Crafting in GW2
hallomik
Would you rather the crafting in GW 2 be a modification of the current armor/weapon/collector "crafting" system? Or would you rather GW2 have something more like the other MMO's out there with all the player crafting professions (e.g., forester, skinner, jeweler, enchanter, armorer, etc.)? Or something else entirely?
I personally like the current GW "less is more" approach where you spend most of your time killing mobs instead of standing next to a virtual forge converting tin ingots into tin bars. On the other hand, crafting creates some interesting trading opportunities.
I personally like the current GW "less is more" approach where you spend most of your time killing mobs instead of standing next to a virtual forge converting tin ingots into tin bars. On the other hand, crafting creates some interesting trading opportunities.
Bryant Again
The deeper, the better. Being able to craft my own FDS would make the game overflow with utmost badassery. I'd love it.
Mr. G
I think crafting should follow the GW path of "its all flash" if i can make my sword sparkle though scrafting gind sure, but not make it do more damage...no
roshanabey2
I have mixed feeling about it I really don't want gw2 to be too sterotypically mmo if you know what I mean. If you become your own personal crafter grind will go up and value of items go down.
Kattar
Quote:
Originally Posted by Mr. G
I think crafting should follow the GW path of "its all flash" if i can make my sword sparkle though scrafting gind sure, but not make it do more dmaage...no
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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.
If only.
Limu Tolkki
Crafting professions plz. I want something else to do than just killing stuff.
Kayelyyb
i would love the idea of proper professions in gw2 warrior/ ranger and such should be classes and professions should be blacksmith or armor crafter or such.
that would be true character development. now there r those who complain about grind, this is a roleplay game we r speaking bout not a ffs or some such in rp games character development should be priority not how fast can i max myself out.
that would be true character development. now there r those who complain about grind, this is a roleplay game we r speaking bout not a ffs or some such in rp games character development should be priority not how fast can i max myself out.
Nevin
Both systems should be in the game, very much like how the current system is. You can get an NPC to craft you the MAX damage weapons but with generic skins- But say you're a Forester, miner, sewer, blacksmith (plenty of jobs out there), you can then make your own maybe even unique looking skins for weapons of the same stats. Being able to craft mods as well as other things would be nice as well. Right along side a socketing system for a 4th weapon mod.
Vinraith
They're most of the way to making GW2 a WoW-like MMO, why not go all the way? Then again, crafting is there as a time sink in fee based games, there's no real need for a time sink in a fee-free game.
Lady Lozza
Tbh I like the current system. There is plenty to do as it is. If people want to play a game "like WoW" why don't they just play WoW, instead of wishing other MMOs to be the same???
1 up and 2 down
Quote:
Originally Posted by Lady Lozza
Tbh I like the current system. There is plenty to do as it is. If people want to play a game "like WoW" why don't they just play WoW, instead of wishing other MMOs to be the same???
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Nanood
Bring on the complexity.. Its what time wasting is all about and i love it.
Vinraith
Quote:
Originally Posted by Lady Lozza
Tbh I like the current system. There is plenty to do as it is. If people want to play a game "like WoW" why don't they just play WoW, instead of wishing other MMOs to be the same???
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Lady Lozza
Vinrath, I don't know about WoW, mainly because I wasn't so enamored of the game when I did play it that I bothered to look - but I know certianly for Lineage and L2 that there are a number of free servers. Yes they are a little unreliable, but it isn't that much worse than when I played on the NCsoft pay-to-play servers.
Anyhow, my point is that these private servers are hosting a game similar to WoW in all its grind-tastic-glory (including crafting), I honestly don't why people who want that sort of thing aren't playing there.
Anyhow, my point is that these private servers are hosting a game similar to WoW in all its grind-tastic-glory (including crafting), I honestly don't why people who want that sort of thing aren't playing there.
Longasc
Vinraith, of course you are right with the connection between what the game is and the monthly fee of WoW.
But GW2 is going a lot into the direction of what I would like to call a "fully fledged MMORPG".
And this would mean that we would also get more features: i.e. the mentioned higher freedom of movement. More mounts, we already had some kind of mounts in Nightfall and GW:EN. Why not a somewhat more complex crafting system?
It is not up to us to decide what ANet will do, but if they go that route, they would be directly comparable to other MMOs, except the fee. But I do not think this would be good.
People play GW because it is GW, and not WoW, after all.
And those who play GW because they cannot or do not want to pay the fee for WoW are really in the wrong game.
But GW2 is going a lot into the direction of what I would like to call a "fully fledged MMORPG".
And this would mean that we would also get more features: i.e. the mentioned higher freedom of movement. More mounts, we already had some kind of mounts in Nightfall and GW:EN. Why not a somewhat more complex crafting system?
It is not up to us to decide what ANet will do, but if they go that route, they would be directly comparable to other MMOs, except the fee. But I do not think this would be good.
People play GW because it is GW, and not WoW, after all.
And those who play GW because they cannot or do not want to pay the fee for WoW are really in the wrong game.
Magikarp
Moar Generic MMO?
nty nty nty. plz keep gwz, gwz.
nty nty nty. plz keep gwz, gwz.
Operative 14
I want to be able to buy max damage weapons and armors from NPC crafters like the current system.
However, it would be nice to be able to craft your own weapons for yourself and friends with your own customizable skins and balanced stats.
However, it would be nice to be able to craft your own weapons for yourself and friends with your own customizable skins and balanced stats.
TaCktiX
I bet you that a crafting system will exist, with instead of a fixed price on armor and a fixed material cost on them, the price will be partially dependent on materials available that you can get from drops, and partially dependent on items that can only be gotten from NPCs (read: consistent reliable moneysink, keeping the economy more stable).
That's one scenario I'm thinking of. Another is that crafting is available to all players regardless of profession, but requires a quest tree or structure to be capable of it. So you could apprentice to an NPC Blacksmith and after doing certain tasks rise up to being able to craft first small things (non-max whites, low-AL armor) to totally epic gear (Obsidian, Elemental Sword, if the system existed in GW1). And the added possibility of NPC crafting guilds to get tips from. That would be really cool, and maintain the GW motif of "you can do nearly anything", because you could stop crafting and go rampage across the countryside and not be completely gimped.
That's one scenario I'm thinking of. Another is that crafting is available to all players regardless of profession, but requires a quest tree or structure to be capable of it. So you could apprentice to an NPC Blacksmith and after doing certain tasks rise up to being able to craft first small things (non-max whites, low-AL armor) to totally epic gear (Obsidian, Elemental Sword, if the system existed in GW1). And the added possibility of NPC crafting guilds to get tips from. That would be really cool, and maintain the GW motif of "you can do nearly anything", because you could stop crafting and go rampage across the countryside and not be completely gimped.
Deathwatcher
Quote:
Originally Posted by Katsumi Rikyu
Agreed, if crafting affected how it looked. But never the damage or anything like that. Or if they did make it like that, they'd have to make it something that everyone could do, as long as they had the materials. And you wouldn't have to stand in the "virtual forge" and the OP mentioned for hours.
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i have mixed feelings about the 'increased dmg since u made it sparkle thing', but i think that there should be durability to weapons, too add more depth in the game, much similar to the Diablo searies, so ull have to like repair ur weapon and stuff. the more durability, the higher crit rate.
-->now to awnser the original question: i dont think there should be crafting professions, thatd just suk. cause then every1 would turn to the sub-profession and the actual economy of the game would crash.
Eldin
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?
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?
Deathwatcher
As i said before, market would crash, just look at WoW, ppl sell their crap at random prices, u just have to choose one and hope u dont get rip'd
But yes, GW2 is going to be a WoW killer; free play, interactive clip scenes, races/factions, no zoning, ect,ect,ect
But yes, GW2 is going to be a WoW killer; free play, interactive clip scenes, races/factions, no zoning, ect,ect,ect
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.
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.
Lady Lozza
Quote:
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.
HawkofStorms
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.
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.
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.
Lady Lozza
Quote:
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.
Laughing Bat
Quote:
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.
Zahr Dalsk
Quote:
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. |
MoldyRiceFrenzy
as long as it didnt take hours to make an "uber" wep , where the more hours u spend, the better the item.
RedNova88
I'd love to be able to craft my own items under one condition and it's already been stated. So long as it's only for appearance I would love to have it in GW2, if not then no.
I really hope GW2 doesn't base power around items/levels like (infinite list of crappy generic MMOs)
I really hope GW2 doesn't base power around items/levels like (infinite list of crappy generic MMOs)
HawkofStorms
Quote:
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.
slowerpoke
Do not want a wow-like crafting system.
Harvesting raw materials in a non instanced zone , trying get the same 5 randomly spawned resources as a crowd of other folks is tedious and in no way fun.
Harvesting raw materials in a non instanced zone , trying get the same 5 randomly spawned resources as a crowd of other folks is tedious and in no way fun.
lyra_song
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.
Angus Mac Nasty
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.
Gattocheese
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.
Lonesamurai
Quote:
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
pamelf
I like the crafting as it is, but I would like to be able to customize each armour piece a little more. Have a base, add a trim, pick what areas we want dyeable...or at least have the armour designed so that it can more easily be combined without looking usually retarded.
Red Sonya
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.
Nightow
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.