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News & Features Discussion  » Guild Wars 2: Crafting Preview

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63 posts found
  Wolfhammer

Hard Core Member

Joined: 12/11/08
Posts: 511

Bleh!

4/30/12 12:27:41 PM#21

Originally posted by EvilGeek

 





Originally posted by tordurbar I disagree with "The distribution of materials also seems to want to keep pace with the player level". As an Artificer and Weaponsmith the gathering modes were way ahead of my crafting level. Example - iron requires level 75 and I was level 24 at the end of the beta. Although I enjoyed some of the crafting I was disappointed that the receipes for the items (not the components) depended upon uncommon drops (exampe: vial of weak blood). I spent most of my time (I was a Norn) just building components to level my crafting skill and that only went so far. I enjoyed the discovery process but never discovered anything because I was too low in crafting level. The way that I see it is that the crafting system is meant for high level toons with a load of time on their hands. It is not meant to be used "on you way up".  That, to me, is disappointing.  



I had absolutely no problem leveling my crafting to keep pace with my character level. Every five levels offered new items for both tailor and artificer, from level 10, through 15 and on to 20 I was able to craft gear that was better than the drops I had received.

 



 


I took tailor being a light armour wearer but I only saw some new recipes when I hit craft skill of 5 or 10.  From then up to my current skill of 30, I got nothing new apart from 1 recipe I discovered myslf.


  EvilGeek

Advanced Member

Joined: 8/17/08
Posts: 1241

My freedom relies on yours

4/30/12 12:29:03 PM#22


Originally posted by Wolfhammer

Originally posted by EvilGeek  

Originally posted by tordurbar I disagree with "The distribution of materials also seems to want to keep pace with the player level". As an Artificer and Weaponsmith the gathering modes were way ahead of my crafting level. Example - iron requires level 75 and I was level 24 at the end of the beta. Although I enjoyed some of the crafting I was disappointed that the receipes for the items (not the components) depended upon uncommon drops (exampe: vial of weak blood). I spent most of my time (I was a Norn) just building components to level my crafting skill and that only went so far. I enjoyed the discovery process but never discovered anything because I was too low in crafting level. The way that I see it is that the crafting system is meant for high level toons with a load of time on their hands. It is not meant to be used "on you way up".  That, to me, is disappointing.  
I had absolutely no problem leveling my crafting to keep pace with my character level. Every five levels offered new items for both tailor and artificer, from level 10, through 15 and on to 20 I was able to craft gear that was better than the drops I had received.    
I took tailor being a light armour wearer but I only saw some new recipes when I hit craft skill of 5 or 10.  From then up to my current skill of 30, I got nothing new apart from 1 recipe I discovered myslf.


See my previous post, it's all about discovery :)


  Wolfhammer

Hard Core Member

Joined: 12/11/08
Posts: 511

Bleh!

4/30/12 12:34:53 PM#23

Originally posted by EvilGeek

 





Originally posted by Wolfhammer




Originally posted by EvilGeek  



Originally posted by tordurbar I disagree with "The distribution of materials also seems to want to keep pace with the player level". As an Artificer and Weaponsmith the gathering modes were way ahead of my crafting level. Example - iron requires level 75 and I was level 24 at the end of the beta. Although I enjoyed some of the crafting I was disappointed that the receipes for the items (not the components) depended upon uncommon drops (exampe: vial of weak blood). I spent most of my time (I was a Norn) just building components to level my crafting skill and that only went so far. I enjoyed the discovery process but never discovered anything because I was too low in crafting level. The way that I see it is that the crafting system is meant for high level toons with a load of time on their hands. It is not meant to be used "on you way up".  That, to me, is disappointing.  



I had absolutely no problem leveling my crafting to keep pace with my character level. Every five levels offered new items for both tailor and artificer, from level 10, through 15 and on to 20 I was able to craft gear that was better than the drops I had received.    



I took tailor being a light armour wearer but I only saw some new recipes when I hit craft skill of 5 or 10.  From then up to my current skill of 30, I got nothing new apart from 1 recipe I discovered myslf.



 




See my previous post, it's all about discovery :)



 


I wasnt aware you could put component parts in discovery to be honest and didn't actually try.  I only tried putting mats in there..  Will have to have a proper look next time it seems..


Cheers...


  Shadanwolf

Apprentice Member

Joined: 6/13/10
Posts: 1872

4/30/12 12:38:14 PM#24
My one comment..the materials to craft...are toooooo scarce to faclitate fun crafting.I look forward to more crafting...just not so painfully  S   L   O   W  to actully make things.
  Wolfhammer

Hard Core Member

Joined: 12/11/08
Posts: 511

Bleh!

4/30/12 12:46:13 PM#25

Originally posted by Shadanwolf

My one comment..the materials to craft...are toooooo scarce to faclitate fun crafting.I look forward to more crafting...just not so painfully  S   L   O   W  to actully make things.

 


I don't agree based on the posts above...  I missed out on some tricks of the trade which slowed me down, but even so, it was paced quite nicely...


  aslan132

Elite Member

Joined: 10/01/07
Posts: 307

4/30/12 12:59:15 PM#26

Good quick preview. I also love crafting, and I wont stay with an MMO very long if the crafting system is lacking. I was very excited about the ability to "discover" recipes for yourself, but the little easter egg type recipes you can buy from the Karma merchants (hearts) around the world were very welcome. Usually it was only a single recipe, and most times tied into the event to unlock it somehow.


I was alittle disappointed with the amount of starter recipes. I thought they actually gave you too much. The recipes are straight forward, and easily experimented, i would have liked a little less handholding here and more discovery for myself. I only hope the higher levels unlock less and less each time, and require alittle more experimenting with things you learned at the lower levels.


I started out with Tailor and LW since i was looting a bunch of jute and leather from leveling and doing events. First thing i did was make 8 slot bags to replace all the 4-slot and 5 slot i was getting from the world (some mobs drop 5 slot bags btw). It was very cheap to make these, they require 10 (either bolts of jute, leather squares or bronze ingots for armorer boxes) basic items and nothing extra for costs. I didnt get very high in either, but like someone else mentioned, i was making items at or just above my current level, and they were better quality than what i looted. Also the isignia you use determines the "extra stat", so you can decide for yourself if you wanted power, vitality, precision ect, instead of hoping you get lucky with the right drop.


At the end I went and tried out every one of the professions, looking at all the starter recipes and seeing what i could make with the things i collected on my way to level 20. Cooking was by far the easiest, but also the most expensive. It really did balance it out that way. The Karma wasnt an issue, i was very very pleased they had both kinds of items. Money was scarce for me as i was breaking down most items into mats instead of selling them, but i had 7k Karma just from participating in events and earned in WvW. Being able to spend both to work on cooking allowed me to quickly catch up to my own level and make items of actual use, not just the started spices and dough or noodles.


Overall, crafting in general was fun and entertaining. It didnt require long hours in front of a forge, and was only slightly costly for lower levels. If you come to crafting much later when money isnt an issue, you will be able to breeze right through it and catch up to you level, if you try to take it on as you level, you should be able to keep up, but it wont leave you with much money or karma left for other things.


  gaeanprayer

Novice Member

Joined: 8/06/08
Posts: 2360

4/30/12 1:52:08 PM#27

Originally posted by tordurbar




Originally posted by EvilGeek



 











Originally posted by tordurbar I disagree with "The distribution of materials also seems to want to keep pace with the player level". As an Artificer and Weaponsmith the gathering modes were way ahead of my crafting level. Example - iron requires level 75 and I was level 24 at the end of the beta. Although I enjoyed some of the crafting I was disappointed that the receipes for the items (not the components) depended upon uncommon drops (exampe: vial of weak blood). I spent most of my time (I was a Norn) just building components to level my crafting skill and that only went so far. I enjoyed the discovery process but never discovered anything because I was too low in crafting level. The way that I see it is that the crafting system is meant for high level toons with a load of time on their hands. It is not meant to be used "on you way up".  That, to me, is disappointing.  






I had absolutely no problem leveling my crafting to keep pace with my character level. Every five levels offered new items for both tailor and artificer, from level 10, through 15 and on to 20 I was able to craft gear that was better than the drops I had received.

 







 




Please tell me how you did this. The only way I can see this happening is if you are part of a big guild with a lot of your buddies providing the mats you need to build the items. That is my disappointment - GW2 seems to cater for the crafting "professional" not for the "common" player.





 


I had no problems, either. I think, perhaps, you didn't notice that you can create sigils from a huge variety of things that drop from monsters? After you create the sigils, you can combine them with components you made to create entirely new recipes in the discoveries section. Each time you discover something, you gain a HUGE boost in craft exp. By the end of the beta, I had 2 crafting professions (Artificer and Tailor) over 100. My Tailor was at about 130. And I still had an ass load of materials sitting in storage waiting to be used, I just didn't get around to it in time.


"Forums aren't for intelligent discussion; they're for blow-hards with unwavering opinions."

  Delvie

Novice Member

Joined: 5/18/06
Posts: 463

4/30/12 2:00:05 PM#28

For those having problems getting jute, leather, ore, wood etc. be sure to use salvage kits on all looted white items and anything saying it's a salvage item in your inventory.  Sell any looted blue stuff you can't use on the Trading Post.  Between doing that and gathering nodes two of us were able to do quite a bit of crafting and could afford to buy any of the special items we needed.


I do think too much of the very low level stuff uses Vials of Blood - a bit variety would have been nice.


Somebody already pointed out that if you right click a basic crafting item you can auto send it to the bank.


Lastly an easy way to level without any special items for tailor, leatherworker, and armorsmith is to make containers.


Check out our blog: http://www.ticklemetyria.com

  Morv

Novice Member

Joined: 8/06/03
Posts: 334

4/30/12 2:03:45 PM#29
Please do not call a preorder to beta a public beta. Thanks.
  tordurbar

Apprentice Member

Joined: 5/02/10
Posts: 399

4/30/12 2:13:37 PM#30

Thanks for the tip about sending items to your bank. I was not aware of this!

I knew about salvage, and used it, but I remained cash poor. I think my issue was that I bought the Trait book way before I was ready, plus I was dying to much, transporting to much, etc.

I was not aware of the sigil xp boost either. I could never discover anything because everything required level 25! I am sure that once I hit 25 I would have gone to level 100 easy - I had plenty of mats for higher level items. The problem was the lower level mats.

Thank you all for the tips!

  bcbully

Elite Member

Joined: 3/03/12
Posts: 7242

4/30/12 3:57:51 PM#31
So it's the same old thing huh? gogo TSW!

When I eat chocolate chip pie it just doesn't feel like chocolate chip cookies. The texture, the consistency, it's just not the same and this is disappointing.

  slicknslim88

Novice Member

Joined: 8/08/11
Posts: 400

4/30/12 4:08:48 PM#32
I loved crafting in this game, I go tmy crafting to Initiate level which is over 100.  My Armorsmithing was pretty beastly, can't wait to try other crafting.
  dageeza

Apprentice Member

Joined: 8/14/04
Posts: 580

4/30/12 4:17:32 PM#33
This tradeskill system is on par with most mmo games not so much better and not so much worse and i agree it needs a little tweeking, the system is not really inviting or as newbie friendly as it should be but its great once you get rolling..

Playing GW2..

  Kaocan

Novice Member

Joined: 8/18/09
Posts: 1312

The eye sees only what the mind is prepared to comprehend.

4/30/12 4:51:29 PM#34

Just wanted to clarify a thing about discovery, an example to make it easier to understand. 

Example:

Low level Jewlery crafting (under 25 skill). Craft Copper Setting, craft Copper Hook (for earing). Place each of these in the discovery boxes along with whatever gem you have available from your hunting. In my first attempt I used Malachite Pebble, and it was a green discovery for me (skill 1 to discover) which created a Malachite Stud of Resilience (and gained the recipe for future builds of it in my list) - a level 10 to use item. Had I just completed the Simple Copper earing recipe, it would have been a level 5 item. The same Copper Setting and Copper Hook combined with a Tiger's Eye Pebble would Create a level 15 to use earing, and require a skill of 25 to discover. 

Hope that helps explain how the discovery and items you make from the components is effected by how you combine them. 

(DISCLAIMER - The use of the word YOU in the above post is not directed at any one person in particular, but towards those who fall into the category itself - there is no personal attack here, neither intentional nor implied.)

  amdobritt

Novice Member

Joined: 4/25/07
Posts: 1

4/30/12 6:45:12 PM#35
Think I will try Cooking during the next Beta.  Sounds kind of fun :)
  nathanebht

Novice Member

Joined: 11/28/03
Posts: 34

4/30/12 6:45:36 PM#36

Originally posted by mairic

I had two characters, one that was a weaponsmith and another that was a leatherworker. I was able to craft items that I was able to use almost constantly. And they were better than the ones I found as loot. Someone mentioned that you needed drop like, "vial of weak blood" and this might be true but I did find a way around it. If you crafted an Insignia and the hilt and blade of a weapon and then combined that into a new recipe, it crafts it for you and gives you the new recipe based on the insignia without needing the Vial of Weak Blood. It uses the insignia instead. 




I had to do it this way because for some reason the AH would not sell me any vials of weak blood but I was able to get my crafting up to about level 60 without (or barely having any) weak blood. 





 


 


Thanks for this info, Blood vials didn't drop much.


I didn't find inventory storage much of a problem. 8 slot bags were very easy to craft and teleporting wasn't too expensive.


Also, I think I got an Insignia from salvaging a green level weapon with a more expensive salvage kit.


  lifesbrink

Novice Member

Joined: 1/22/09
Posts: 554

There are 2 kinds of people in the world: those who don't like dragons and those who enjoy living.

4/30/12 6:52:55 PM#37
Originally posted by tordurbar

I disagree with "The distribution of materials also seems to want to keep pace with the player level". As an Artificer and Weaponsmith the gathering modes were way ahead of my crafting level. Example - iron requires level 75 and I was level 24 at the end of the beta. Although I enjoyed some of the crafting I was disappointed that the receipes for the items (not the components) depended upon uncommon drops (exampe: vial of weak blood). I spent most of my time (I was a Norn) just building components to level my crafting skill and that only went so far. I enjoyed the discovery process but never discovered anything because I was too low in crafting level.


The way that I see it is that the crafting system is meant for high level toons with a load of time on their hands. It is not meant to be used "on you way up".  That, to me, is disappointing.

This.  This is one of the main issues in all games, and as Guildwars has not fixed the problem, what else can matter? Crafting should always complement levelling, not counter it.  Timesink?  No, it should rival the best stuff you can loot in a game, not act like some pointless sideshow.

My blog is a continuing story of what MMO's should be like.

  knyghte

Advanced Member

Joined: 11/06/07
Posts: 3

4/30/12 7:00:39 PM#38
The only thing I found disappointing about the crafting system was the gear was visually really bland.  I was hoping for my crafted stuff to stand out and make me look a bit different than everyone else.
  aurick

Novice Member

Joined: 11/01/06
Posts: 320

4/30/12 7:25:37 PM#39

I was really surprised that you didn't mention the progress bar when crafting.  It takes a lot less time to craft an item in general.  But the required time decreases for each item within your queue.  


In LotRO, if you want to refine 50 leather, for example, you might as well go walk the dog or pick up a book.  In GW2, it takes just a little longer to make 50 than it would take to make 1.  


That is such a HUGE relief to me!  I've long felt that whomever concocted the idea of drawn out progress bars forcing you to do nothing while you're supposedly playing should be shot.  It's nice to see that Arena Net thought the same thing.



  User Deleted
4/30/12 7:25:46 PM#40

Played the beta for this game, it's nothing new, its boring and I'm really getting tired of instanced battle grounds for PvP. This genre is doomed for failure since everyone copies everyone and this game is very stail and dull. Developers need to use their emaginations and come up with things that aren't used over and over. I definitely won't be getting this game.


 


MMORPG's are a dissappointment these days, one flop after another.


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