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News & Features Discussion  » Guild Wars 2: Crafting Preview

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63 posts found
  aurick

Novice Member

Joined: 11/01/06
Posts: 320

4/30/12 7:30:01 PM#41

Originally posted by nathanebht




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.





 


Another thing worth mentioning is that your vault is account-wide.  So if one character has a lot of luck finding a certain component, your other characters can easily use that component.


And speaking of the vault, common crafting materials and cooking ingredients have collections as one of your vault tabs.  Each slot within the collection can hold more than one of that items.  So the regular crafting materials can be stored there without taking up vault space.  There's just no collection for uncommon ingredients, so things like the vial of weak blood do have to use standard vault space. 



  neokoga

Apprentice Member

Joined: 2/01/11
Posts: 1

4/30/12 7:36:04 PM#42

30 silver in the scheme of things is not a lot. I know being low level and only having a short weekend to play it sounds like a ton of money, but in the scheme of things it isn't. I'm glad crafting isn't easy mode, "hand you everything you need from the get go" garbage. That's exactly what Rift was and look how quickly crafting became utterly pointless. Instant gratification is not the goal... if you want to call that grindy that's bs but w/e I'll take crafting requiring some semblance of effort over the lame alternative any day. 


By beta's end I had just about 100 silver (1 gold?) on my main lvl 26 I made it to 98 silver then accidentally blew it all on WvW upgrades before I realized they cost money and supply lol >.<.


Let's do some math on that though. I had that much money in maybe 20 hours of play on Necro and I was spending a TON of money on other stuff like crafting mats etc as I was crafting some myself. (I got jewelcrafting to 28 and tailor to 26). I did not buy any mats on the market nor did I sell any on the market, I gathered and salvaged all my mats. 


That's anothing thing, you completely disregard or missed the point on salvaging items, I got tons of mats that way too.


But anyway in 20 hours...according to your math... I had enough silver to get 2 crafts to 50+ easily... that doesn't sound bad to me at all.... matter of fact doesn't that sound exactly on par with what crafting should be? You know, taking actual time and effort. I'm not sure what the crafting cap is... but even if it took a couple days for every 50 levels of crafting... there is not a single dang thing wrong with that.


I know crafting won't be for everyone, but like any other part of this game you have to want it to get it, and that's awesome.


Remember this game has a level cap of 80! by the mid 20s I was raking in money a lot faster and actually when I was in WvW I was making decent money as my server went on a rampage taking over blue world's home. So there are plenty of circumstances for gaining income as you progress. 


 


TLDR: 30 silver is not a lot at all for getting 2 crafts to 50 by any means, if anything that sounds like a bargain!


  AryanRo

Novice Member

Joined: 1/02/09
Posts: 30

4/30/12 8:25:16 PM#43
Wish I knew you could do that mail your items to the crafting bank tab lol and I made a post bout it in gw2 forum lol...
  trash656

Advanced Member

Joined: 10/18/05
Posts: 378

It is easier to Fight for Principles then it is to Live up to them.

4/30/12 8:53:46 PM#44

Sorry to burst your bubble everyone here at mmorpg, but All I gotta say is Everquest 2, and Vanguard's Crafting System is more dynamic any of these systems. All these types of easy mode crafting systems are unrealistic and for people who want things handed to them on a silver platter without hardly any effort at all. I'm sure all the fanbois here won't like what I said but oh well thats their problem not mine.





 

  ShakyMo

Apprentice Member

Joined: 11/21/11
Posts: 7246

4/30/12 9:00:05 PM#45
I think this is one weak area, I much prefer the tsw crafting, wish gw2 had gone with something more towards sandbox like that
  Br3akingDawn

Hard Core Member

Joined: 2/01/11
Posts: 1298

4/30/12 10:11:01 PM#46

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.





 


haha, if you think gw2 crafting is catering to "professional" then you really dont want to try some of the more tedious crafting mmos out there. At least crafts dont really fail and you lose all your items.


  Br3akingDawn

Hard Core Member

Joined: 2/01/11
Posts: 1298

4/30/12 10:13:02 PM#47

Originally posted by trash656

Sorry to burst your bubble everyone here at mmorpg, but All I gotta say is Everquest 2, and Vanguard's Crafting System is more dynamic any of these systems. All these types of easy mode crafting systems are unrealistic and for people who want things handed to them on a silver platter without hardly any effort at all. I'm sure all the fanbois here won't like what I said but oh well thats their problem not mine.











 




 


people still play those games? they were good... but times change. eevryones wanting easy peasy click 1 button and all is crafted....


  Maelkor

Advanced Member

Joined: 8/20/05
Posts: 462

4/30/12 11:15:16 PM#48

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 key to this part is using the salvaging equipment. I found vials of weak blood in several areas, some from salvage and some from mob drops in the mists(WvWvW) .


In all if you salvage stuff you end up with a lot of mats - enough common stuff to level up crafting. In addition I imagine during release people will be using the commerce portion of the game(IE auction house) a lot more and trading your extra mats and buying the ones you need for the craft skill you want to raise will be an additional way in which to gather materials for crafting.


You can also have 3 harvesting tools equipped at the same time without taking up a weapon slot which opens up the gathering process even more.


I only dabbled in the crafting myself so I have no idea on how it will pace versus my level, however, I imagine a lot of that will come from choices made ( IE spend time crafting or spend time leveling etc) this will dictate how the two balance out more than anything else.


  Lavec

Apprentice Member

Joined: 4/20/04
Posts: 41

4/30/12 11:35:14 PM#49

Originally posted by lifesbrink


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.



 


Did you try crafting for yourself? Have you read the replies? Because crafting DOES complement levelling in GW2. Sure you have to start right away and be vigilent to gather but it can be done. Trying 2 crafts could be costly so maybe sticking with one is better on your first play through but that's fine. With alts it will be even easier since you should have a bank full of ingredients/materials to use, not to mention wads of cash but they too can craft as they level and make useful stuff.


  someforumguy

Advanced Member

Joined: 1/25/07
Posts: 3477

5/01/12 1:55:54 AM#50

I normally craft in games and I also tried it during the beta weekend. But my impression was that I had to go out of my way too much to gather enough materials and especially coin to buy the resources that you can't gather yourself. It was too expensive to keep crafting viable gear for my lvl.


I'm not interested in crafting if it is too much of a moneysink or too difficult to keep usefull during lvling. So GW2 crafting is probably something I won't bother with unless some changes are made.


  DaddyDark

Apprentice Member

Joined: 1/08/11
Posts: 138

5/01/12 2:42:50 AM#51

The author is being too polite... I would say that the crafting system just plain sucks at present.


1) Recipes discovering is damn boring. I would rather look up all the recipes in the net. It's like WoW "encouraging" people to search for the quest objectives failed thanks to Thotbot. The discovery system will fail the same way... we don't want to spend our time "exploring" the pre-set list of items to craft.


2) Crafting junks the inventory. Especially if you try to "experiment" with the new recipes (see no 1) as you produce lots of mats just to find out you don't need them for anything or that your skill level isn't enough to actually use them.


3) You can't use the mats from the bank (well at lest I think so). After SWTOR this is absolutely necessary feature if you care about players just a little bit.


4) IT seems like the crafting is no more useful vs. say WoW... and potentially is less useful... -((( as devs claim that you can't produce any items better than loot. Why to go crafting at all? Just for the looks of some craftable clothes?


The whole system needs to be overhauled! And devs have all the time and tools to succeed.


  User Deleted
5/01/12 2:48:26 AM#52
I think crafting is so simple. It has to be minigames like at EQ2.

  Wolfhammer

Hard Core Member

Joined: 12/11/08
Posts: 490

Bleh!

5/01/12 2:55:56 AM#53

Originally posted by GamerFun

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.





 


This is a crafting thread or didn't you notice??  Any chance you can offer pro's and con's of the system instead of idly flapping your mouth into the wind and muttering about PvP???


  ulomera

Apprentice Member

Joined: 5/31/05
Posts: 4

5/01/12 6:40:27 AM#54
Leatherwork is hard to grow because don´t have skinnir hability and the mob´s drop leather is few . I think is important to put skinnir in option crafting with this we can get meat an leather too.
  Arachneus1

Apprentice Member

Joined: 6/25/06
Posts: 243

5/01/12 7:15:44 AM#55
What is interesting is you can right click any of your ingredients and "Send to Collectibles"  This throws it into the bank no matter where you are in the game.  Then any of your characters can go there and withdraw them to use in crafting.
  semantikron

Novice Member

Joined: 11/26/07
Posts: 260

5/01/12 10:03:16 AM#56
Maybe the troll was trying to start an onion garden.  Or maybe it takes a very specific and, uh, potent fertilizer to get onions to grow in the snow.

Charr: Outta my way.
Human: What's your problem?
Charr: Your thin skin.

  Suraknar

Apprentice Member

Joined: 12/26/07
Posts: 808

*Everyone dies, not everyone really fights*

5/01/12 11:30:07 AM#57

Thanks for the Article, I did not touch Crafting during the Event, I was selling everything to NPC's to get some coin to try out different weapons for different classes Skills etc.








Some interesting comments here too, I generally do not like Crafting in themeparks it is too limiting, requires you to go get this here or go hget that there, I'll prolly do like WoW and just be an opportunist casual gatherer (meaning I gather whatever I find when I find it without going out o my way specifically to gather something) selling the stuff in market or giving it to guild mates that that want to Craft, (even if I like crafting, but normally on Sandbox games where the ressources are generally rather available and it is not a hassle to get them).


And by the way, NOT ALL crafting systems are a money Sink... I loved SWG and UO Crafting the most in the History of the Genre...all others (worse being Lineage II), were boring and a hassle. Seem like I'll pass on Crafting in GW2 as well.


Cheers!


- Duke Suraknar -
Order of the Silver Star, OSS


ESKA, Playing MMORPG's since Ultima Online 1997 - Order of the Silver Serpent, Atlantic Shard

  DaddyDark

Apprentice Member

Joined: 1/08/11
Posts: 138

5/01/12 12:32:43 PM#58

Originally posted by Arachneus1

What is interesting is you can right click any of your ingredients and "Send to Collectibles"  This throws it into the bank no matter where you are in the game.  Then any of your characters can go there and withdraw them to use in crafting.

 


Well... that means I am too retarded to right-click ingredients :-) lol ... might solve some of my issues... still experimenting with reciepes is dumb and uninteresting... -( Well... it's beta anyway, but the crafting is obviosly one of the weakes points at present... why not to make the crafting enjoyable? We don't want to think about ingredients and micro-manage.... reading some of the other posts -  maybe crafting mini-games, quests and events would be a great idea...


  Tuchaka

Apprentice Member

Joined: 4/14/10
Posts: 452

5/02/12 4:22:55 PM#59
if there is one shortcoming i came to this weekend it was crafting its not that its bad its just not on the same scale of innovation that other aspects of GW2 are, this is a very groundbreaking game and the crafting is pretty much what you have seen in other games with a few twists......people are not gonna waste mats experimenting they are gonna google the recipes after launch....
  maccajnr

Apprentice Member

Joined: 11/26/05
Posts: 84

5/03/12 4:21:04 AM#60

Most of MMO cratfing nowdays seems pretty the same. With little variance from one or the other:


Collect standard mats in the wild, buy other items from vendor, combine them and voila, new item crafted.


I wished more effort was invested in crafting system. Former SWG is still the best example on how MMO crafting should be to be more exciting and appealing, then the usual boring crafting.


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