I don't want GW2 to be too WoWish. Face it. Part of the reason GW was so successful was from being different from the rest of the MMORPGs.
Might be a good idea though, as long as it's not some massive game concept. Though it would be a nice way to make money?
Crafting in GW2
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I want a deep and varied system, where players can do more than just farm. Adding more possibilities make the game better, so don't say it will be like other mmos out there. It can be ahead of them if the system is designed right.
Players should be able to craft a variety of stuff but limited to the crafting profession they choose. Crafting professions should obviously be separate from the usual primary/secondary profession choice.
Becoming better in the crafting profession shouldn't be based on 'grindish' system of craft 100 crappy items, gain higher rank, then craft 200 a little better but still crappy items to gain next rank. For example Age of Conan system where you progress through quests looks promising.
And the output of crafting, the generated items, they should have a degree of randomness to them. Crafted items shouldn't have fixed stats or the market will get flooded with lots of copies of the same thing. Crafting should work like an endless sink for commonly dropping materials and stuff but for the high-end recipies a rare or even very rare piece should be required. A deep and varied economy requires various dependancies between farmers and crafters to exist, and existance of stuff (for example specific combination of mods) which can be only obtained through crafting or only as a drop in dungeons.
And don't forget one key thing - a powerful centralized trading system. Not necessarily Auction House, but a highly automated way to sell stuff without wasting time, and for the buyers to find the things they need.
Players should be able to craft a variety of stuff but limited to the crafting profession they choose. Crafting professions should obviously be separate from the usual primary/secondary profession choice.
Becoming better in the crafting profession shouldn't be based on 'grindish' system of craft 100 crappy items, gain higher rank, then craft 200 a little better but still crappy items to gain next rank. For example Age of Conan system where you progress through quests looks promising.
And the output of crafting, the generated items, they should have a degree of randomness to them. Crafted items shouldn't have fixed stats or the market will get flooded with lots of copies of the same thing. Crafting should work like an endless sink for commonly dropping materials and stuff but for the high-end recipies a rare or even very rare piece should be required. A deep and varied economy requires various dependancies between farmers and crafters to exist, and existance of stuff (for example specific combination of mods) which can be only obtained through crafting or only as a drop in dungeons.
And don't forget one key thing - a powerful centralized trading system. Not necessarily Auction House, but a highly automated way to sell stuff without wasting time, and for the buyers to find the things they need.
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Originally Posted by Yawgmoth
I want a deep and varied system, where players can do more than just farm. Adding more possibilities make the game better, so don't say it will be like other mmos out there. It can be ahead of them if the system is designed right.
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Right is subjective. Very subjective.
As far as I am concerned the current system is "right" just as it is. I would be nice to have a greater choice of skins, but that doesn't change the fact that I feel the current system is "right", particularly for the game.
Anything they do to change the current system will be seen as a move to make GW like other mmos, end of story. There are already a stack of different "crafting" systems out there in other games, WoW, Lineage/L2, AC, etc. This has also been done a number of ways in single player rpgs. They are not all the same as each other - so yes GW might not take the WoW route, but that doesn't mean that players will see it that way. I suppose what I'm saying is that if it is changed people will complain it's too much or not enough. You can't please everyone.
A lot of what people are describing in this thread is a system so very similar to WoW that it's shouldn't be worth the mention. Once again I reiterate, GW is not WoW, it shouldn't be WoW. In essence I don't want to have to spend 5 hours fishing in order to make some quick money.
I think giving players more options for things to do is good. I mean, now GW has done that with stuff like vanquishing, chest running, cartographer, etc.
GW2 should have some different style of gameplay to consume time the same way. But make it optional like titles are, so that those who WANT to persue that style of gaming can, but those who just want to fight can choose to just fight.
GW2 should have some different style of gameplay to consume time the same way. But make it optional like titles are, so that those who WANT to persue that style of gaming can, but those who just want to fight can choose to just fight.
What it comes down to, is more options = more people happy. As long as nothing is mandatory in order to have the same opportunity as any other player then leveling up itself. Thats the basis GW has been built up upon, and titles are a primary example of that, they benefit players but are not necessary for success. Crafting as well could benefit players by creating "cool" or "unique" weapons/armor, but at the cost of more time and dedication then the casual player.
As long as the hardcore and the casual are always on balanced footing, GW will keep to its roots. So the WoW-lookalike argument is really invalid, unless Anet drifts away from this principle.
As long as the hardcore and the casual are always on balanced footing, GW will keep to its roots. So the WoW-lookalike argument is really invalid, unless Anet drifts away from this principle.
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Originally Posted by Nevin
What it comes down to, is more options = more people happy. As long as nothing is mandatory in order to have the same opportunity as any other player then leveling up itself. Thats the basis GW has been built up upon, and titles are a primary example of that, they benefit players but are not necessary for success. Crafting as well could benefit players by creating "cool" or "unique" weapons/armor, but at the cost of more time and dedication then the casual player.
As long as the hardcore and the casual are always on balanced footing, GW will keep to its roots. So the WoW-lookalike argument is really invalid, unless Anet drifts away from this principle. |
Classes and Professions.
You can be a weapons crafter or armourer or materials crafter or gather (etc).
Weapons crafting allows cool and unique weapons to be crafted, armour allows cool and unique armour. Now at least in the case of armour I'm going to assume that it is customised. There are a lot of reasons why Anet chose this path and I believe they should maintain it.
So only those who are armourers get cool armour - but they are restricted by the number of material crafters. EVERYONE will want to be one of the first two (weapons or armour crafters). Those who realise the money in the 3rd will quickly take up materials crafting and charge high prices.
This will not in any way give players "more options" it infacts restricts them. Want cool armour - here's what you have to do for it, because no NPC supplies the service. More to the point you will have to pay a high price for materials because of supply and demand.
I definately like money sinks. Time sinks are ok too - but the type of thing most people see in the "crafting/profession" idea is not a good way to take GW.
At the moment I can craft ANY armour I want if I have the money. I like that. Everyone has exactly the same opportunities as me to get said armour. When you start going down the "let's craft our own" path where a "choice" has to be made as to what "profession" you want to be, you immediately restrict the options available to players.
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Originally Posted by Lady Lozza
At the moment I can craft ANY armour I want if I have the money. I like that. Everyone has exactly the same opportunities as me to get said armour. When you start going down the "let's craft our own" path where a "choice" has to be made as to what "profession" you want to be, you immediately restrict the options available to players.
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If you want to add more things to do in guild wars 2 look to animal crossing(not sure if I'm kidding or not lol.) I personally love the armor system in gw, I'd rather work on managing a house, collecting fish, or fossils or bugs or whatever then to craft armor.
Z
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Originally Posted by Oso Minar
Skins should be unlockable in PvE, and we should be allowed to "craft" all our equipment through a menu akin to GW1's current PvP system. No more need for PvP-only characters. No need to worry about money or materials. Less grind, more fun with cool stuff.
If only. ![]() |
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Originally Posted by Lady Lozza
Let's take the examples that are running around this thread:
Classes and Professions. You can be a weapons crafter or armourer or materials crafter or gather (etc). Weapons crafting allows cool and unique weapons to be crafted, armour allows cool and unique armour. Now at least in the case of armour I'm going to assume that it is customised. There are a lot of reasons why Anet chose this path and I believe they should maintain it. So only those who are armourers get cool armour - but they are restricted by the number of material crafters. EVERYONE will want to be one of the first two (weapons or armour crafters). Those who realise the money in the 3rd will quickly take up materials crafting and charge high prices. This will not in any way give players "more options" it infacts restricts them. Want cool armour - here's what you have to do for it, because no NPC supplies the service. More to the point you will have to pay a high price for materials because of supply and demand. . |
If you don't like crafting you can be a gold "farmer" (quotation marks used because I don't want people to think I'm suggesting a farmer profession) as players are now and just kill monsters over and over again for money. You then pay another player (*gasp* a valid player run economy, oh noez) to craft you armor/weapons.
The crafter won't be getting a monopoly and be an elite member of society. By spending time crafting, he will have missed out on the opportunity to make money via "farming." Thus the crafter is being payed not to make the armor for you, but for the time it took him to level up his crafting skills. If "farming" provides more money then crafting then most people won't become crafters. The best way to make money as a crafter would be to be good at it and make high quality items and then advertise well and sell in bulk. People would only make crafters if they enjoy that part of the gaming experience more then fighting. and that's the point of the suggestion, give people who enjoy different play styles more outs.
And if there are tons of crafters/minners, then the prices of armor/weapons would drop overall due to excessive competition. Less people would want to be those professions and the less successful crafters would move to more profitable professions to form a new equillibrium.
I would like a deeper version of the existing crafting system.
Take a sword.
Modification for the damage (15^50)
Prefix-modification (Furious)
Suffix-modification (fortitude)
ADD:
Modification for blade design
Modification for blade effect/animation
Modification for blade material
Basically add "visual modifications" to weapon and armor mods outside of dying. Make some mods very rare (Fiery dye) and give cool effects.
Take a sword.
Modification for the damage (15^50)
Prefix-modification (Furious)
Suffix-modification (fortitude)
ADD:
Modification for blade design
Modification for blade effect/animation
Modification for blade material
Basically add "visual modifications" to weapon and armor mods outside of dying. Make some mods very rare (Fiery dye) and give cool effects.
Or even a "Prismatic Dye" that is put on your armor that has a similar look to the Iridescent Aegis shield or Tomented Weapons. It could also give an armor bonus that is +5 or +10 higher than normal runes (if they have those) or that can also be added to dyeable weapons for additional stats. Of course you would have to "craft" it by collecting various items like the Mini Moa. Those items could be mission rewards or hard to get items.
G
I think crafting should be a big part of end game content. I dont think it should be a massive grind, but GW lacks a whole lot of end game content. Making it where you would get materials in quests, or going through dungeons would be a fairly fun and neat idea. Something where everyone could do it. We need more stuff to do after we beat the game besides titles and farming for money.
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Originally Posted by Lady Lozza
At the moment I can craft ANY armour I want if I have the money. I like that. Everyone has exactly the same opportunities as me to get said armour. When you start going down the "let's craft our own" path where a "choice" has to be made as to what "profession" you want to be, you immediately restrict the options available to players. |
But lets look at your statement (the bit I bolded) again, thats in every game, its in WoW, its in Lineageand Lineage 2, If you havethe money, you can have anything
Guild Wars however is NOT gear based and this is totally unnesecary as Guild Wars 2 willdoubtfully be gear based either, especially as PvP is only available in certain areas and those are as will max your lvl etc anyway
Now think of it this way? If we have crafting etc, we have a choise, either a, goto a crafter and have the gear we want made for us, costing money as its is now... b, gather stuff needed and make gear for ourselves or, c, gather stuff and havea friend craft stuff for us... an extra two options on top of what we already have in a gamewhere gear means nothing and people only care about a skin and the art work it has rather than the stats the weapon/armour has
As long as Guild Wars 2 is NEVER gear based, this wholethread is totally useless and irrelevant as its a timesink, yes, but a useless one that has no meaning EXCEPT for those that want to make useless money on useless pretties that have no bonuses except a prettier skin
R
Yeah I want the BEST armors to be player made and only the very dedicated to crafting will be able to make them. It would be kewl if they are going down the same path of LOOKS only difference then the highly trained and professional crafters could make all kinds of armors with insignias like our capes in the game now. It would be kewl to have a player made crafting economy along with armors dropping in the game as well. I'd really like to see some set armors like in Diablo 2 where you get bonus stats if you have the whole set. But, not a bought set, only sets you found while adventuring.
This sounds like a good idea so /signed!
I had related idea the other day on crafting in GW2. What if what you used on a weapon changed it's appearance? Like immagine if you added a fiery mod to a generic short sword
and by doing that, it now has the same fiery effect as the Fiery Gladius.
Same thing with other mods. Like adding a icy mod to a weapon would maybe make it have an icy sheen to it or a lightning mod would make an item appear ot have a electrical effect like the storm bow.
I had related idea the other day on crafting in GW2. What if what you used on a weapon changed it's appearance? Like immagine if you added a fiery mod to a generic short sword
and by doing that, it now has the same fiery effect as the Fiery Gladius.
Same thing with other mods. Like adding a icy mod to a weapon would maybe make it have an icy sheen to it or a lightning mod would make an item appear ot have a electrical effect like the storm bow.

