Feedback talk:User/Knighthonor/Crafting Job Profession system idea
As politely as I can make this sound: please just buy a World of Warcraft subscription. This, along with your suggestion of a mount system, is entirely plagiarized from that game. Xiaquin 22:05, 14 February 2010 (UTC)
Care to explain how this is similar to WoW? Crafting System? Thats the only way I see this similar. But GW2 will be getting Crafting jobs, so how is that also not following your rule of what is a copy? Check my idea again, and you will see I have a different control system for what you make. In WoW each Armor maker is split. I put Plate and Hide armor in the same crafting profession. Thats just one example of how its different.--Knighthonor 15:11, 6 March 2010 (UTC)
- As read at Guild Wars 2, it's stated that "the crafting system will be expanded". Do you have a link clearly stating that there will be crafting "jobs"? And I was referring to your other suggestions you have made (Mounts, Talent Trees, Gear Slots, Potions, Food, etc. seem to follow a trend). My point is that GW is not about giving your characters "jobs" and feeding them. The "job" is to save the bloody world, not take a 9-5 shift to make a living. Most of us come here to escape that part of real life :) Xiaquin
17:42, 6 March 2010 (UTC)
And that can still be done. Thats why most traditional MMORPGs have Crafting systems to better their ingame ecnomy. Players like to trade and make items. Work can be fun. It all depends on the person doing it. And many MMORPG players like Crafting jobs. It may even be a optional system for gameplay. So if Crafting jobs are not your cup of tea, then do not do it. Dont ruin it for people that like Crafting.--Knighthonor 10:21, 7 March 2010 (UTC)
- The same can be said of people that don't like crafting. This system grows the economy to a point where players could be in poverty unless they make a living producing something and selling it. Not everyone plays enough to do that, and this is a road that leads to the game being another career. My Guild is very casual, and while I understand the system isn't mandatory, my point is that players like us would be subjugated to buying from players that dominate the game. I observed through the WoW frenzy years ago, economies like that put casual players in the poor house. Xiaquin
17:17, 7 March 2010 (UTC)
Casual Players get by with Drops. So bascially the system still fits in the idea of it being OPTIONAL. Players who put time into Crafting and Selling would dominate the ecnomy, but thats because that is the thing the like to do. Should PvP players Dominate PvE and viceVer? Samme logic here. Crafters and Sellers would control the ecnomy in the game. Players that are casual and less willing to do crafting, can get by on Item Drops from mobs and Dungon items. They arent ruined by the system since they can still get by with PvE items and PvP gear.--Knighthonor 00:32, 8 March 2010 (UTC)
- That doesn't change the fact that you are putting the economy dangerously in the hands of players producing and selling, rather than the current economy of trading. The power of the few that produce in this system will dominate the many that want to play the game instead of taking a job. Furthermore, your armor crafter implies that armor would be traded and not customized on purchase. That's another blow to NPC crafting where players will undercut the market to make a buck. The bottom line is you place the value of goods based a price that maximizes player profit and exploits demand, when much of the economy should be regulated in a game. Xiaquin
17:07, 9 March 2010 (UTC)
- I'm going to add to this that consumables are enough of a problem in the current game, and that's without the ability to directly restore health on demand. Being rich enough to buy the potions and other consumables in order to survive otherwise-impossible encounters is not what Guild Wars is about, nor what GW2 should be about. --Kyoshi (Talk)
17:57, 9 March 2010 (UTC)
- Agreed, and there exists an entirely separate argument for the role of consumable items. I'm of the opinion that the ones that buff are fun as event drops, but unjust as a crafted, infinite supply. Xiaquin
03:28, 11 March 2010 (UTC)
- I think the fear of endangering the economy is incredibly unfounded in that the current economy in GW sucks absolutely right now. High end items being used as trading currency, items that most casual players never obtain because the areas are too "hard" or take "too long to complete." With crafting, I think everyone is given an opportunity to try one or multiple crafts, but I think the key is making it a system that one has to practice to achieve greateness in so that the higher your craft rank/level/experience the more effective your items become. I mean, if people can sit around idle downing ale for 10,000 minutes, I think people might invest the effort into practicing a craft that will have innumerable benefits and effects on their character and the game itself aside from a stupid title. Now crafting PROFESSIONS might be going overboard, as I think the crafting system itself should be used as a sort of in-game hobby, and professions bestowing bonuses would really just take the fun out of it (that being said, I see nothing wrong with casual/Role-play gear that bestows benefits on an individual for a particular craft, and yes, they have that sort of thing in FFXI but if you want to "expand" on something, you need to see what the current plateau of creativy is like before you can do so).74.79.132.108 18:51, 24 April 2010 (UTC)
- I just had a similar conversation with a guildmate. Ecto functions as currency only because players are limited to carrying 100 platinum. Only by removing this cap could the economy correct itself, with the Underworld no longer being a gold mine. The sad reality is that there's too much ecto out there to reverse the problem. That said, switching to a crafting system, the same group of people (ecto farmers, long title chasers) are going to be the wealthy, and the same group of casual players are going to stay poor because they will have to buy from them. The current system is fair, it's ecto that's been abused because of system limitations. If you think about it, ecto is not that special compared to other materials, it's just so inflated in value because of the demands of trade. Xiaquin
17:17, 25 April 2010 (UTC)
- I just had a similar conversation with a guildmate. Ecto functions as currency only because players are limited to carrying 100 platinum. Only by removing this cap could the economy correct itself, with the Underworld no longer being a gold mine. The sad reality is that there's too much ecto out there to reverse the problem. That said, switching to a crafting system, the same group of people (ecto farmers, long title chasers) are going to be the wealthy, and the same group of casual players are going to stay poor because they will have to buy from them. The current system is fair, it's ecto that's been abused because of system limitations. If you think about it, ecto is not that special compared to other materials, it's just so inflated in value because of the demands of trade. Xiaquin
- I think the fear of endangering the economy is incredibly unfounded in that the current economy in GW sucks absolutely right now. High end items being used as trading currency, items that most casual players never obtain because the areas are too "hard" or take "too long to complete." With crafting, I think everyone is given an opportunity to try one or multiple crafts, but I think the key is making it a system that one has to practice to achieve greateness in so that the higher your craft rank/level/experience the more effective your items become. I mean, if people can sit around idle downing ale for 10,000 minutes, I think people might invest the effort into practicing a craft that will have innumerable benefits and effects on their character and the game itself aside from a stupid title. Now crafting PROFESSIONS might be going overboard, as I think the crafting system itself should be used as a sort of in-game hobby, and professions bestowing bonuses would really just take the fun out of it (that being said, I see nothing wrong with casual/Role-play gear that bestows benefits on an individual for a particular craft, and yes, they have that sort of thing in FFXI but if you want to "expand" on something, you need to see what the current plateau of creativy is like before you can do so).74.79.132.108 18:51, 24 April 2010 (UTC)
- Agreed, and there exists an entirely separate argument for the role of consumable items. I'm of the opinion that the ones that buff are fun as event drops, but unjust as a crafted, infinite supply. Xiaquin
- I'm going to add to this that consumables are enough of a problem in the current game, and that's without the ability to directly restore health on demand. Being rich enough to buy the potions and other consumables in order to survive otherwise-impossible encounters is not what Guild Wars is about, nor what GW2 should be about. --Kyoshi (Talk)
We don't even know how weapons and armor are going to turn out, yet. It's been confirmed that energy pots are, so far, the only potions to be implemented. We don't need a food system, because we don't need a hunger system. That's just a waste of time that distracts players from actually playing the game. Talking about blacksmithing, carpentry and tailoring for players is pointless because we don't yet know what is going to be included in the crafting expansion. This suggestions reminds me of Everquest. While I truly enjoyed EQ for the three years I played it, I don't want GW2 to become it. I like the simplicity of GW1. I like being able to play through the game without so many distractions. At the very least, let's wait until they release more information about what already is in the game before making suggestions that may prove impossible. Teddy Dan, yo. 06:45, 29 November 2010 (UTC)
- The point of Suggestions is to suggest ideas. Waiting to see and then suggest, well, it defeats the purpose of having this forum to post... With that said, I'm all for crafting. GW1 is fun and all, but also dull. You just end up farming instead to get materials and money to create your armor sets. How that is different from getting those materials and making your own items I do not know. And the economy is dead. It's odd to have no one selling much, cause they don't have anything. And others just have stuff in surplus and give it away free. You just play until you meet someone friendly that gives you what you need. Great community, but boring engagement.
- Crafting can be simple. Just make it so you don't have skill up points required. You can gain crafting materials through normal gameplay, and slight farming. You save them. You pick your profession. You trade to get stuff from the professions you could not pick. Everyone can make stuff based on their lvl or boss drops that leave a crafting instruction. You then just make it and instant reward. It's only boring when it turns into work. If it is just a series of collections, and you make it yourself or have a friend make it for you, it is rewarding. And people love making each other happy with gifts of gear and helping. Plus, it can fuel the economy nicely. The worries about the possible economy are not about crafting, but how ArenaNet designs the game in whole. Wazwolf 10:07, 19 August 2011 (UTC)