It's a pretty classic system in essence, you just don't know what kind of recipe you're getting beforehand, which, imo, is more of an annoyance as there will be lists of combinations online within the first week.
Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!
The best crafting experience I've ever had was 'Pioneering class' at camp as a kid. I got to learn how to make my own soap, my own candles, a quilt, and learned the best technique to rip off a chicken's head with my bare hands. Then I got to watch it run away and nearly get hit by a car.
All MMORPG crafting has been downhill since then.
(I'm still looking forward to GW2 crafting as something to spread out my time doing, just like the minigames. Not the main draw for the game, but just something extra to do. I craft in EVERY MMO I play, just to do something besides kill all day long)
You guys who are complaining about the "click-and-wait" aspect of crafting, if you can come up with a compelling way to do crafting that doesn't make it become a chore after a while then please let's hear it. I personally don't want to play a mini-game when I want to craft and its not like the bar takes anything less than 2 seconds.
It really comes down to this. Do you want a mini game or traditional crafting. For my part I prefer the almost mini game in crafting. I really enjoyed Vanguards way of doing things. If you like traditional crafting, I think this system should be ok for you. I personally hope the expand on it and make it a bit more interactive.
Well except for wanting to jump through my screen and grab control of the demo so I could try out some obvious combos the crafting looks good to me.
I actually like that there is no mini game - I really dislike EQII crafting mainly because I can't chat and craft at the same time in that game - it hurts:)
I also love that you can switch (at a cost) without losing progress - it always takes me a few weeks to narrow down my chosen crafting professions. No matter how much I read up ahead of time I usually make a drastic shift in what I'm playing.
My big concern about crafting in Guild Wars 2 is storage - it was a problem for crafting in GW1 and from the demo looked like it could be a problem in GW2.
You guys who are complaining about the "click-and-wait" aspect of crafting, if you can come up with a compelling way to do crafting that doesn't make it become a chore after a while then please let's hear it. I personally don't want to play a mini-game when I want to craft and its not like the bar takes anything less than 2 seconds.
It really comes down to this. Do you want a mini game or traditional crafting. For my part I prefer the almost mini game in crafting. I really enjoyed Vanguards way of doing things. If you like traditional crafting, I think this system should be ok for you. I personally hope the expand on it and make it a bit more interactive.
For me, the discovery system is enough of a mini-game to keep me engaged, and if that wasn't there I probably wouldn't even touch the crafting system. Anything other than that would just be a needless chore that is tacked on just to spice things up, and for me that just doesn't work.
You guys who are complaining about the "click-and-wait" aspect of crafting, if you can come up with a compelling way to do crafting that doesn't make it become a chore after a while then please let's hear it. I personally don't want to play a mini-game when I want to craft and its not like the bar takes anything less than 2 seconds.
It really comes down to this. Do you want a mini game or traditional crafting. For my part I prefer the almost mini game in crafting. I really enjoyed Vanguards way of doing things. If you like traditional crafting, I think this system should be ok for you. I personally hope the expand on it and make it a bit more interactive.
For me the discovery system is enough of a mini-game to keep me engaged, and if that wasn't there I probably wouldn't even touch the crafting system. Anything other than that would just be a needless chore that is tacked on just to spice things up and for me, that just doesn't work.
I must admit, that the discovery system has me interested also. Wth a discovery system, I have to hold out hope that there are a lot of recipes out there to find so that I don't find them all in a day or 2. I love finding new recipes in games. Its one of the thinks that I enjoy, being a crafter at heart.
Well except for wanting to jump through my screen and grab control of the demo so I could try out some obvious combos the crafting looks good to me.
I actually like that there is no mini game - I really dislike EQII crafting mainly because I can't chat and craft at the same time in that game - it hurts:)
I also love that you can switch (at a cost) without losing progress - it always takes me a few weeks to narrow down my chosen crafting professions. No matter how much I read up ahead of time I usually make a drastic shift in what I'm playing.
My big concern about crafting in Guild Wars 2 is storage - it was a problem for crafting in GW1 and from the demo looked like it could be a problem in GW2.
5 bags with about 15- 20 slots in each, taking up about 250 items per slot.. I think thats a lot of space and I believe the guy playing the demo just spent too much time not using up his resources.
And ye the guy in the vid seam to have a lot of storage problem, and thats a thing i always hated when crafting in mmo, i prefer by far a limitless bag with an overweight running speed debuff.
this looks fantastic. the best crafting system is hands down in WoW, and this is basically a more interesting version of it.
Not sure if serious.
Majority of gamers like to keep their gaming simple. So not a surprise that he enjoys WOW's crafting system more.
i havent played WoW in over 2 years. i didnt enjoy the crafting because of the simplicity. i actually enjoyed it because it got you exploring or revisiting the world, and actually mattered. i.e. alchemy would give you raid buffs and epic trinkets. EVE's crafting is definitely the most in-depth, but it didnt matter because you could buy the same stuff from an NPC corp. this just goes to prove that more complicated things arent necessarily more interesting. im not even considering any other games because only WoW and EVE are (or were) the truly successful MMO's.
I really like this system. The only other games I've played where I've crafted are EQ1 and 2 and LOTRO. I didn't like either of EQ's systems. The first one had pretty much a similar feel to this one, but you could fail your combine and lose all your stuff. The second one got so boring that I'd rather inflict bodily harm on myself than do it (said tounge in cheek, I wouldn't actually resort to this, but I would come close). It's so montonous just hitting buttons constantly to level up and leveling up is pretty slow, even though they've sped it up with experiance from crafting quests...it's mostly the process of creating things that takes so long and it drives me nuts. I did like how I had control over getting the highest quality item, but the button mashing was not fun.
I'd rather just have the ingredients, throw them into the thing and hit a button. I liked LOTRO for this reason, but it was pretty slow and you could still fail combines. I love this system. It's simple, fun, and effective and I don't have to constantly be hitting buttons to progress. I also like the discovery thing. It adds a little bit of a challenge to it and it will give me something else to do. I've played a lot of other games that had crafting that had the discovery system and most of them I ended up looking up online, but it's still pretty fun to throw things in there and see if anything can come out.
I love how this system will tell you if the ingredients you have will work in what you are trying to make. That's pretty cool. It would save a lot of time and frustration.
Overall, I really hope they don't change this. I really don't want another EQ2 system of mindless button mashing just to make some armor or whatever. If you don't like the crafting system, then don't use it. Simple as that. I plan to take full advantage of it as an avid crafter. To me, this is the perfect crafting system.
Boring video all told. But what it shows us about the crafting system is just incredible. In-depth enough to be fun and compelling, but not so complicated as to be cumbersome and annoying and too time-consuming. Love it.
Love it.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." Jeff Strain, co-founder of ArenaNet, 2007
No, if people are going to be able to switch their crafting skills and retain previous levels, I'm done.
Care to elaborate on why? I would think that the ability to switch your craftiing professions and being able to retain your levels would be a good thing. Unless I'm misunderstanding you, in which case, by all means correct me
You guys who are complaining about the "click-and-wait" aspect of crafting, if you can come up with a compelling way to do crafting that doesn't make it become a chore after a while then please let's hear it. I personally don't want to play a mini-game when I want to craft and its not like the bar takes anything less than 2 seconds.
It really comes down to this. Do you want a mini game or traditional crafting. For my part I prefer the almost mini game in crafting. I really enjoyed Vanguards way of doing things. If you like traditional crafting, I think this system should be ok for you. I personally hope the expand on it and make it a bit more interactive.
I also adored Vanguard's crafting (it wasn't only typical crafting, it was an entirely different face to your character), but problem is that heavy mini-game crafting systems get really tedious really fast unless you're that "crafter dude" who genuinely enjoys that kind of thing. I imagine average players didn't get that far into EQ2 or Vanguard's crafting system, even more I suspect they stayed the hell away from it when they saw it was complicated.
That's also another problem - overwhelming majority of people simply avoids crafting altogether if it feels like an entirely different game with its own set of rules they have to learn and/or if it forces them to go out of their way to enjoy it properly (material grind, wasting money/time on low level items, etc).
GW2 aims to remedy typical crafting by making the process fast, slick and, somewhat confused presented aside, relatively intuitive Discovery system. Sure, it's not a mini-game heavy system nor or is it revolutionary in any significant way, but combined with changes to gathering materials and loot accessibility thanks to no kill steals, it just might get people to actually craft for their own benefit because it'll come naturally.
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
You guys who are complaining about the "click-and-wait" aspect of crafting, if you can come up with a compelling way to do crafting that doesn't make it become a chore after a while then please let's hear it. I personally don't want to play a mini-game when I want to craft and its not like the bar takes anything less than 2 seconds.
It really comes down to this. Do you want a mini game or traditional crafting. For my part I prefer the almost mini game in crafting. I really enjoyed Vanguards way of doing things. If you like traditional crafting, I think this system should be ok for you. I personally hope the expand on it and make it a bit more interactive.
I also adored Vanguard's crafting (it wasn't only typical crafting, it was an entirely different face to your character), but problem is that heavy mini-game crafting systems get really tedious really fast unless you're that "crafter dude" who genuinely enjoys that kind of thing. I imagine average players didn't get that far into EQ2 or Vanguard's crafting system, even more I suspect they stayed the hell away from it when they saw it was complicated.
That's also another problem - overwhelming majority of people simply avoids crafting altogether if it feels like an entirely different game with its own set of rules they have to learn and/or if it forces them to go out of their way to enjoy it properly (material grind, wasting money/time on low level items, etc).
GW2 aims to remedy typical crafting by making the process fast, slick and, somewhat confused presented aside, relatively intuitive Discovery system. Sure, it's not a mini-game heavy system nor or is it revolutionary in any significant way, but combined with changes to gathering materials and loot accessibility thanks to no kill steals, it just might get people to actually craft for their own benefit because it'll come naturally.
This. I was trying to get that point across, but you put it far more elegently. Thanks
You guys who are complaining about the "click-and-wait" aspect of crafting, if you can come up with a compelling way to do crafting that doesn't make it become a chore after a while then please let's hear it. I personally don't want to play a mini-game when I want to craft and its not like the bar takes anything less than 2 seconds.
It really comes down to this. Do you want a mini game or traditional crafting. For my part I prefer the almost mini game in crafting. I really enjoyed Vanguards way of doing things. If you like traditional crafting, I think this system should be ok for you. I personally hope the expand on it and make it a bit more interactive.
I also adored Vanguard's crafting (it wasn't only typical crafting, it was an entirely different face to your character), but problem is that heavy mini-game crafting systems get really tedious really fast unless you're that "crafter dude" who genuinely enjoys that kind of thing. I imagine average players didn't get that far into EQ2 or Vanguard's crafting system, even more I suspect they stayed the hell away from it when they saw it was complicated.
That's also another problem - overwhelming majority of people simply avoids crafting altogether if it feels like an entirely different game with its own set of rules they have to learn and/or if it forces them to go out of their way to enjoy it properly (material grind, wasting money/time on low level items, etc).
GW2 aims to remedy typical crafting by making the process fast, slick and, somewhat confused presented aside, relatively intuitive Discovery system. Sure, it's not a mini-game heavy system nor or is it revolutionary in any significant way, but combined with changes to gathering materials and loot accessibility thanks to no kill steals, it just might get people to actually craft for their own benefit because it'll come naturally.
This. I was trying to get that point across, but you put it far more elegently. Thanks
I think its pretty obvious that the mini game part is in the discovery. I think its a very good option, because it is just an option. If you like those kind of riddles you will just play them, if you don't you will go in GW2 fan site and get the receips. Minigames are good, but if they are forced upon you, its not that good either.
I'm not very into crafting, but this system seems to be very engaging because you can always get something by combining various materials, and also it's not some mini game that will get annoying after a few weeks/days, and it's also not very complicated, so even casual crafters like me can enjoy it.
No, if people are going to be able to switch their crafting skills and retain previous levels, I'm done.
Care to elaborate on why? I would think that the ability to switch your craftiing professions and being able to retain your levels would be a good thing. Unless I'm misunderstanding you, in which case, by all means correct me
It'll allow people to max out every crafting skill and promote a crafting system where everyone can do anything, that's no good.
No, if people are going to be able to switch their crafting skills and retain previous levels, I'm done.
Care to elaborate on why? I would think that the ability to switch your craftiing professions and being able to retain your levels would be a good thing. Unless I'm misunderstanding you, in which case, by all means correct me
It'll allow people to max out every crafting skill and promote a crafting system where everyone can do anything, that's no good.
The higher your crafting skill, the more money you have to pay to change back to it.
No, if people are going to be able to switch their crafting skills and retain previous levels, I'm done.
Care to elaborate on why? I would think that the ability to switch your craftiing professions and being able to retain your levels would be a good thing. Unless I'm misunderstanding you, in which case, by all means correct me
It'll allow people to max out every crafting skill and promote a crafting system where everyone can do anything, that's no good.
Well considering in most games where crafting is implimented, people already have multiple crafters, this would just remove that and make it more streamlined. Also, as the next person stated, it will cost more to change it the higher your level is and that will probably be a huge deterrent for most people, except for the rabid crafters like myself who like it so much that they will make sure all professions are maxed at some point.
I kind of see your point but I'm still having trouble understanding why it would be a bad thing for people to be able to have multiple professions. I doubt it would hurt the economy at all and it would give people more of a variety of things to do. Plus, what if you needed something from another crafter and you couldn't find that particular crafter at the time? You just switch your profession and make it yourself. I kinow I've run into that problem in other games quite a few times and have had to level up my own crafter to compensate for it.
I guess I still fail to see how this is no good. Care to enlighten me further?
ETA: please don't think I'm trying to say that you are wrong, I'm not. I'm just trying to understand how this could be a bad thing. From every angle I've looked at it, it looks like an extremely good thing to me.
What I hope is that the things you make are actually useful. That's the most important thing. 95% of crafting systems, regardless of what they are; are either useless or overshadowed by drops or loot.
I mean, the system could be the same thing as WoW for all I care, just as long that isn't true. The actual mechanics are actually secondary to that IMO, but it's nice to see it's a bit different I suppose. As long as it's efficient too.
99% of crafting in WoW was making useless junk. That's why it was bad, not the mechanics.
What I hope is that the things you make are actually useful. That's the most important thing. 95% of crafting systems, regardless of what they are; are either useless or overshadowed by drops or loot.
I mean, the system could be the same thing as WoW for all I care, just as long that isn't true. The actual mechanics are actually secondary to that IMO, but it's nice to see it's a bit different I suppose. As long as it's efficient too.
99% of crafting in WoW was making useless junk. That's why it was bad, not the mechanics.
exact, aint much of a crafter myself, but if its in the game it needs to be a useful thing to the ingame economy, personally aint really that intrested in the actual crafting process - have yet to see it done in a fun way to me, but rather how you gain materials/recipes and adds to the game world....else there is no reason it were there in the first place....do like having a proper economy in MMOs, but with the heavy item drop focus in MMOs now there just aint space for crafting.
do like the discovery system, but properbly wont spend that much time on it meself....something to do if aint got alot of time I guess, or just dont feel like saving the world, but other wise this is the first time Ive seen something in GW2 that made me alittle... meh....but it fits their game, need to be possible to be played solo and with no "pain", besides its not much of a discovery system when things that doesnt go together is greyed out, well guess you still have to discover which slot each material need to go in..
Originally posted by DLuna What I hope is that the things you make are actually useful. That's the most important thing. 95% of crafting systems, regardless of what they are; are either useless or overshadowed by drops or loot. I mean, the system could be the same thing as WoW for all I care, just as long that isn't true. The actual mechanics are actually secondary to that IMO, but it's nice to see it's a bit different I suppose. As long as it's efficient too. 99% of crafting in WoW was making useless junk. That's why it was bad, not the mechanics.
In the Anet Blog article andrew mcleod talks crafting in gw2 he states "Our intent is that you should never have to make something you consider worthless while leveling a crafting discipline".
I looked closely at what was being made to see if it supports that, however we'd have to see a lot more to discover the truth of that statement. Our demo player switched disciplines a couple of times, when he switched to jeweler some upgrade items seemed to appear in his bag (I hadn't seen them before), he didn't make anything as a jeweler though. For those interested this is what was crafted:
Weaponsmith Apprentice Maintenance Kit (Double click to increase your weapon damage by 10 for 30 minutes} Large Green Haft - Handle of a tool or weapon Small Green Haft - Handle of a tool or weapon Bronze Sword Hilt - Sword Handle Bronze Harpoon Head
Artificer Cured Rawhide Leather Square - Mat Core of Poison Nova - Focus Core? Core of Flamestrike - Focus Core? Green Wood Plank - Mat Green Carved Burl - Mat Green Infused Power Core - Mat Green Green Infused Toughness Core - Mat Green Green Infused Vitality Core - Mat Green Green Infused Power Core - Mat Apprentice Tuning Crystal (Double click to increase your weapon damage by 10 for 30 minutes)
Huntsman Green Wood Plank - Mat Cured Rawhide Leather Square - Mat Sharp Bronze Spear with one upgrade slot - Weapon Made from: Bronze Harpoon Head (crafted as Weaponsmith), Large Green Haft (Crafted as Weaponsmith) and fangs (likely a drop?), The Sapphire Sliver (upgrade item), which looked liked it was gained after selecting Jeweler as a discipline, provided + vitality after it was applied to the weapon.
There are cross discipline recipes for materials and items, the Apprentice Tuning Crystal (Artificer) and the Apprentice Maintenance Kit (Weaponsmith) both provided the same weapon buff.
I love crafting, I like the mini games of Vanguard but also appreciate how quickly they can become tiresome to all but the dedicated crafters, this system looks painless. I like the discovery aspect of it a lot, I hope they'll add to the recipes as the game ages so that new recipes can be discovered. I won't be looking them up on the net, I'll enjoy discovering them for myself.
Comments
Majority of gamers like to keep their gaming simple. So not a surprise that he enjoys WOW's crafting system more.
It's a pretty classic system in essence, you just don't know what kind of recipe you're getting beforehand, which, imo, is more of an annoyance as there will be lists of combinations online within the first week.
Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!
The best crafting experience I've ever had was 'Pioneering class' at camp as a kid. I got to learn how to make my own soap, my own candles, a quilt, and learned the best technique to rip off a chicken's head with my bare hands. Then I got to watch it run away and nearly get hit by a car.
All MMORPG crafting has been downhill since then.
(I'm still looking forward to GW2 crafting as something to spread out my time doing, just like the minigames. Not the main draw for the game, but just something extra to do. I craft in EVERY MMO I play, just to do something besides kill all day long)
It really comes down to this. Do you want a mini game or traditional crafting. For my part I prefer the almost mini game in crafting. I really enjoyed Vanguards way of doing things. If you like traditional crafting, I think this system should be ok for you. I personally hope the expand on it and make it a bit more interactive.
I self identify as a monkey.
Well except for wanting to jump through my screen and grab control of the demo so I could try out some obvious combos the crafting looks good to me.
I actually like that there is no mini game - I really dislike EQII crafting mainly because I can't chat and craft at the same time in that game - it hurts:)
I also love that you can switch (at a cost) without losing progress - it always takes me a few weeks to narrow down my chosen crafting professions. No matter how much I read up ahead of time I usually make a drastic shift in what I'm playing.
My big concern about crafting in Guild Wars 2 is storage - it was a problem for crafting in GW1 and from the demo looked like it could be a problem in GW2.
For me, the discovery system is enough of a mini-game to keep me engaged, and if that wasn't there I probably wouldn't even touch the crafting system. Anything other than that would just be a needless chore that is tacked on just to spice things up, and for me that just doesn't work.
This is not a game.
I must admit, that the discovery system has me interested also. Wth a discovery system, I have to hold out hope that there are a lot of recipes out there to find so that I don't find them all in a day or 2. I love finding new recipes in games. Its one of the thinks that I enjoy, being a crafter at heart.
I self identify as a monkey.
5 bags with about 15- 20 slots in each, taking up about 250 items per slot.. I think thats a lot of space and I believe the guy playing the demo just spent too much time not using up his resources.
This is not a game.
Look great to me, discovery, i just love it.
And ye the guy in the vid seam to have a lot of storage problem, and thats a thing i always hated when crafting in mmo, i prefer by far a limitless bag with an overweight running speed debuff.
i havent played WoW in over 2 years. i didnt enjoy the crafting because of the simplicity. i actually enjoyed it because it got you exploring or revisiting the world, and actually mattered. i.e. alchemy would give you raid buffs and epic trinkets. EVE's crafting is definitely the most in-depth, but it didnt matter because you could buy the same stuff from an NPC corp. this just goes to prove that more complicated things arent necessarily more interesting. im not even considering any other games because only WoW and EVE are (or were) the truly successful MMO's.
i agree too and discovering recipes seems rewarding rather than having to buy a recipe and things
I really like this system. The only other games I've played where I've crafted are EQ1 and 2 and LOTRO. I didn't like either of EQ's systems. The first one had pretty much a similar feel to this one, but you could fail your combine and lose all your stuff. The second one got so boring that I'd rather inflict bodily harm on myself than do it (said tounge in cheek, I wouldn't actually resort to this, but I would come close). It's so montonous just hitting buttons constantly to level up and leveling up is pretty slow, even though they've sped it up with experiance from crafting quests...it's mostly the process of creating things that takes so long and it drives me nuts. I did like how I had control over getting the highest quality item, but the button mashing was not fun.
I'd rather just have the ingredients, throw them into the thing and hit a button. I liked LOTRO for this reason, but it was pretty slow and you could still fail combines. I love this system. It's simple, fun, and effective and I don't have to constantly be hitting buttons to progress. I also like the discovery thing. It adds a little bit of a challenge to it and it will give me something else to do. I've played a lot of other games that had crafting that had the discovery system and most of them I ended up looking up online, but it's still pretty fun to throw things in there and see if anything can come out.
I love how this system will tell you if the ingredients you have will work in what you are trying to make. That's pretty cool. It would save a lot of time and frustration.
Overall, I really hope they don't change this. I really don't want another EQ2 system of mindless button mashing just to make some armor or whatever. If you don't like the crafting system, then don't use it. Simple as that. I plan to take full advantage of it as an avid crafter. To me, this is the perfect crafting system.
Do you want some cheese with that whine?
Boring video all told. But what it shows us about the crafting system is just incredible. In-depth enough to be fun and compelling, but not so complicated as to be cumbersome and annoying and too time-consuming. Love it.
Love it.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." Jeff Strain, co-founder of ArenaNet, 2007
WTF? No subscription fee?
No, if people are going to be able to switch their crafting skills and retain previous levels, I'm done.
Care to elaborate on why? I would think that the ability to switch your craftiing professions and being able to retain your levels would be a good thing. Unless I'm misunderstanding you, in which case, by all means correct me
Do you want some cheese with that whine?
That's also another problem - overwhelming majority of people simply avoids crafting altogether if it feels like an entirely different game with its own set of rules they have to learn and/or if it forces them to go out of their way to enjoy it properly (material grind, wasting money/time on low level items, etc).
GW2 aims to remedy typical crafting by making the process fast, slick and, somewhat confused presented aside, relatively intuitive Discovery system. Sure, it's not a mini-game heavy system nor or is it revolutionary in any significant way, but combined with changes to gathering materials and loot accessibility thanks to no kill steals, it just might get people to actually craft for their own benefit because it'll come naturally.
This. I was trying to get that point across, but you put it far more elegently. Thanks
Do you want some cheese with that whine?
I think its pretty obvious that the mini game part is in the discovery. I think its a very good option, because it is just an option. If you like those kind of riddles you will just play them, if you don't you will go in GW2 fan site and get the receips. Minigames are good, but if they are forced upon you, its not that good either.
I'm not very into crafting, but this system seems to be very engaging because you can always get something by combining various materials, and also it's not some mini game that will get annoying after a few weeks/days, and it's also not very complicated, so even casual crafters like me can enjoy it.
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It'll allow people to max out every crafting skill and promote a crafting system where everyone can do anything, that's no good.
The higher your crafting skill, the more money you have to pay to change back to it.
This is not a game.
Well considering in most games where crafting is implimented, people already have multiple crafters, this would just remove that and make it more streamlined. Also, as the next person stated, it will cost more to change it the higher your level is and that will probably be a huge deterrent for most people, except for the rabid crafters like myself who like it so much that they will make sure all professions are maxed at some point.
I kind of see your point but I'm still having trouble understanding why it would be a bad thing for people to be able to have multiple professions. I doubt it would hurt the economy at all and it would give people more of a variety of things to do. Plus, what if you needed something from another crafter and you couldn't find that particular crafter at the time? You just switch your profession and make it yourself. I kinow I've run into that problem in other games quite a few times and have had to level up my own crafter to compensate for it.
I guess I still fail to see how this is no good. Care to enlighten me further?
ETA: please don't think I'm trying to say that you are wrong, I'm not. I'm just trying to understand how this could be a bad thing. From every angle I've looked at it, it looks like an extremely good thing to me.
Do you want some cheese with that whine?
What I hope is that the things you make are actually useful. That's the most important thing. 95% of crafting systems, regardless of what they are; are either useless or overshadowed by drops or loot.
I mean, the system could be the same thing as WoW for all I care, just as long that isn't true. The actual mechanics are actually secondary to that IMO, but it's nice to see it's a bit different I suppose. As long as it's efficient too.
99% of crafting in WoW was making useless junk. That's why it was bad, not the mechanics.
exact, aint much of a crafter myself, but if its in the game it needs to be a useful thing to the ingame economy, personally aint really that intrested in the actual crafting process - have yet to see it done in a fun way to me, but rather how you gain materials/recipes and adds to the game world....else there is no reason it were there in the first place....do like having a proper economy in MMOs, but with the heavy item drop focus in MMOs now there just aint space for crafting.
do like the discovery system, but properbly wont spend that much time on it meself....something to do if aint got alot of time I guess, or just dont feel like saving the world, but other wise this is the first time Ive seen something in GW2 that made me alittle... meh....but it fits their game, need to be possible to be played solo and with no "pain", besides its not much of a discovery system when things that doesnt go together is greyed out, well guess you still have to discover which slot each material need to go in..
In the Anet Blog article andrew mcleod talks crafting in gw2 he states "Our intent is that you should never have to make something you consider worthless while leveling a crafting discipline".
I looked closely at what was being made to see if it supports that, however we'd have to see a lot more to discover the truth of that statement. Our demo player switched disciplines a couple of times, when he switched to jeweler some upgrade items seemed to appear in his bag (I hadn't seen them before), he didn't make anything as a jeweler though. For those interested this is what was crafted:
Weaponsmith
Apprentice Maintenance Kit (Double click to increase your weapon damage by 10 for 30 minutes}
Large Green Haft - Handle of a tool or weapon
Small Green Haft - Handle of a tool or weapon
Bronze Sword Hilt - Sword Handle
Bronze Harpoon Head
Artificer
Cured Rawhide Leather Square - Mat
Core of Poison Nova - Focus Core?
Core of Flamestrike - Focus Core?
Green Wood Plank - Mat
Green Carved Burl - Mat
Green Infused Power Core - Mat
Green Green Infused Toughness Core - Mat
Green Green Infused Vitality Core - Mat
Green Green Infused Power Core - Mat
Apprentice Tuning Crystal (Double click to increase your weapon damage by 10 for 30 minutes)
Huntsman
Green Wood Plank - Mat
Cured Rawhide Leather Square - Mat
Sharp Bronze Spear with one upgrade slot - Weapon
Made from: Bronze Harpoon Head (crafted as Weaponsmith), Large Green Haft (Crafted as Weaponsmith) and fangs (likely a drop?), The Sapphire Sliver (upgrade item), which looked liked it was gained after selecting Jeweler as a discipline, provided + vitality after it was applied to the weapon.
There are cross discipline recipes for materials and items, the Apprentice Tuning Crystal (Artificer) and the Apprentice Maintenance Kit (Weaponsmith) both provided the same weapon buff.
I love crafting, I like the mini games of Vanguard but also appreciate how quickly they can become tiresome to all but the dedicated crafters, this system looks painless. I like the discovery aspect of it a lot, I hope they'll add to the recipes as the game ages so that new recipes can be discovered. I won't be looking them up on the net, I'll enjoy discovering them for myself.