In Guild Wars 2, there are eight crafting disciplines players can choose from.
* Weaponsmith – Weaponsmiths craft melee weapons, such as swords, axes and hammers.
* Huntsman – Huntsmen craft ranged weapons like bows and pistol, as well as torches and warhorns.
* Artificer– Artificers craft magical weapons such as staves and scepters
* Armorsmith – Armorsmiths craft heavy armor pieces.
* Leatherworker – Leatherworkers craft medium armor pieces.
* Tailor – Tailors craft light armor pieces.
* Jewelcrafter – Jewelcrafters craft jewelry, such as rings and necklaces.
* Cook – Cooks can prepare food which characters can eat for temporary combat buffs.
Characters can be proficient in up to two crafting disciplines at a time.
You can switch between crafting professions, but the more profcient crafter that you are the more it costs to do so. When switching previously known attributes and crafting recipes are kept.
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09-03-2011, 14:29 #1
Crafting blog now available at GW2
09-03-2011, 14:48 #2
If they add a cap to the switching price (like with cap signets), I don't have to criticise anything in that short article.
I am looking forward to hear about the implementation from people playing the demo, e.g. how easy it is to find materials on resource nodes, how often crafting mats are found in loot etc.
Selling stuff to other players has always been tricky in GW, if it wasn't a special skin. I hope you can sell your items to a NPC merchant too, if you can't find a player customer (like red bean cakes in Cantha)
09-03-2011, 15:03 #3
GWOnline Site Pal Achievements:
- The Order of Dii [Dii]
* Nodes are not first-come, first-serve, rather they remain until you use them
* You can collect all resources (no need to spec there)
* Recipes are learned mainly by trial-and-error (or wiki) rather than bought
09-03-2011, 15:06 #4Our intent is that you should never have to make something you consider worthless while leveling a crafting discipline.
But it sounds like a good implementation of the crafting and gathering system. Especially the fact that you won't exhaust a source of materials for somebody else.
(so, when's the release date?)Lady Rhonwyn (sister of Danea, Katlinel, Gwendydd, and the rest)
Guild leader of GWOnline [GWO]
"Kind of a big mouth", "People Know Me, whether they like it or not", "I'm very vocal", "I wrote many leather bound books", "My Guild Hall is the forum", "Goddess posting amongst mere mortals" (courtesy of Cardinal Cyn)
09-03-2011, 15:24 #5
GWOnline Site Pal Achievements:
- The Order of Dii [Dii]
I assume that you'll effectively take over the jobs of armor and weapon crafters, with armor prices at all levels being decided upon by supply and demand. Neat idea, I'll be curious to see how that works out in practice.
Not something I'd sink time into. I expect people to pick crafts to reduce their own armor/weapon costs (hybrids are at an economic disadvantage here), and cooking should be a good choice given that consumables need to be re-supplied.
09-03-2011, 16:22 #6
what i really like about this system is that there is no crafting prof just to buff things, they all are useful in there own way.
what pissed me off in LOTRO is that i was killing an enemy because it guarded the ore, but some dipsh*t just ninja'd it, luckily they fixed that problem right away.
09-03-2011, 16:47 #7
Copy-paste from guru thread:
- Everyone can harvest all materials, in addition to having access to two crafting professions. Every crafting system I can think of forces the player to decide between gathering and crafting professions, with the gathering professions always being the better choice economically and the crafting professions being recommended for high level players with tons of gold to waste. This is a definite improvement.
- Switching back and forth between crafting professions doesn't reset your progress in that profession. Obviously good.
- Discoverable recipes. Cute for the RP-er, will certainly matter for the first few months of the game. If they quietly put in new recipes every few months, this would actually be a big deal long-term.
- No fighting over resource nodes. We already knew this, but it's one of the biggest pluses for the system. The question is: when exactly do nodes spawn and disappear? Nodes need to keep spawning so that players can keep finding them, but the entire map can't get jam-packed with nodes, so there needs to be some mechanic whereby nodes are erased eventually. Maybe every node has a lifetime, or maybe nodes out of visual range of the players are wiped.
- 400 skill points per profession isn't so bad, compared to other games. The absolute maximum number of items you'll need to craft will be 400 to hit the max, and really it'll probably be more like 50-300 (depending on exactly how generous they are with the items that give multiple points). That's a hell of a lot less grind than we're used to.
- I'm incredibly skeptical that there is any possible way I'll be able to make 50-300 items that are actually useful to me, or anyone else. They said that I'll never need to make an item just to sell it to the vendor, which means that either there are way better items available through crafting than we're used to, we get way more points per crafted item than I'm giving them credit for, or there's no real advantage to be gained by becoming a master craftsman...which brings me to my next point:
- Absolutely no indication as to what the "skill points" are for. Better chance to make a perfect item? Can certain recipes only be learned (or, worse, discovered) by players with a certain number of skill points in a discipline? Gating recipes, particularly when the recipes are already "gated" by the players' need to discover the recipes on their own, is an unpleasant idea, imo. How am I supposed to know if the recipe I just tried actually doesn't give me an item, or if it's just that I'm not a master craftsman yet so I can't discover that recipe?
- Cooks produce consumables. Either these items are terribly underpowered and cooking is useless, or we're getting the ability to produce personal cons a la Candy Corn, whenever we want. I can't tell if this is an improvement over GW1 (where certain personal cons were hard to come by most of the time if you didn't farm them during holiday events) or a bad sign.
As a final note, I'd like to put this here again, in bold, so hopefully someone notices it: If they quietly put in new recipes every few months, discovering recipes would actually be a big deal long-term.
Players love looking for the Traveler every week. Give us some new recipes every month or two and the discovery thing will continue to matter long after wiki has mapped out the basic recipes. Particularly if the new recipes require rare materials, and particularly if trying to craft something has a chance of destroying your ingredients if there is no recipe for that item.
09-03-2011, 16:58 #8
I like this little bit:
In addition, most crafters can create upgrades for their gear. For instance, a weaponsmith can craft a handle which can be attached to melee weapons to give them a chance to poison enemies.
09-03-2011, 17:17 #9
I'm worried about the item upgrade system. Since salvage kits will be used to make crafting ingredients from items, how are we going to transfer upgrades from one item to another? I hope it's possible, instead of upgrades being lost forever once they're added to an item.
I'm also worried about the consumable factories we will see in the game. Crafting and consumables are steps in which ArenaNet is moving closer and closer to the classic MMORPGs I'm rather not fond of.
09-03-2011, 17:26 #10