Mar 02, 2007, 09:58 AM // 09:58
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#21
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Academy Page
Join Date: May 2006
Guild: Heroes Of Primeval Eden
Profession: N/Me
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Farming or Farming? oh I really can't choose... I'll take farming!
/signed
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Mar 03, 2007, 12:19 AM // 00:19
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#22
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Forge Runner
Join Date: Aug 2005
Location: Ontario, Canada
Guild: Glengarry Fencibles
Profession: R/
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It would be fun to do craft items that could could be traded to other players that would have your name as the crafter on the item.
Also, sometimes you just feel like logging on and doing something productive, besides the endless slaughter of mob after mob, whi ch doesn't leave many options.
A diversity of choices, none are necessary to play the game, but can result in enjoyment of the game.
If this were to be done correctly, anet could attract a whole new playerbase and therefore increase sales even further.
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Mar 03, 2007, 03:14 PM // 15:14
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#23
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: 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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Yeah! All things added follow that criteria!
- Minipets. Sure! Combat would not be the same without minipets!
- Material storage. Totally related to combat!
- Events. Hey! Nothing is more combat related than a Rock/Paper/Scissors battle with King Thorn!
Sorry, but no. The question is not that, the question is :
- "How does it improve gameplay or fun?"
Guild Wars is a game, remember?
Anyways, I don't think this particular idea fits GW.
- There are already collectables: Trophies and materials.
- All characters can gather those resources.
- Guild Wars will never add professions that do not get to PvP, nor add skills to 'craft' and such, only skills that can be used in-battle.
- GW will never have a class based on use instead of skill acquisition, that is a basis of the game.
- There are already crafting NPCs and collectors.
There are some changes I would do to the current crafting process, though.
- There would be upgrade and inscription traders.
- Upgrades and inscriptions would have fixed values (like in PvP, 10,20,30) instead of variable ones (10..30).
- Some weapon traders should have an option to 'inscribe weapons', a weapon inscribed will lose all upgrades and modifiers, resulting in a plane weapon with no other properties rather than the property: Inscription: None. They will be mostly the ones with the option 'personalize'.
- Personalize will act differently depending on the attribute of the weapon, for example, smiting will add the current %20 damage, but healing may add a small of %healing or +energy or such.
- Weapon crafters should offer some different skins, with different prices: 1k, 5k, 10k, 15k... the skins would depend on area, and only crafters in outpost would offer different skins (and not all of them) the rest would offer the current typical campaign skin.
- Not all skins would be available like this, though, there would be just 1 or 2 skins per area (Ascalon, Shiverpeaks, Kryta, Maguuma, Crystal Desert, Fire Islands, Shing Jea, Kaineng, Luxon, Kurzick, Imperial, Istan, Kourna, Vabbi, Desolation, Torment...)
- The skins would be already existing ones, of course.
- All weapon crafters will craft weapons with the Inscription: None by default.
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Mar 04, 2007, 09:46 PM // 21:46
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#24
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Forge Runner
Join Date: Aug 2005
Location: Ontario, Canada
Guild: Glengarry Fencibles
Profession: R/
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Quote:
Originally Posted by MithranArkanere
Yeah! All things added follow that criteria!
- Minipets. Sure! Combat would not be the same without minipets!
- Material storage. Totally related to combat!
- Events. Hey! Nothing is more combat related than a Rock/Paper/Scissors battle with King Thorn!
Sorry, but no. The question is not that, the question is :
- "How does it improve gameplay or fun?"
Guild Wars is a game, remember?
Anyways, I don't think this particular idea fits GW.
- There are already collectables: Trophies and materials.
- All characters can gather those resources.
- Guild Wars will never add professions that do not get to PvP, nor add skills to 'craft' and such, only skills that can be used in-battle.
- GW will never have a class based on use instead of skill acquisition, that is a basis of the game.
- There are already crafting NPCs and collectors.
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That is the key question to answer. And each player must answer this themself.
"Will it be fun?"
If not fun for everyone, can those players not play this portion of the game and still enjoy it to the fullest potential?
If those players that do find this fun, can it be successfully merged into the current game?
Maybe it's time for Anet to change the vision and base design of their PvE game mechanics and content.
There is a warning that gameplay may change.
I say it's time for that change.
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Mar 04, 2007, 10:27 PM // 22:27
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#25
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Academy Page
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/signed
crafting in guildwars is really limited, the mats are only used for armor we need to see the mats in alot more options.
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Mar 04, 2007, 10:49 PM // 22:49
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#26
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Jungle Guide
Join Date: Dec 2006
Location: UK
Profession: W/
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I don't understand , you say going out and gathering materials which then are used to make offhands, and weapons and stuff
am I missing something here?
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Mar 04, 2007, 10:56 PM // 22:56
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#27
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Banned
Join Date: Oct 2006
Location: Australia
Guild: United Farmers of Europe[FOE]
Profession: R/
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/not signed
but i kind of like some Ideas, but lemme fink for a sec,my 9 character slots are maxed, 6 are used as storage and full, my storage is full, 3 campaigns on one account, still only one storage account, my other 3 charcaters cant fully farm one area as it is as they are 3/4 full. Soz i can`t aggree with it unless they find a better solution for storage.
or perhaps i should stop being an Old woman and not hoard stuff ???? Nah i like what i have got so far. Some nice Ideas on the crafting side,ie rare skins but not mining,fishing etc
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Mar 04, 2007, 11:00 PM // 23:00
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#28
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Forge Runner
Join Date: Dec 2005
Location: America. How about you, commie?
Guild: Fellows of Mythgar [FOM]
Profession: R/Mo
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/signed
Will add just a bit more depth to Guild Wars and another thing to do.
The main reason I am signing this, however, is for the ability to make money from it. In other MMORPGs like WoW, you can make a living just from crafting. I DON'T want to farm just so I can afford a new weapon.
You people with FoW armor on all characters and a guild hall with all services may not understand, but us poorer people see it as a great idea.
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Mar 05, 2007, 02:27 AM // 02:27
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#29
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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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Quote:
Originally Posted by Eldin
You people with FoW armor on all characters and a guild hall with all services may not understand, but us poorer people see it as a great idea.
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Very well said. It could also be a gold sink too.
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Mar 05, 2007, 03:06 AM // 03:06
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#30
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Banned
Join Date: Oct 2006
Location: Australia
Guild: United Farmers of Europe[FOE]
Profession: R/
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/signed
i changed my mind, after thinking about it a bit more, i decided that i am not buying the next chapter, i dont like NF that much, i am only doing it to finish of 6 master missions, elite caping, i think i have about 14 to go and maybe gmc, after that i will only stay in factions and prophecies and having been every where and done every thing in the first two campaigns i think something different to do might keep me and others interested in playing the game longer, im happy with my armour and weapons and having a different option can`t be that bad, if you don`t like that part of the game then you wouldn`t have to do it, its like not wanting to PvP or Farm Bosses or do DoA, FoW or UW, in the end it will keep more people playn GW and not the competitions games so after considering all that i have changed my mind to a /signed
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Mar 05, 2007, 03:50 AM // 03:50
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#31
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Frost Gate Guardian
Join Date: Aug 2006
Location: England, and on here... http://alexiel-star.deviantart.com/
Guild: CPx
Profession: R/Mo
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I think this would add more depth to the game, and depth in my eyes is always a very good thing.
Yes I also think it would be fun. Just because I enjoyed this type of thing on Everquest doesn't mean I'm yelling at Anet 'HEY! Make GW into Everquest!'
Fact is, I enjoyed it, and I think its just another thing that could be added to an already great game making it even better.
/signed
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Mar 05, 2007, 04:20 AM // 04:20
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#32
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Lion's Arch Merchant
Join Date: May 2005
Location: Houston
Profession: A/Rt
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/signed
I support anything that makes Guild Wars a deeper RPG experience.
I don't think implenting fun little mini-activities like fishing, cooking, crafting will turn this game upside down. If anything they'll make it better.
If you don't like crafting, don't do it. Nobody is forcing you to farm things.
.... it's really quite simple
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Mar 05, 2007, 03:03 PM // 15:03
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#33
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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I'd change the current crafting system instead, making it easier and cheaper, so people craft more or even sell crafted weapons.
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Mar 05, 2007, 04:44 PM // 16:44
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#34
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Ascalonian Squire
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The thing with crafting and all, merchanting will be brought up, which is something I really love...
Who loves merchanting here as a small part time apart from killing and questing.
Darkey!
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Mar 06, 2007, 08:47 PM // 20:47
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#35
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Forge Runner
Join Date: Aug 2005
Location: Ontario, Canada
Guild: Glengarry Fencibles
Profession: R/
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I believe the community would be well served if there were some other form of playing.
Allowing players to harvest and craft items would give some players that have completed the game something to occupy their time between the slaughterfests with their friends/heros/henchies/PUGs.
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