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Reader Comments (39)

Posted: Mar 9th 2011 1:25PM Seldra said

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In MMOs I hardly ever did any crafting, it was only in WoW where you needed to in order to compete for top spots in raiding. Even still I never saw nor really all that understood the appeal for crafting in MMOs. Still, kudos for Anet for giving crafting fans something they want.

I just hope that this crafting isn't going to become like it is in WoW where you need to be this kind of crafter to max our dps or what not.

Posted: Mar 9th 2011 1:43PM (Unverified) said

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Yeah, discovery systems are kinda pointless, since you'll only be gimping yourself and wasting your time if you don't internet search the required mats, unless you're one of the very first players doing it.

The only good way you could do it, would be making it so that the way to craft things changes. You could have mats vary slightly based on environmental things, location, time of day, or you could have each player character have a slight variation for how /they/ craft each item.

But if you do that you venture down the dangerous path of FF MMOs, where it's a painfully laborious task to craft anything, and gets boring fast.

Personally, I think straight forward mini games and quests are probably the best way to go.

Posted: Mar 9th 2011 1:50PM hundred said

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sounds like it will end up just being a big list of recipes people find on the internet. hard to avoid that though. like the idea of gathering being open to everyone, and hopefully the actual products of crafting will be more valuable.

Posted: Mar 9th 2011 3:10PM (Unverified) said

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Personally I do not like this change. GW1's system was perfectly fine: You give the crafter NPC the mats and money and they instantly hand over the finished goods. Clean, quick, and simple.

Crafting in most MMOs is a pointless time and money sink as crafted items are always massively inferior to dungeon/raid drops. The only reason I bothered leveling leather working on my WoW main was to get the DPS bonus. The dozens items I crafted up to that point were junk that were mailed to my disenchanting alt.

Which is another thing I do not like about limiting the number of professions a character can have: The need to level several alts so that you can produce everything you need. And you will want a stable of alts because other players will charge an arm and a leg for everything.

Posted: Mar 9th 2011 4:23PM nightsong89 said

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I think you missed the blog post a bit. They said you can only have two professions at a time but you can go back to the main crafter NPC in a capital city and change which two those professions are. And the best part? When you change out a profession you don't lose the progress you had in it. So you can technically max out every profession. No need for bank alts or alts to max out every profession.
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Posted: Mar 9th 2011 4:36PM Apakal said

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Well by leveling a bunch of alts, your circumventing the intention of the system. Crafting always has been, at its core, a means to facilitate community interaction. You're supposed to develop relationships/partnerships and work with other players to get the gear you need, and scratch their back in the process.

And there's no reason that crafted gear can't be competitive with dungeon drops. I know there are games out there that reserve the very best gear for crafting. The WoW model doesn't have to be the only way.
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Posted: Mar 9th 2011 5:52PM Jim Cricket said

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Agree 100% with this.

The only time crafting has been interesting to me is when it is couple with open world exploration. Harvesting nodes comes naturally as you are wandering around, and doesn't seem like farming. Fallen Earth, despite its other problems is an example of this.

Harvesting nodes in the WvW Mists zone of GW2 could be interesting though in a PvP context, if ArenaNet goes that route.
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Posted: Mar 9th 2011 3:26PM pixledriven said

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I'm honestly surprised that they didn't go for more of a mini-game implementation like what EQ2 and Vanguard did. It would seem to fit with the GW2 theme of "try to make everything fun and engaging."

Posted: Mar 9th 2011 3:32PM Yoh said

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What I'd like to know is how is crafted gear going to compete with everyday loot you can get at level from mobs and quest?
In a lot of MMO's I've played, the time sink of the crafting system usually gives you little more then crap until the later stages of the game, when instead you can just as easily kill any random monster and find something better.

However if at the very least I can create my own unique appearance, then I think it won't be nearly as bad thou.

Posted: Mar 9th 2011 3:57PM Dracones said

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I'm glad to see GW2 will have a decent crafting system in it and that harvesting skills won't really be a part of it.

But the discovery part is rather pointless. Every recipe will be on the web within a week of the game's launch.

Also, I hope they have a decent auction house. I'm still surprised by how God awful most MMO's auction houses are.

Posted: Mar 9th 2011 4:24PM nightsong89 said

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(this is how i perceive the crafting system based on the pictures we have available and today's blog post)

You start out as a lowly novice with only basic materials and work your way up to a master level able to craft the best gear. YET, along the way your not leaving behind the materials you made as a low level crafter. How did they accomplish this? By breaking the items down even further. You start out crafting components for things (aka weapon hilts, the blade, the bow string) then work up to taking those components and turning them into actual weapons. When you get higher level in crafting and can make better stuff you will still need some of the raw materials you made as a low level crafter. You're not forced to make anything useless because everything will be useful throughout your crafting career.

Posted: Mar 9th 2011 5:46PM DevilSei said

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Alright, first time I've had to say "meh" towards a bit of Guild Wars 2 info.

The crafting system sounds nice at least in terms of being "discovered", but the novelty of such a system will wear thin (look at FF 14), even if it does record the recipes, rather quickly.
And to be honest, their hopes of making crafters more unique through it simply isn't going to work out. People will post this stuff in the wiki, so all it takes is looking it up on said wiki. There is no distinction, just the annoyance of having to find the mats to "discover" the recipe.
Then again if I want to have a "Flaming Sword" crafted, all I have to do is gather the mats and give them to someone, regardless if they learned it or not. Or I don't know, maybe craft it myself instead.

And what is the point of limiting professions, if you'll let them return to it anyways? It just sounds like its going to be tedious. There's no apparent reason to stick to a crafting discipline other than the cost of switching around, which is easily mitigated by creating 4 characters, since gathering apparently doesn't factor into the restrictions.

The original system worked just fine. It wasn't broken, so why try fixing it? They could of easily left in the discovery portion into that to make it a little more unique, but there isn't really much else that needed to be done.

Hell, if we are going to have personal instances, why not include NPCs that we give the materials to and instruct them to screw around and experiment with them? As they do so, they can learn new recipes, and use more combinations of materials. Lets say they originally start at 2 spaces for mats, but as they get more proficient, they gain additional spaces.

Posted: Mar 9th 2011 6:57PM Randomessa said

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@DevilSei

"Hell, if we are going to have personal instances, why not include NPCs that we give the materials to and instruct them to screw around and experiment with them?"

Wah, no, a thousand times no. ;(

Hey, I get it: some people think crafting is the most boring, tedius thing ever (I feel that way about grinding mobs and repeating dungeons! Some people juggle goslings!), but I actually enjoy just the tinkering around part. Not the gathering, the combining. The actual making of things.

I'm still pissed at BioWare for taking that option away from my potential character in SWTOR; GW2 is actually doing right by me on this one, and I'm glad for it.
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Posted: Mar 10th 2011 5:56PM DevilSei said

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@Randomessa

Alright, let me try to explain it a little more clearly. I don't like this system. Its essentially WoW piece by piece, including the failure of a system found in Final Fantasy 14. Generic meets broken pretty much.

Giving the NPC crafters of my ideas would be no different than it would be you plugging them into the window on your own to see the combinations, it would be the same thing.

What I am suggesting, is to at least salvage the "discovery" idea the only way it can be. Limiting how many different materials can be used by gating the number behind skill tiers. Look at it this way.

Dragon sword: Requires sword hilt and Wyvern fang. 2 items to craft it, simple item anyone can make
But when they get better, they can add in a 3rd item. Suddenly taking a sword hilt, wyvern fang, then adding in some "Dragons blood", you get a Fiery Dragon Sword.

It isn't the most unique or interesting name, but I'm just trying to get a point across so I'm not worried about it. As it stands now, this entire system will be redundant a month after release. With just a set amount of spaces no matter what, it will be predictable.

My opinion at least. This isn't because "crafting is boring" though, because you are still doing the crafting. Its just the NPCs who have the skills, and not you.
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Posted: Mar 9th 2011 6:02PM (Unverified) said

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I hate to say it, but I'm more underwhelmed by this than any other announcements so far. As much as they've tried to break the standard MMO mold and put in new and different ideas, this feels just like every other crafting in every other MMO. Could it be any similar to LoTR? It's like they thought that every other MMO has crafting, so they'll have crafting too and make it just like everyone else's.

Don't get me wrong -- I like crafting and made a good deal of money in the old SWG by crafting and modifying weapons. I just wish they had tried something new and different with crafting like they did everything else.

Posted: Mar 10th 2011 1:00AM pixledriven said

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Well, lets be fair, not EVERY aspect of the game has to be progressive and innovative.
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Posted: Mar 10th 2011 1:52AM Transientmind said

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Rendered pointless by this amazing thing called 'the internet'.

They already did this in Final Fantasy XIV.
They already failed at this in Final Fantasy XIV.

Then again... you can hardly blame discerning gamers for not knowing what FFXIV is doing. Discerning gamers don't play it.

Posted: Mar 10th 2011 11:08AM (Unverified) said

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When they say ‘discover’ we all read it as ‘unlock’ and naturally we want to unlock everything. The only way crafters won’t try to unlock every recipe is if they can’t. I think Anet knows this. The problem is that they have conflicting objectives. 1. They want crafters to be unique. 2. They want crafters to have access to all the recipes. Anet has to decide.
Personally I fall into the unique category. Where other games get it wrong is that once you specialize in a craft the only unique items that you can craft are all high level. Anet should design a system where if you specialize in say pistols, all the pistols you make are special somehow regardless of item level. This would make specializing worth it.

Posted: Mar 10th 2011 4:32PM Valdamar said

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Again ArenaNet is reading my mind on what I want from a crafting system. Sounds great.

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