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
It was mentioned (somewhere) that you can exhaust a node for yourself, but it doesn't exhaust it for others. This way there is no competition for resources, while still making some resources diffiicult to get depending on how often it replenishes. A tough to reach location might also be a factor.
Unless I'm mistaken there has been no talk of decay or any real sense of an economy in and above that seen in your bog standard themepark affairs. Without as such the need for a massively in depth or 'innovative' crafting system is next to zero.
I think the discovery of recipes (through trial and error?) is what will drive the crafting economy. To me, it hearkens back to EQ1 - put logically combinable ingredients in your fletching kit and see what comes out. I'm excited about this. It is way better than the original GW, and sounds on a par with LOTRO (with the addition of the discovery system). Hopefully you can discover rare/unique recipes that make you a sought-after craftsman. Bone tip swift arrows, etc.
I am guessing materials will not be a driving force on the economy - but then again, not everyone keeps mats they loot or stops to mine or harvest, so there still might be a market for them.
I don't know if it's innovative, but I took the mechanics to mean that you only gain experience from the first item of a type that you craft, but that experience is variable. So instead of crafting a mountain of vendor trash for a point each, you make one item for a few points, then learn to craft a new item for a few more points. No grind, no stacks of worthless junk, all progression.
If you choose to craft something from a recipe you've already mastered (by receiving experience for it), you do so because you either want that item for it's intrinsic usefulness, or because you specifically want to vendor it.
I may be wrong because it was never stated explicitly, but that's how I'm understanding it. Innovative? Maybe. But certainly a relief.
I'm liking the sounds of the crafting system so far, especially the discovery system, I'd love it if you can affect the quality of the item also - perhaps through experimentation and using different quality items. Definitely want to hear more about this.
I do wonder how they will handle the rare nodes and such. If we find a rare nod, and call our friends to come mine it, it makes me think that eventually it would repop or that they spawn in a random same spot point, as in, it's always one of 10 spots.
As I understand, crafting SHOULD NOT be grindy. So if you are camping at a node, you are wasting your own time. It's the same with everything else in the game... if you are waiting for a mobs to spawn so you can farm them, you are wasting your time.
Also, nodes may be stationary, but that doesn't mean they are unlimited to you. I thought that was pretty obvious, but some people seem to think you can farm them endlessly.
If I see a node, I can harvest it. Other people can harvest it behind me, BUT I can no longer harvest it for a few minutes. That's how I always thought it was. As for rare nodes... just put them in a dangerous spot. AND THEN, only let players re-harvest the node AFTER they exit the zone. That seems fair to me. Sure it will cause a bit of grind if you REALLY want that node... but as they said already, you shouldn't need a million rare ores anyways.
Disappointing but not surprising. Hoped they'd try and break some mold here.
And they have tried by making crafting less of a tedious grind and more about experimentation (gear upgrades & recipe discovery), but alas people have already proclaimed how they'll start farming rare nodes with their Guild and discover recipes on a wiki. So I'm not disappointed with ArenaNet, just its future playerbase.
Disappointing but not surprising. Hoped they'd try and break some mold here.
And they have tried by making crafting less of a tedious grind and more about experimentation (gear upgrades & recipe discovery), but alas people have already proclaimed how they'll start farming rare nodes with their Guild and discover recipes on a wiki. So I'm not disappointed with ArenaNet, just its future playerbase.
I browsed the article super fast and I'm not that interested in crafting but I came to that conclusion: Reduce grind and increase discovery which is alright by me.
Tbh, Anet has been on a series of winning matches and this blog post may end that super streak of wins but it's not a loss; just a draw that may feel a bit like a loss given the previous awesome stuff, imo, and imo crafting only really fits in a sandbox with a full-blown economy anyway... although bioware have trumped a great system that fits their ideas about ME2 style crews and ships 'rather well'
Can someone explain the similarity to minecraft (which I tried a few times but the 1stP perspective makes me feel v sick so I stopped playing it after a few attempts) ??
I like the way they describe the gathering. Instead of having to race others for a node , you can work together with strangers to clear the mobs near the node. Instead of seeing a stranger stealing it while you fight the mob near the node.
Since when does there have to be rare crafting nodes? There doesn't have to be rare crafting materials at all. Even if there are to be rare crafting materials, they don't have to come from crafting nodes. And even if they do come from crafting nodes, you can make them a 1% spawn chance at a common type of node.
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Apparently the experimenting does not use up the materials if it fails. It's just try one thing and see if it will let you combine it, then try another thing and see if it will let you, and so forth. I'd expect someone to make a macro to try zillions of things for hours on end and find all of the combinations that work that way. It probably won't be long before they all appear on the wiki.
It sounds like crafting is what I expected: no content there, but not a nuisance.
The gathering system sounds pretty similar to what a lot of games have, but no need for gathering professions will be a nice improvement. Not needing to fight with other people over resources nodes is a nice touch, too.
Since when does there have to be rare crafting nodes? There doesn't have to be rare crafting materials at all. Even if there are to be rare crafting materials, they don't have to come from crafting nodes. And even if they do come from crafting nodes, you can make them a 1% spawn chance at a common type of node.
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Apparently the experimenting does not use up the materials if it fails. It's just try one thing and see if it will let you combine it, then try another thing and see if it will let you, and so forth. I'd expect someone to make a macro to try zillions of things for hours on end and find all of the combinations that work that way. It probably won't be long before they all appear on the wiki.
It sounds like crafting is what I expected: no content there, but not a nuisance.
The gathering system sounds pretty similar to what a lot of games have, but no need for gathering professions will be a nice improvement. Not needing to fight with other people over resources nodes is a nice touch, too.
To me it sounds like most if not all rare crafting materials will come from salvaging and the common materials (wood, iron ingots, plant fibers and whatever) will come from nodes. It is just a guess of course. That you get a certain rare sometimes from a node like EQ2 is another possibility.
And no, crafting does not sounds like GW2s strongest point but most of the MMOs I played is even worse there. You probably earn more money if you just salvage and gather materials and sell them to crafters instead.
Since when does there have to be rare crafting nodes? There doesn't have to be rare crafting materials at all. Even if there are to be rare crafting materials, they don't have to come from crafting nodes. And even if they do come from crafting nodes, you can make them a 1% spawn chance at a common type of node.
True. With salvage kits in the game, anything you loot becomes a potential rare node. You may not even have to gather at all and you can just use the mats you get from salvaging.
While I hoped for something a bit more, they never really said it would be so i was not expecting it. The node phasing is an interesting method, which I like, with the exception of rares. So 1000 people walk by a rare node and they each get a rare. Then it is not rare.
I enjoy crafting and have played much more complicated systems that I loved and ones that had no thought to them at all. In the end if it means all of the gameplay is fun (even if crafting is not innovative) i would stil give it a try. I like to balance my crafting with other aspects of the game so I think with all the other "possible" innovative features they are introducing, this could still work as a more mainstreamed feature.
"Because we all know the miracle patch fairy shows up the night before release and sprinkles magic dust on the server to make it allllll better." parrotpholk
Still, the info is great. Like Minecraft meets GW.
uhh I fail to see any minecraft in GW2 crafting? Minecraft is about taking something from the world and craft anything you want at any spot you want. In GW2 all the crafting and the housing (if there will be any) are static, even though they provide a fresh look on this static crafting.
YAY! I can't WAIT! Sounds perfectly wonderful to me. More like EQ2 in the gathering (which I love), and more like LotRO in the actual crafting, which is also A-OK with me.
I think I will contine to play NOTHING until GW2 comes out. That way I will be fresh and ready once I have it in my hot little hands.
As an avid crafter in both LoTRo, and in Vanguard, I have to say im actually looking forward to this type of system. And lets be honest here, they only gave us a little taste of whats to come. Nothing is written in stone yet about crafting. They just told us their thoughts for now.
This is the most underwhelming aspect of the game revealed so far, im my opinion. Only 8 tradeskills in a very standard package.
They should really spend more time on this, and take a look at some more complex systems in other games. Additionally, I really have strong doubts about the shared node thing, it would be too easy to farm and flood the market with materials. The lack of gathering proffesions is fine but you need to limit the amount of materials entering the game. It's also more intresting to explore places when nodes are random and competed over.
Either make nodes phased or competed over. I mean the whole 'so you wont get a guy stealing your node' thing is so minor... I've played a lot of MMO's and honestly I didn't encounter this issue all too often. Sure you'll get it a lot at release because the zones are crowded but after a while when a game get's a more normal flow of players, the whole 'node stealing' thing becomes a thing of the past, excluding the odd node every so often.
I don't know why more people aren't acknowledging this, it is exactly what I was thinking. Maybe people don't understand the reference about minecraft's crafting system with discovering new recipies through trying out new combos of mats.
"Many have eyes, but few have seen." - Goddess Lyssa
Comments
It was mentioned (somewhere) that you can exhaust a node for yourself, but it doesn't exhaust it for others. This way there is no competition for resources, while still making some resources diffiicult to get depending on how often it replenishes. A tough to reach location might also be a factor.
I think the discovery of recipes (through trial and error?) is what will drive the crafting economy. To me, it hearkens back to EQ1 - put logically combinable ingredients in your fletching kit and see what comes out. I'm excited about this. It is way better than the original GW, and sounds on a par with LOTRO (with the addition of the discovery system). Hopefully you can discover rare/unique recipes that make you a sought-after craftsman. Bone tip swift arrows, etc.
I am guessing materials will not be a driving force on the economy - but then again, not everyone keeps mats they loot or stops to mine or harvest, so there still might be a market for them.
I don't know if it's innovative, but I took the mechanics to mean that you only gain experience from the first item of a type that you craft, but that experience is variable. So instead of crafting a mountain of vendor trash for a point each, you make one item for a few points, then learn to craft a new item for a few more points. No grind, no stacks of worthless junk, all progression.
If you choose to craft something from a recipe you've already mastered (by receiving experience for it), you do so because you either want that item for it's intrinsic usefulness, or because you specifically want to vendor it.
I may be wrong because it was never stated explicitly, but that's how I'm understanding it. Innovative? Maybe. But certainly a relief.
I'm liking the sounds of the crafting system so far, especially the discovery system, I'd love it if you can affect the quality of the item also - perhaps through experimentation and using different quality items. Definitely want to hear more about this.
I do wonder how they will handle the rare nodes and such. If we find a rare nod, and call our friends to come mine it, it makes me think that eventually it would repop or that they spawn in a random same spot point, as in, it's always one of 10 spots.
its hard to find node.
Guild Wars 2 Youtube Croatian Maniacs
My Guild Wars titles
As I understand, crafting SHOULD NOT be grindy. So if you are camping at a node, you are wasting your own time. It's the same with everything else in the game... if you are waiting for a mobs to spawn so you can farm them, you are wasting your time.
Also, nodes may be stationary, but that doesn't mean they are unlimited to you. I thought that was pretty obvious, but some people seem to think you can farm them endlessly.
If I see a node, I can harvest it. Other people can harvest it behind me, BUT I can no longer harvest it for a few minutes. That's how I always thought it was. As for rare nodes... just put them in a dangerous spot. AND THEN, only let players re-harvest the node AFTER they exit the zone. That seems fair to me. Sure it will cause a bit of grind if you REALLY want that node... but as they said already, you shouldn't need a million rare ores anyways.
Disappointing but not surprising. Hoped they'd try and break some mold here.
And they have tried by making crafting less of a tedious grind and more about experimentation (gear upgrades & recipe discovery), but alas people have already proclaimed how they'll start farming rare nodes with their Guild and discover recipes on a wiki. So I'm not disappointed with ArenaNet, just its future playerbase.
maybe a rare node is only available for a set time, then disappears... then again, they did say nodes won't just magically disappear so...
Sounds fine to me, but nothing truly revolutionary.
Still, it just needs to be better than Rifts and TOR, and it is a lot better than Rifts crafting.
The really good news is that they kept the salvage kits, I always liked those.
I browsed the article super fast and I'm not that interested in crafting but I came to that conclusion: Reduce grind and increase discovery which is alright by me.
Tbh, Anet has been on a series of winning matches and this blog post may end that super streak of wins but it's not a loss; just a draw that may feel a bit like a loss given the previous awesome stuff, imo, and imo crafting only really fits in a sandbox with a full-blown economy anyway... although bioware have trumped a great system that fits their ideas about ME2 style crews and ships 'rather well'
Can someone explain the similarity to minecraft (which I tried a few times but the 1stP perspective makes me feel v sick so I stopped playing it after a few attempts) ??
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
I like the way they describe the gathering. Instead of having to race others for a node , you can work together with strangers to clear the mobs near the node. Instead of seeing a stranger stealing it while you fight the mob near the node.
Lead designer Eric Flannum has taken some time out of his busy schedule and deigned to answer some questions the community has asked about crafting.
http://www.guildwars2guru.com/forum/showpost.php?p=602243&postcount=443
And another one from Andrew McLeod: Click
Eat me!
Since when does there have to be rare crafting nodes? There doesn't have to be rare crafting materials at all. Even if there are to be rare crafting materials, they don't have to come from crafting nodes. And even if they do come from crafting nodes, you can make them a 1% spawn chance at a common type of node.
-----
Apparently the experimenting does not use up the materials if it fails. It's just try one thing and see if it will let you combine it, then try another thing and see if it will let you, and so forth. I'd expect someone to make a macro to try zillions of things for hours on end and find all of the combinations that work that way. It probably won't be long before they all appear on the wiki.
It sounds like crafting is what I expected: no content there, but not a nuisance.
The gathering system sounds pretty similar to what a lot of games have, but no need for gathering professions will be a nice improvement. Not needing to fight with other people over resources nodes is a nice touch, too.
To me it sounds like most if not all rare crafting materials will come from salvaging and the common materials (wood, iron ingots, plant fibers and whatever) will come from nodes. It is just a guess of course. That you get a certain rare sometimes from a node like EQ2 is another possibility.
And no, crafting does not sounds like GW2s strongest point but most of the MMOs I played is even worse there. You probably earn more money if you just salvage and gather materials and sell them to crafters instead.
True. With salvage kits in the game, anything you loot becomes a potential rare node. You may not even have to gather at all and you can just use the mats you get from salvaging.
It seems like an okay system.
While I hoped for something a bit more, they never really said it would be so i was not expecting it. The node phasing is an interesting method, which I like, with the exception of rares. So 1000 people walk by a rare node and they each get a rare. Then it is not rare.
I enjoy crafting and have played much more complicated systems that I loved and ones that had no thought to them at all. In the end if it means all of the gameplay is fun (even if crafting is not innovative) i would stil give it a try. I like to balance my crafting with other aspects of the game so I think with all the other "possible" innovative features they are introducing, this could still work as a more mainstreamed feature.
"Because we all know the miracle patch fairy shows up the night before release and sprinkles magic dust on the server to make it allllll better." parrotpholk
uhh I fail to see any minecraft in GW2 crafting? Minecraft is about taking something from the world and craft anything you want at any spot you want. In GW2 all the crafting and the housing (if there will be any) are static, even though they provide a fresh look on this static crafting.
YAY! I can't WAIT! Sounds perfectly wonderful to me. More like EQ2 in the gathering (which I love), and more like LotRO in the actual crafting, which is also A-OK with me.
I think I will contine to play NOTHING until GW2 comes out. That way I will be fresh and ready once I have it in my hot little hands.
President of The Marvelously Meowhead Fan Club
As an avid crafter in both LoTRo, and in Vanguard, I have to say im actually looking forward to this type of system. And lets be honest here, they only gave us a little taste of whats to come. Nothing is written in stone yet about crafting. They just told us their thoughts for now.
This is the most underwhelming aspect of the game revealed so far, im my opinion. Only 8 tradeskills in a very standard package.
They should really spend more time on this, and take a look at some more complex systems in other games. Additionally, I really have strong doubts about the shared node thing, it would be too easy to farm and flood the market with materials. The lack of gathering proffesions is fine but you need to limit the amount of materials entering the game. It's also more intresting to explore places when nodes are random and competed over.
Either make nodes phased or competed over. I mean the whole 'so you wont get a guy stealing your node' thing is so minor... I've played a lot of MMO's and honestly I didn't encounter this issue all too often. Sure you'll get it a lot at release because the zones are crowded but after a while when a game get's a more normal flow of players, the whole 'node stealing' thing becomes a thing of the past, excluding the odd node every so often.
I don't know why more people aren't acknowledging this, it is exactly what I was thinking. Maybe people don't understand the reference about minecraft's crafting system with discovering new recipies through trying out new combos of mats.
"Many have eyes, but few have seen." - Goddess Lyssa