What about alts? Find rare ore and pile alts onto it.
Rare ores are all well and good in being hard to find, but if you/a guild can then extract a rather large amount of the stuff from each node well, it's not going to be rare at all.
Having everything available to everyone and all rainbows and sunshine is all well and good for a pick up and play combat game. But if ANet really has pretenses for this to be a full fledge mmo, then quite how they are going to get the economy working is going to be interesting to see.
Whilst we only have the smallest of details thus far, relying purely on 'recipe' drops to differentiate crafters and forge a market place is a leap of faith.
"Come and have a look at what you could have won."
I am happy with what they are doing. I actually like the sound of discovering recipies by combining stuff. Yes, I know they will end up on a list on the Internet but who cares. I won't be looking at it
The "personal" nodes is a great idea and I don't why every MMO doesn't do it. Running for nodes can be a huge problem in groups.
These are the new twists. The rest is same old But crafting was always something similar to this in most games. It's usually about how rewarding crafting is and not about the mechanics. No one loves to spend hours crafting vendor trash -_-
Mission in life: Vanquish all MMORPG.com trolls - especially TESO, WOW and GW2 trolls.
hmm, i thought this is just a normal crafting feature, nothing new at all, i mean it's pretty much just like WoW more or less
Except for the fact that if you want to swap professions you don't lose any progress on the one you just changed. If you come back to it at a later point all your progress will still be there.
Or that you no longer have to dedicate a profession slot to gathering.
Or that you no longer have to fight tooth and nail to reach that rare node before the 'other guy'.
Or that you can craft by experimentation, you don't need a recipe in your book to be able to make a new sword.
Or that crafting an item gives more experience than a single point.
Aside from that, yeah pretty much like WoW.
Also the crafting stations look pretty, and there are salavage kits.
Apart from a few tweeks to mechanics (nodes for everyone, easy skill changing, discover some recipe's or not), it is a blueprint copy of a cookie cutter crafting system like WOW I guess.
SWTOR's take on crafting is looking a lot more interesting to me.
Hmm, seems like others have read some info I haven't. Based on the page linked, it sounds to me like nodes exist permanantly, and what makes certain nodes rare is the difficulty in getting to where they are. This would fit the spirit of GW perfectly.
What keeps whole guild just camping around rare node all the time, if it cant be depleted ?
How is it rare than ?
I am afraid Anet is falling a bit into WAR trap. Too simplistic ephemeral crafting.
That can not be good.
Either you have serious crafting, or you dont have it.
But honestly there is too little detail to judge at this moment
Alas, for crafting not being innovative
Why should it be ?
Not everything has to be changed , just for the sake of change.
Some things are fun and work.
I am just wondering, but do you play Guild Wars? They are very good at killing intiatives to camping in that game. If lots of people start camping, the drop rate just falls so low, that farming becomes pointless and impossible, and thus materials remain rare.
I think rare resource nodes will spawn very rarely. I do not think it's like WoW where you run around in a circle in a zone while it all respawns.
"Guild Wars contains anti-farming code. This prevents players from easily gaining high amounts of items or gold by repeatedly farming a single location or mob. Little is known about the specific effects of the code.
Extensively farmingraptors in a short period, resulting in a progressive reduction of drops, is one of the observable effects of the anti-farming code.
The following are results from official and player sources.
A short sentence about the way RNG work in their system would worth more than the all description to me.
And the crafting system seam very generic to me. You can't really see how good it is untill you can figure the pattern between crafting items and their usefulness ingame anyway.
I like the gathering nodes beeing linked to the player very much (is it how it work?), and i somehow like a recipe system even if i feel in all mmos i played it became more of a problem than an enjoyement because of RNG, so i guess i came back to square one. A word about RNG is absolutly needed to describe properly any "generic" crafting system.
The game is begining to feel more and more generic to me ;(
I didn't find anywhere where they go into specifics about the nodes but they could mkae them harder to camp.If from ,for example,100 possible places on the map where a node can apear there are actually only 50 in existence at all times,and they could put a timer on them so after some time they would relocate even if you won't collect them,so someone might find it and lead people to it but not indefinetly.Maybe even the respawn rate in the same location be longer so we won't see something crazy like 1 guild camping all the resource nodes in the world lol.
Sounds like the basic stuff, I do like the ability to add upgrades.
As for fixed nodes: I'm not sure I like the idea of that, nor am I sure of how that will turn out. After a while, I imagine people making maps or even mods that display every location, heck, you'll probably know them by heart after a while. Searching and discovering a node before someone else does is a fun part of exploration and crafting imo.
Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!
What keeps whole guild just camping around rare node all the time, if it cant be depleted ?
How is it rare than ?
I am afraid Anet is falling a bit into WAR trap. Too simplistic ephemeral crafting.
That can not be good.
Either you have serious crafting, or you dont have it.
But honestly there is too little detail to judge at this moment
Alas, for crafting not being innovative
Why should it be ?
Not everything has to be changed , just for the sake of change.
Some things are fun and work.
I am just wondering, but do you play Guild Wars? They are very good at killing intiatives to camping in that game. If lots of people start camping, the drop rate just falls so low, that farming becomes pointless and impossible, and thus materials remain rare.
I think rare resource nodes will spawn very rarely. I do not think it's like WoW where you run around in a circle in a zone while it all respawns.
You say rare resources will spawn rarely
But they said they will not be depletable. Wich means that once it spawn - it will be harvestable forever.
Which brings question : how rare is it than ?
And as someone else mentioned some secret anti node camping script.
I personally dont like hidden game rules.
Its RPG and stats should be fixed and understandable.
If you have some hidden stat that changes the game - than its a poor RPG, and many serios players will not like that one bit.
But they said they will not be depletable. Wich means that once it spawn - it will be harvestable forever.
Which brings question : how rare is it than ?
They dont disappear but they do exhaust for you for a while so my guess for a rare node is that it takes much longer before you are able to gather it again
We decided to go with a discovery system for learning recipes so as to allow crafters to distinguish themselves. When there is a static list of recipes learned from a trainer, every character with that crafting discipline is the same. However, with a discovery system, players that spend time and effort on their crafting disciplines have a way to distinguish themselves.
This.....
This is what will make crafters feel special in this game..
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
The best part is the discovery system I think, kind of like Minecraft I suppose. No node camping/ninjaing (is that a word?) is nice. Not losing your progression when you change your crafting profession is great as well.
Nothing innovative or new but hopefully it will be interesting and fun for those crafters out there. I did find the blog a bit short though, I was rather disappointed in it.
Comments
What about alts? Find rare ore and pile alts onto it.
Rare ores are all well and good in being hard to find, but if you/a guild can then extract a rather large amount of the stuff from each node well, it's not going to be rare at all.
Having everything available to everyone and all rainbows and sunshine is all well and good for a pick up and play combat game. But if ANet really has pretenses for this to be a full fledge mmo, then quite how they are going to get the economy working is going to be interesting to see.
Whilst we only have the smallest of details thus far, relying purely on 'recipe' drops to differentiate crafters and forge a market place is a leap of faith.
"Come and have a look at what you could have won."
I am happy with what they are doing. I actually like the sound of discovering recipies by combining stuff. Yes, I know they will end up on a list on the Internet but who cares. I won't be looking at it
The "personal" nodes is a great idea and I don't why every MMO doesn't do it. Running for nodes can be a huge problem in groups.
These are the new twists. The rest is same old But crafting was always something similar to this in most games. It's usually about how rewarding crafting is and not about the mechanics. No one loves to spend hours crafting vendor trash -_-
Mission in life: Vanquish all MMORPG.com trolls - especially TESO, WOW and GW2 trolls.
hmm, i thought this is just a normal crafting feature, nothing new at all, i mean it's pretty much just like WoW more or less
So What Now?
Also the crafting stations look pretty, and there are salavage kits.
You win at sarcasm
Apart from a few tweeks to mechanics (nodes for everyone, easy skill changing, discover some recipe's or not), it is a blueprint copy of a cookie cutter crafting system like WOW I guess.
SWTOR's take on crafting is looking a lot more interesting to me.
My brand new bloggity blog.
Actually crafting does sound bit forgiving.
Especially with nodes isue.
What keeps whole guild just camping around rare node all the time, if it cant be depleted ?
How is it rare than ?
I am afraid Anet is falling a bit into WAR trap. Too simplistic ephemeral crafting.
That can not be good.
Either you have serious crafting, or you dont have it.
But honestly there is too little detail to judge at this moment
Alas, for crafting not being innovative
Why should it be ?
Not everything has to be changed , just for the sake of change.
Some things are fun and work.
Really dont like that unlimited gathering nodes thing. Takes away real incentives for PvP...
My gaming blog
Hmm, seems like others have read some info I haven't. Based on the page linked, it sounds to me like nodes exist permanantly, and what makes certain nodes rare is the difficulty in getting to where they are. This would fit the spirit of GW perfectly.
Take the Magic: The Gathering 'What Color Are You?' Quiz.
Thou shalt not pvp in the open world anyway sadly ...
V_V
My brand new bloggity blog.
I am just wondering, but do you play Guild Wars? They are very good at killing intiatives to camping in that game. If lots of people start camping, the drop rate just falls so low, that farming becomes pointless and impossible, and thus materials remain rare.
I think rare resource nodes will spawn very rarely. I do not think it's like WoW where you run around in a circle in a zone while it all respawns.
I'm liking it. Way more in-depth than Guild Wars, but not too hardcore either.
No open world pvp? So uhm... Say what?
Just looking around... Hoping GW2's community won't suck
Nope, instead you get server versus server pvp: http://wiki.guildwars2.com/wiki/World_PvP
About race resource nodes getting camped:
http://wiki.guildwars.com/wiki/Anti-farm_code
"Guild Wars contains anti-farming code. This prevents players from easily gaining high amounts of items or gold by repeatedly farming a single location or mob. Little is known about the specific effects of the code.
Extensively farming raptors in a short period, resulting in a progressive reduction of drops, is one of the observable effects of the anti-farming code.
The following are results from official and player sources.
Since the first implementation:
Farming alone will yield fewer total items than farming with a full party, though more items per individual character.
Certain items are not affected:
Skill tomes
Scrolls
Dye
Rare materials
All rare (gold colored) items
All unique (green) items
Special event items
Repeated map entry does not reduce loot."
A short sentence about the way RNG work in their system would worth more than the all description to me.
And the crafting system seam very generic to me. You can't really see how good it is untill you can figure the pattern between crafting items and their usefulness ingame anyway.
I like the gathering nodes beeing linked to the player very much (is it how it work?), and i somehow like a recipe system even if i feel in all mmos i played it became more of a problem than an enjoyement because of RNG, so i guess i came back to square one. A word about RNG is absolutly needed to describe properly any "generic" crafting system.
The game is begining to feel more and more generic to me ;(
I didn't find anywhere where they go into specifics about the nodes but they could mkae them harder to camp.If from ,for example,100 possible places on the map where a node can apear there are actually only 50 in existence at all times,and they could put a timer on them so after some time they would relocate even if you won't collect them,so someone might find it and lead people to it but not indefinetly.Maybe even the respawn rate in the same location be longer so we won't see something crazy like 1 guild camping all the resource nodes in the world lol.
Sounds like the basic stuff, I do like the ability to add upgrades.
As for fixed nodes: I'm not sure I like the idea of that, nor am I sure of how that will turn out. After a while, I imagine people making maps or even mods that display every location, heck, you'll probably know them by heart after a while. Searching and discovering a node before someone else does is a fun part of exploration and crafting imo.
Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!
You say rare resources will spawn rarely
But they said they will not be depletable. Wich means that once it spawn - it will be harvestable forever.
Which brings question : how rare is it than ?
And as someone else mentioned some secret anti node camping script.
I personally dont like hidden game rules.
Its RPG and stats should be fixed and understandable.
If you have some hidden stat that changes the game - than its a poor RPG, and many serios players will not like that one bit.
Crafting experimentation? Hell yes, never thought I'd see it again after SWG.
They dont disappear but they do exhaust for you for a while so my guess for a rare node is that it takes much longer before you are able to gather it again
This.....
This is what will make crafters feel special in this game..
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
The best part is the discovery system I think, kind of like Minecraft I suppose. No node camping/ninjaing (is that a word?) is nice. Not losing your progression when you change your crafting profession is great as well.
Nothing innovative or new but hopefully it will be interesting and fun for those crafters out there. I did find the blog a bit short though, I was rather disappointed in it.
Spawn frequency? Just a thought.