more things.
It'd be awesome to mine for things like iron ingots, steel ingots, etc rather than trying to salvage them or purchase them from the materials merchants. Go out and chop trees to get wood, craft your own parchment and other materials too. These things add depth and enjoyment to the game, it is added content and many players would enjoy it. Especially since it would be optional to do any of these Trade Skills (crafting & miscellaneous skills).
The addition of Insignias is a step towards crafting your own weapons, so how is it any different to expand on this? It's not. It's yet another improvement that will add content and depth to the game.
People who are not signing this are just lazy. You earn better things through hard work and dedication. Just like fighting for higher levels and things of that nature. PvP players get fame from fighting in HoH, so why can't PvErs get crafting and other nice features that are optional? I'm also amused at how people think that it's all based on WoW. Games like Ultima Online had it long before WoW was thought of.
Last edited by Tarun; Mar 01, 2007 at 11:45 PM // 23:45..
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Mar 02, 2007, 12:22 AM // 00:22
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#9
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Desert Nomad
Join Date: Aug 2006
Location: 668 the neighbor of the beast
Guild: TFK
Profession: A/
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kinda torn on this one. One we already have merchants/crafters that do this for us. Two it would add to grind.
on the other hand: The armor/weapons made would be more personal and make them "special" to each player. Also if your crafting skills were high enough you might be able to make something better than the crafters in town.
Give a better arguement either way so i know if I will sign or not.
~the rat~
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Mar 02, 2007, 02:27 AM // 02:27
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#10
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Forge Runner
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GW uses a very simple criteria to determine what goes in:
- How does it improve combat action?
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Mar 02, 2007, 03:54 AM // 03:54
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#11
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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I wouldn't mind if they added crafting into the game.
But it's been done to death in certain forms in many other games, I think going as far back as the original Everquest.
If Guild Wars were to do it, it would have to be very unique, fast paced and fun.
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Mar 02, 2007, 04:34 AM // 04:34
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#12
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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/notsigned very much
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Mar 02, 2007, 05:25 AM // 05:25
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#13
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Desert Nomad
Join Date: Jan 2006
Location: ManitobaShipyards Refit and Repair Station
Guild: (SFC)Star Fleet Command,(TDE)The Daggerfall elite,(SOoM)Secret order of Magi
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/signed
not that i like the idea, but if it gives others fun things to do i dont see y not.
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Mar 02, 2007, 05:54 AM // 05:54
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#14
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Frost Gate Guardian
Join Date: Nov 2006
Profession: Rt/
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/signed
Just another option to do something fun would be nice. As long as it only supplements the current system and not replaces it. Also make it fun and fast paced like Redfeather mentioned.
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Mar 02, 2007, 06:00 AM // 06:00
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#15
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Krytan Explorer
Join Date: Jul 2006
Guild: Defiant Dragons
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/notsigned
I enjoyed crafting and resource collecting in EQ2, but GW isn't EQ2. In GW, we already have collectors who can make us perfect weapons for cheap. We can mod those weapons into the equivalent of any perfect gold or green drop, already.
If you change the idea of harvesting into "collectible drops" then you can already "craft" your own perfect weapon, just by going to a collector. I don't see how this would actually add anything to the game this way.
Also, when you introduce crafting, you introduce high demand for certain crafting materials. If you allow crafters to "level up" as a profession, then you get new crafters making junk items that flood the market. Said junk items quickly become worth LESS than the money it takes to buy the raw materials, unless you also introduce merchants who will buy the junk items for a set amount, higher than the cost of materials (but not much higher.) Tacking a crafting system onto an already-finished game can wreak several different kinds of havok on the economy, from artificially inflated materials costs, to people working the system to make a ton of money for crafting something whenever the price drops. And it's not always apparent which part of the system needs tweaked, so you end up with rollbacks when someone broke the system, you end up with players complaining that merchants don't buy for enough, or that they pay too little for the one specific niche item that certain players have chosen to craft. Even games that had crafting integrated from the start have had serious problems with the economy getting it right, and as economies evolve, more bugs and exploits are found.
It can be interesting if done right, but I just don't see a need for it or the problems it CAN bring, when GW already has a system that we can get and modify perfect weapons pretty easily.
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Mar 02, 2007, 06:02 AM // 06:02
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#16
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Banned
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Hell no.
/not signed
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Mar 02, 2007, 06:13 AM // 06:13
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#17
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Ascalonian Squire
Join Date: Oct 2005
Location: South Carolina
Guild: The Vanguard of Asylum [ASY]
Profession: W/
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/Not Signed
Runescape had this before WoW ever came out. And while I do like the thought of it and am a PvE'er, I really don't need one more "grinding" scenario on my list. I already invest roughly 4-8 hours daily into the game which is likely higher than a number of players, and I am more patient than some and will wait on guild members to show up to do a mission, or will mess around while on missions/quests, etc.
With the character specific titles, as well as 3 campaigns worth of PvE, and the Heroes that can have armor upgraded and decked out with high end weapons, until a new campaign is out, I think ArenaNet has provided plenty of grinding for those of us who choose to do it. Heck, they force people to grind a bit for Lightbringer and Sunspear points anyway.
I really hated the fact that when I played Runescape for the short stint that I did, that I was stuck (mind you, I had some "l33t" friends in the game) repeatedly chopping down trees, starting fires, fishing and cooking the fish... over and over and over and over, and did I mention, over again.
More trees fell victim to me than enemies did. And while I do like the fact that alchemy, lumberjack, fletching, smithy, etc style professions exist in some of those games, I'm glad Guild Wars isn't "one of those games".
Now, I wouldn't be opposed to an upgraded Weaponsmith in the Guild Hall that does craft weapons and offers more than one skin or damage/HCT/HSR for the weapons available to craft, but please no more grinding until a 4th Campaign releases.
-MF
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Mar 02, 2007, 06:58 AM // 06:58
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#18
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Desert Nomad
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
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Quote:
Originally Posted by Antheus
GW uses a very simple criteria to determine what goes in:
- How does it improve combat action?
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<3
/not signed
Harvesting is one of the most tedious jobs in an mmorpg in my opinion. If you want to harvest, please play something else or Harvest moon.
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Mar 02, 2007, 07:09 AM // 07:09
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#19
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Desert Nomad
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/not signed
It's an action RPG, emphasis on action. Crafting is one of many things that keeps me away from "real" MMO's.
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Mar 02, 2007, 08:59 AM // 08:59
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#20
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Ascalonian Squire
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Though what we do need is an alternative to making money through farming...
darky...
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