Jul 31, 2005, 07:04 PM // 19:04
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#1
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Frost Gate Guardian
Join Date: May 2005
Location: Mission Viejo, Ca, USA
Guild: kNiGhTmArE LEGion
Profession: W/R
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Suggetion: 3rd profession
With the problem is geting gold now, I suggest that there would be a third profession where a player could be a crafter of weapons or make useful items to sell. The third profession will act like a financial job. This way, farming will not be the only one way to make gold.
Ex:
weaponsmith - other players will bring their items needed for the weapon crafting and pay to the crafter.
I know, most likely there will be too many crafters but their crafted materials will be different according to their skills. Some will be a greater sword crafter but not a good hammer crafter, vice versa.
They can get their skill through quest or even be a apprentice to high level crafters/players, of course the teacher will also benefit from teaching by getting exp points or whatever reward they may get.
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Jul 31, 2005, 07:12 PM // 19:12
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#2
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Wilds Pathfinder
Join Date: Jun 2005
Profession: W/
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Counter-suggestion: 3rd class.
I bet this has been suggested before (didn't bother to look it up), but then again, so as the above, at least a hundred times now.
No extra attribute points, just the ability to use the skills of a third class (and reinvest some points into that class' abilities).
Mmmm... W/Mo/Me
Me wants.
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Jul 31, 2005, 07:16 PM // 19:16
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#3
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Smite Mistress
Join Date: Jun 2005
Location: The Land of AZ, USA
Profession: Rt/E
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There have been a lot of discussions of crafting and such. I just don't know how viable that can be in this game as it is. It seems like it would require a LOT of rewriting to accomplish.
I -do- think that merchants need to offer more reasonable prices for items sold to them. Also with the implementation of a better auction/purchase/trade system, maybe things will get better.
Eek, Lagg....I have enough trouble deciding what skills to use with 2 professions on a belt that only holds 8 skills.
The only way I could live with a third profession would be if:
- players were allowed to have 3-4 "belts" that they could use. A belt would have to be selected in town or before a PvP match and could NOT be changed once the mission/quest/match has started.
OR
- they expand the number of skills that can be carried on a player's belt from eight to either ten or twelve.
That said, I have enough management issues with 2 classes. I can't imagine my confusion with three.
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Jul 31, 2005, 07:18 PM // 19:18
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#4
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Frost Gate Guardian
Join Date: May 2005
Location: Mission Viejo, Ca, USA
Guild: kNiGhTmArE LEGion
Profession: W/R
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sorry if this was suggested already. it's just too many threads here already. It's hard to find with hundreds and hundreds of threads.
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Jul 31, 2005, 07:19 PM // 19:19
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#5
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Wilds Pathfinder
Join Date: Jun 2005
Profession: W/
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Mmmh... No, I tend to disagree with that.
Eight skills is perfect. Keep it like that. If you want to sacrifice some of your attribute points and skill slots to a third profession, that's your decision.
I don't think it would unbalance the game that much, if at all.
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Jul 31, 2005, 07:26 PM // 19:26
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#6
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Frost Gate Guardian
Join Date: May 2005
Location: Mission Viejo, Ca, USA
Guild: kNiGhTmArE LEGion
Profession: W/R
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Quote:
Originally Posted by Aniewiel
There have been a lot of discussions of crafting and such. I just don't know how viable that can be in this game as it is. It seems like it would require a LOT of rewriting to accomplish.
I -do- think that merchants need to offer more reasonable prices for items sold to them. Also with the implementation of a better auction/purchase/trade system, maybe things will get better.
Eek, Lagg....I have enough trouble deciding what skills to use with 2 professions on a belt that only holds 8 skills.
The only way I could live with a third profession would be if:
- players were allowed to have 3-4 "belts" that they could use. A belt would have to be selected in town or before a PvP match and could NOT be changed once the mission/quest/match has started.
OR
- they expand the number of skills that can be carried on a player's belt from eight to either ten or twelve.
That said, I have enough management issues with 2 classes. I can't imagine my confusion with three.
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the skills i am trying to say here is just only available in town or outpost. for the weaponsmith skills will be like attribute points:
ex:
warrior weapon crafter
swordcrafting - 12
hammer crafting - 5
Axe crafting - 3
these attributes can be increased if they learned through quest. while in apprenticeship, you cannot craft weapons yet, just geeting some skillz there
Also the design of weapons will be a specialization of the crafters.
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Jul 31, 2005, 07:44 PM // 19:44
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#7
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Smite Mistress
Join Date: Jun 2005
Location: The Land of AZ, USA
Profession: Rt/E
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I do like the idea a lot. I think that anything that adds options for weapons and armor and is, at the same time, a gold sink is a good thing. I just don't know if it's doable or if it's even something ANet has considered.
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Jul 31, 2005, 08:00 PM // 20:00
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#8
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Frost Gate Guardian
Join Date: Apr 2005
Location: Somewhere unexpected
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I don't want third class, two classes are plenty enough.
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Jul 31, 2005, 10:56 PM // 22:56
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#9
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Desert Nomad
Join Date: Mar 2005
Location: Canada, eh?
Guild: Legion Of Valhalla
Profession: E/
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Why not just go with the suggestion people are doing with being able to open shops? Open a few merchant towns that rents out space to people willing to pay the prices (good gold sinks with the potential to reward those who get good at it).
Sample town:
-10 districts
-50 shops per district
-rent: 1000 gc/day (taken from whatever account has gold)
Storeclerk functions as an NPC, listing prices that items can get sold for, and maybe willing to haggle (offer -> counter-offer). Owners of the shop can submit a price to be listed, and a minimum price they can accept for all items.
I used to play Neopets, I was very good at selling shit. I still have an account I never use ...probably with a few thousand in the till.
This would elliminate half the "WTS/WTB" crap going on in all the cities.
Ok, now, to find the right thread to copy this version of the shops ideas going around into...
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Jul 31, 2005, 11:29 PM // 23:29
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#10
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Desert Nomad
Join Date: May 2005
Location: Grimsby, UK
Profession: R/
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Why not just have a hobby profession that isn't highlighted for everyone to see? Three of the current professions would just unbalance everything. Every team would contain every class and make fighting a nightmare in pvp (yes i am pve but i look outside my box )
Why can't we all just carry around a woodcutter axe, a set of mining tools, a fishing rod or whatever?
Just have a new xp bar for your "hobby" go out soloing or in a team and mine, fish, chop logs etc after clearing an area of enemies.
One day you might want to fish, the next you might want to mine.
Crafters would probably want to do alot of hobbies for the materials instead of buying them.
I see no point in skills for these hobby crafts. Each tool should just pop-up a small interface with a few buttons. Drop probe, detonate...switch to extractor, extract...Just make xp determine whether you are successful in you hobby.
A person straight from the academy wouldn't be able to mine as successfully and extract as much material as someone who indulges in their hobby with passion...like i would
Inject the fun into guild wars dang it! I will pay for a hobby expansion pack.
W/Mo/Miner
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Jul 31, 2005, 11:38 PM // 23:38
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#11
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Desert Nomad
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Yeah crafting would add almost a complete rewrite of the whole system. Doubt it's ever going to happen. A "new profession" though is a guarantee though in the next expansion mid next year 2006. Just read that in the Friday's updates.
I see too many people wanting this game to turn into a MMORPG, well, it's not a MMORPG, it's an MMO, a fast paced MMO for PVP with a PVE story. But, PVP is the top dog of this game and always will be, that's why it is called "GUILD WARS" and not EVERQUEST or GUILD QUEST. It's GUILD WARS, so play like it was intended to be played as a PVP Guild War and tournament mode rank and fame system.
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Jul 31, 2005, 11:42 PM // 23:42
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#12
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Desert Nomad
Join Date: May 2005
Location: Grimsby, UK
Profession: R/
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Quote:
Originally Posted by Red Sonya
I see too many people wanting this game to turn into a MMORPG, well, it's not a MMORPG, it's an MMO, a fast paced MMO for PVP with a PVE story. But, PVP is the top dog of this game and always will be, that's why it is called "GUILD WARS" and not EVERQUEST or GUILD QUEST. It's GUILD WARS, so play like it was intended to be played as a PVP Guild War and tournament mode rank and fame system.
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CORPG. Pwned!
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Aug 01, 2005, 12:56 AM // 00:56
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#13
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Frost Gate Guardian
Join Date: May 2005
Location: Mission Viejo, Ca, USA
Guild: kNiGhTmArE LEGion
Profession: W/R
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Quote:
Originally Posted by Red Sonya
I see too many people wanting this game to turn into a MMORPG, well, it's not a MMORPG, it's an MMO, a fast paced MMO for PVP with a PVE story. But, PVP is the top dog of this game and always will be, that's why it is called "GUILD WARS" and not EVERQUEST or GUILD QUEST. It's GUILD WARS, so play like it was intended to be played as a PVP Guild War and tournament mode rank and fame system.
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uhhm. Guildwars is not just made for PvP, there is also PvE for those who dont want to play PvP. Adventuring on quest w/ friends or play solo.
Red Sonya, i think you should know more about the game. Check its website and read the game details and such. Guild wars was created for all, people who wants to fight other players and for people who wants to do adventure game.
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Aug 01, 2005, 01:43 AM // 01:43
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#14
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Smite Mistress
Join Date: Jun 2005
Location: The Land of AZ, USA
Profession: Rt/E
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Let's not let this otherwise rather entertaining conversation degenerate into a flame war. Sadly there are those who only see and defend one side of the coin. Yes, GW is PvP. Yes, GW is PvE. It is equally both and people need to accept that, whether they choose to one or both halves of the game.
Stay on topic please.
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