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Reader Comments (80)

Posted: Aug 21st 2011 5:26PM Ordegar said

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@Kovnic

Some of us really really hate crafting. If I can make money doing something else, I will gladly pay someone to make things for me. That is, if I can't get something similar by adventuring (quest reward, loot drops, reputation reward, etc.). It doesn't matter to me at all if a crafter can do every craft; it just makes him my Walmart.
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Posted: Aug 21st 2011 5:59PM alinos said

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@DarkWalker

Was gonna say exactly that.

I don't know anyone who doesn't have a crafting alt.

And the economy will still be fine since there will still be people who want to buy materials instead of foraging for themselves
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Posted: Aug 21st 2011 8:36PM j3w3l said

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@Kovnic
from what i've read yes you can level all skills to max, but it is very costly to switch out one profession for another. yeh you might want to do it once or twice but doing it continuously will send you broke. I'm sure if you factor in the money it takes to switch you would have been better of getting the item in ah
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Posted: Aug 21st 2011 10:49AM Ehra said

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To be honest, I don't think crafting will be for me (which is a shame because I usually enjoy it). Sitting there and combining my items in different ways seems like it's going to be more tedious than anything. So there's 4 slots, if I've just got 4 different materials (enough to fill each slots) that's 24 different combinations I've got to click and drag. Bump that up to 6 different materials and the combinations I've got to slog through leaps up to 360. Then again, this is assuming that Copper Bar + Stone Ore gives a different result than Stone Ore + Copper Bar, which may not necessarily be true. Then again again, it also assumes that there won't be any combinations that use more than one of the same material, which I also doubt will be true.


Oh well. I'll try it out and see how I feel. If I end up not liking it then I'll just buy what I want from players. Not ever feature is for everyone.

Posted: Aug 21st 2011 11:32AM Dirame said

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@Ehra

No no no, you got it wrong. You don't have to put them in the "right" slot to see if it makes something. No matter what you put in there, and no matter what slot you put it in, the game will tell you if it can be combined with something else and if you have it in your inventory, it will highlight it.
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Posted: Aug 21st 2011 11:47AM deluxe2000 said

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@Dirame

I didnt see anything glowing in the inventory in that video. That would make sense after you know a recipe, but otherwise negates the idea they have stated about having to discover what items to combine to make something.
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Posted: Aug 21st 2011 11:55AM Ehra said

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@Dirame

Well, that's good to know at least :)
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Posted: Aug 21st 2011 2:22PM Dirame said

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@deluxe2000

I don't think so. I feel it's a way to make it so that a person doesn't have to try 70 different items before they find the right one. Instead you only have to try 20 or 2 or 1 instead of wasting time searching through that. I may be wrong, it may be temporary but I feel it goes in line with what Anet has been doing to make things accessible and not an unneccessary chore.
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Posted: Aug 21st 2011 5:27PM Protoavis said

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@deluxe2000

watch it again, when an items put in the compatible items get a white border in the inventory and the other items color is muted was one of the first things I noticed.
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Posted: Aug 21st 2011 10:51AM (Unverified) said

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Interesting concepts, however, I can't figure out why developers shy away from resources having stats, i.e SWG. With resources having variables along with other variables like crafting station quality and crafter stats you get real market diversity. In SWG, if I had a customer that wanted composite armor with maximum stun protection I was able to put more stun layers to buff up that protection. I would also need the best resources for stun layers which If I didn't have some on hand I would have to survey for and hope a spawn was available. If I had to buy them from another player I would have to pass that cost on to my customer, just like in real life. Is this kind of complexity extremely difficult to implement or are they just lazy?

Posted: Aug 21st 2011 10:54AM DarkWalker said

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@(Unverified)
This is the kind of complexity that would permanently turn me away from crafting in the game. And I doubt I'm alone in this.
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Posted: Aug 21st 2011 11:42AM deluxe2000 said

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@(Unverified)

I agree that a deep crafting system really makes a huge difference, both to the in-game economy and those players that enjoy that particular role (like me!). Look at all the EVE players, and the growing interest in sandbox games. An involved crafting system will only help a games subs.

The video shows a good base for GW2's crafting but really want to see some customization for each weapon, so that say, the spear that was finally crafted in the video - can you add components that will;
a) add a glow effect
- maybe the glow indicates what special damage type the weap does

Also will there be housing goods crafting like in EQ2, which added an entire game within a game.

Lots of questions and hope crafting is going to be more then an aftrethought by the GW2 devs!
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Posted: Aug 21st 2011 11:43AM Greymantle said

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@(Unverified)

The wait continues and I'm starting to believe I will not see this type of crafting game again in my life time. :(
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Posted: Aug 21st 2011 11:43AM Furdinand said

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@DarkWalker No offense, but it doesn't matter how many people wouldn't be interested in a system like that, it matters how many people would. Just because I don't like dairy products doesn't mean there isn't a market for them.
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Posted: Aug 21st 2011 3:44PM DarkWalker said

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@Furdinand

It does matter how many people are interested. Until a MMO can launch with more than one crafting system, the crafting system must appease as many players as possible (at least among the players that would try the crafting system at all).

And I don't see much chance for a really complex crafting system to be really popular. At least, not without an UI that really helped smooth over the complexities, and a really good AH system.

After all, there is a reason EVE - the current mainstream MMO with the most elaborate crafting system - was nicknamed "Spreadsheets in Space", you know.

(BTW, in EVE, I wasn't really against the crafting system. Mostly because the AH was terrific and nicely solved most supply problems. In a game with a more conventional AH, I would never involve myself in crafting with a system as complex as EVE's.)
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Posted: Aug 22nd 2011 7:37AM Dirame said

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@deluxe2000

If you make an Icy hammer of fortitude apparently the hammer will not just look icy and all that but it will also break apart and do extra damage. I heard that from a dev, remember everything is subject to change.
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Posted: Aug 22nd 2011 11:29AM Geiko said

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@(Unverified)

Man, I may be a little late coming in to say this, but you just broke my heart man. Talking about SWG's crafting system. That was one of my favorite - if not my actually only favorite - crafting system. It took time, sure, but it was damn well worth it. I had a freaking blast just surveying for resources and placing the extractors, let alone the combat of the game. That game was awesome when it was in it's prime. 100%
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Posted: Aug 21st 2011 10:57AM Kovnic said

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@Tanek

I agree, it would be far more fun finding that stuff out for yourself. I just know that, as much as I feel like that now, once that info is out there I wont be able to help myself. I will have to look lol.

I remember reading that there would be an auction house. I seem to remember them also saying that we would have access to it from phone apps. That implies that we can sell either crafting mats and/or crafting items. With the way they have described crafting skills, why would you pay for a pre-made item? Its better to buy the mats and make it yourself. Unless the finished item ends up being way cheaper than the cost of mats (which is what I expect after reading this). As such, people will never make a profit on finished items only on mats. That just seems like a bit of a daft way to do it, but, like I said, its early yet and I guess things could change and/or I could be looking at it wrong.

I hope so at least. As it just doesnt sit right with me that the stuff I make will be worth less than the items I make it from.

Posted: Aug 21st 2011 10:59AM (Unverified) said

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You cannot change crafting profession freely. The higher your level in a profession the more expensive it is to change to that profession. So to max out all the crafting professions and be self sufficient would be very very expensive. You really only want to focus on 2 professions, because it will be too expensive to change professions at higher levels. There will be lots of trade with crafted items.

Posted: Aug 21st 2011 11:01AM Kovnic said

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@(Unverified)

Thats good to hear.
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