KadokenGiving Ends to my Friends and it Feels StupendousRegistered Userregular
edited June 2012
I never really felt any good reason to go into cratering and blacksmithing in MMOs.
I wish I knew that if I leveled my crafting enough for me to get a minor "head start" in equipment (at least for PVE or aesthetics in PvP) I could justify making weapons and armor.
I know Skyrim is a single player game, but there it felt beneficial to gather materials to craft weapons and armor. In fact, I had the highest tier armor in the middle of leveling to max, a 1 to 2 ratio. That shouldn't be how it would be in GW2, but I'd like an incentive to make things other than to make money.
Gathering/crafting is a really good idea. In fact if you don't do either while leveling, your experience will be poorer for it. Both give XP and gathering gives extra goodies beyond just mats.
Crafting in GW2 should provide very good equipment while leveling. At max level, there is only one level of equipment, so at that point crafting will ultimately be for making gear with some special appearance. It might also be useful for putting together an ideal set of gear more quickly, and of course, making gold.
Gathering/crafting is a really good idea. In fact if you don't do either while leveling, your experience will be poorer for it. Both give XP and gathering gives extra goodies beyond just mats.
Crafting in GW2 should provide very good equipment while leveling. At max level, there is only one level of equipment, so at that point crafting will ultimately be for making gear with some special appearance. It might also be useful for putting together an ideal set of gear more quickly, and of course, making gold.
Definitely agree with both parts. Just from an XP perspective, I leveled up twice in this weekend just from crafting.
From a gear perspective, it's okay but needs a tiny buff. By the time your character level is in the teens, it takes a lot of investment to make gear that's on par--or just slightly better--with what you can get from random drops.
Ask about servers recovering from getting all their stuff taken in WvW.
I'm not sure exactly what you want to know here. Are you looking for strategy suggestions or asking if there will be changes made to help servers that get completely wiped out in wuvwuv?
@ironzerg and @Darkewolfe : Nice questions! I reworded the first one a bit but kept the general gist.
Stew Stick, yeah, I'm afraid that's a bit too specific for what I'm looking at.
It was a horrid matchmaking mistake that I hope they fixed. New servers should never get put in matches against established servers right away. It just killed WvW. When 2 low pops have to fight a full server, especially when they have had no time to organize at all it just sucks the fun out of it.
I think anet is aware of it, but it was a point of severe disappointment for me.
Gathering/crafting is a really good idea. In fact if you don't do either while leveling, your experience will be poorer for it. Both give XP and gathering gives extra goodies beyond just mats.
Crafting in GW2 should provide very good equipment while leveling. At max level, there is only one level of equipment, so at that point crafting will ultimately be for making gear with some special appearance. It might also be useful for putting together an ideal set of gear more quickly, and of course, making gold.
Definitely agree with both parts. Just from an XP perspective, I leveled up twice in this weekend just from crafting.
From a gear perspective, it's okay but needs a tiny buff. By the time your character level is in the teens, it takes a lot of investment to make gear that's on par--or just slightly better--with what you can get from random drops.
Hmm, maybe it needs balancing then. ANet's original intention was for crafting to provide above-average gear at each level range. That makes sense to me.
Yes, you absolutely can remix duplicate dyes in the Mystic Forge for new ones. I bought about 12-15 dye packs this beta (I kind of have a problem ) and duplicates of the same rarity got crunched into new dyes. Now, this may have been a coincidence, but I never got a duplicate of an existing dye when I Mystic Forged others. Additionally, I got a couple rare dyes from mixing uncommon ones together.
Also, it has been confirmed that there are plans to allow people to aim for the exact color of dye they want, by using the Forge. However, doing such would likely require different common ingredients to do so.
About crafting:
So. It is crack. Crafting in GW2 is crack. I haven't been able to fool around with Cooking, but I did manage to explore Artificing some more. In BWE1 I was getting a little bored with it, but in this event... well, I discovered that you can make POTIONS. And you have to discover them, so you get crazy XP. The potions are all really clever, too. I'll give just one example so as not to spoil anything, but I found out that Water + Glittering Dust + Carrot + Scrap of Leather = Weak Potion of Centaur Slaying. It's like... it feels like playing that one Doodle God game, honestly, and it's freaking awesome.
Yeah, my jeweling fell behind a lot. Gems are fairly rare from mining, while I got tons of cloth and leather from salvaging. They might have to up the drop rate on gems a bit.
edit: amber gems come from trees, unsurprisingly. :P
Echo on
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VivixenneRemember your training, and we'll get through this just fine.Registered Userregular
I dunno, I got quite a few gems on the weekend, mainly because I mine every freakin' vein I see with a Mystic Pickaxe
Don't mystic chests require real money to open? I got one key from a quest and another from the chest that opened and that was it. And all I got from the chests were some transformation pots and crafting boosters.
Don't mystic chests require real money to open? I got one key from a quest and another from the chest that opened and that was it. And all I got from the chests were some transformation pots and crafting boosters.
You can get keys elsewhere but they are pretty rare.
Explorable Catacombs is kind of silly right now. The first major boss has this big aoe pull-instagib move he uses whenever more then 3 people are within a certain range of each other, and rarely otherwise. This would be okay, except it only has a ~0.5s startup, with no 'charge' animation beforehand.
This is my feeling also. However, I realize that in the end, A.Net is making the game, not me. So, what is important to me, after seeing Explorable Catacombs, is how close is that to intended. As a dungeon crawler, if I feel frustrated and unrewarded for doing a dungeon, that means a lot to me and would impact my purchasing decision.
Gathering/crafting is a really good idea. In fact if you don't do either while leveling, your experience will be poorer for it. Both give XP and gathering gives extra goodies beyond just mats.
Crafting in GW2 should provide very good equipment while leveling. At max level, there is only one level of equipment, so at that point crafting will ultimately be for making gear with some special appearance. It might also be useful for putting together an ideal set of gear more quickly, and of course, making gold.
Definitely agree with both parts. Just from an XP perspective, I leveled up twice in this weekend just from crafting.
From a gear perspective, it's okay but needs a tiny buff. By the time your character level is in the teens, it takes a lot of investment to make gear that's on par--or just slightly better--with what you can get from random drops.
Hmm, maybe it needs balancing then. ANet's original intention was for crafting to provide above-average gear at each level range. That makes sense to me.
It does. What I found was that each tier of crafted was at a multiple of 5 (10, 15, 20, etc.). That gear was above what you could find via dropped gear of the same level and would be about equivalent to gear 2-3 levels higher. By the upper end of the tier (14, 19, 24, etc.), a piece of gear would be better, but then in one level you could get the next tier of crafted and get a bigger boost.
What I do hope to see is more stat variation (which will probably be the case, as the first 3 tiers only had 1 stat, the next 3 had two). I know Marslo was looking for Pow/Cond items, which you can get dropped, but at least up to 35 I could not craft.
Im so lost with the crafting in this game, do you even need to use that crafting table? Do people take multiple crafting professions?
Yes, you need to use the appropriate crafting workstation. You can have 2 professions at any time. You can switch to a different profession (there is a cost, at some point, which makes having 1 character do it all very expensive), and if you switch back to the original will still have the same skill and recipes that you previously learned (nothing is lost). You get experience for crafting and harvesting. Harvesting any one can do (as Echo said), you just have to have the appropriate tool. There is no fighting over nodes (each person gets a whack). You can also salvage gear you don't want, as long as you have a salvage kit, which yields crafting materials.
Gathering/crafting is a really good idea. In fact if you don't do either while leveling, your experience will be poorer for it. Both give XP and gathering gives extra goodies beyond just mats.
Crafting in GW2 should provide very good equipment while leveling. At max level, there is only one level of equipment, so at that point crafting will ultimately be for making gear with some special appearance. It might also be useful for putting together an ideal set of gear more quickly, and of course, making gold.
Definitely agree with both parts. Just from an XP perspective, I leveled up twice in this weekend just from crafting.
From a gear perspective, it's okay but needs a tiny buff. By the time your character level is in the teens, it takes a lot of investment to make gear that's on par--or just slightly better--with what you can get from random drops.
Hmm, maybe it needs balancing then. ANet's original intention was for crafting to provide above-average gear at each level range. That makes sense to me.
It does. What I found was that each tier of crafted was at a multiple of 5 (10, 15, 20, etc.). That gear was above what you could find via dropped gear of the same level and would be about equivalent to gear 2-3 levels higher. By the upper end of the tier (14, 19, 24, etc.), a piece of gear would be better, but then in one level you could get the next tier of crafted and get a bigger boost.
What I do hope to see is more stat variation (which will probably be the case, as the first 3 tiers only had 1 stat, the next 3 had two). I know Marslo was looking for Pow/Cond items, which you can get dropped, but at least up to 35 I could not craft.
If I had to guess, these must be discovered? I know I was playing around with some of the collectibles that claimed they were for my profession, but I had no recipes for them, and discovered two different bag types with them (leatherworking). So maybe you need to take the base piece that all the insignias use and combine it with other collectibles to unlock the other mods?
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Dr_KeenbeanDumb as a buttPlanet Express ShipRegistered Userregular
To clarify, each harvesting node is "instanced" meaning all the nodes you see are yours to collect; there's no sharing or stealing.
After one DE, there's was like six of us gang-chopping one poor tree. And it was glorious.
Huh. I wondered why nobody seemed to be going for the copper veins littering the areas I was in. I assumed it was just the riff-raff being all 'derp derp hit mans derp derp'.
Oh yeah, the special bags are cool. I discovered an "invisible bag" that you can put items in, and they won't show up when you sell stuff. Also a craftsman's bag, which would have crafting materials put in it automatically when you loot them.
Gathering/crafting is a really good idea. In fact if you don't do either while leveling, your experience will be poorer for it. Both give XP and gathering gives extra goodies beyond just mats.
Crafting in GW2 should provide very good equipment while leveling. At max level, there is only one level of equipment, so at that point crafting will ultimately be for making gear with some special appearance. It might also be useful for putting together an ideal set of gear more quickly, and of course, making gold.
Definitely agree with both parts. Just from an XP perspective, I leveled up twice in this weekend just from crafting.
From a gear perspective, it's okay but needs a tiny buff. By the time your character level is in the teens, it takes a lot of investment to make gear that's on par--or just slightly better--with what you can get from random drops.
Hmm, maybe it needs balancing then. ANet's original intention was for crafting to provide above-average gear at each level range. That makes sense to me.
It does. What I found was that each tier of crafted was at a multiple of 5 (10, 15, 20, etc.). That gear was above what you could find via dropped gear of the same level and would be about equivalent to gear 2-3 levels higher. By the upper end of the tier (14, 19, 24, etc.), a piece of gear would be better, but then in one level you could get the next tier of crafted and get a bigger boost.
What I do hope to see is more stat variation (which will probably be the case, as the first 3 tiers only had 1 stat, the next 3 had two). I know Marslo was looking for Pow/Cond items, which you can get dropped, but at least up to 35 I could not craft.
If I had to guess, these must be discovered? I know I was playing around with some of the collectibles that claimed they were for my profession, but I had no recipes for them, and discovered two different bag types with them (leatherworking). So maybe you need to take the base piece that all the insignias use and combine it with other collectibles to unlock the other mods?
There are some interesting combinations, but I wasn't able to figure it out. For instance, I could combine say an iron ingot with a grade 2 collectible (say, Vial of Thin Blood) and it would say that it is a pending recipe for Armorsmithing, but I could never figure out the last ingredient (I tried all of the other available collectibles, grade 1 and grade 2, cloth, rune of holding, etc.). So, there is something there, but unless it's a collectible that doesn't say Armorsmithing (i.e. a piece of food or leather, maybe?), I didn't try it.
I'll care more come release if I end up playing, but there are definitely some more difficult combinations to figure out.
Oh yeah, the special bags are cool. I discovered an "invisible bag" that you can put items in, and they won't show up when you sell stuff. Also a craftsman's bag, which would have crafting materials put in it automatically when you loot them.
Armorsmithing could make a box where armor/weapons went in that box first. I found this very nice, because I could easily find items to salvage (as opposed to having to look through all my bags).
Was there a summary of changes posted anywhere (or patch notes) for the past weekend?
I was only able to play for about an hour this past BWE and the only things I noticed were that the location of a personal story quest changed and one item definition was deleted.
I'm sure there were bigger changes, what were they?
Explorable Catacombs is kind of silly right now. The first major boss has this big aoe pull-instagib move he uses whenever more then 3 people are within a certain range of each other, and rarely otherwise. This would be okay, except it only has a ~0.5s startup, with no 'charge' animation beforehand.
This is my feeling also. However, I realize that in the end, A.Net is making the game, not me. So, what is important to me, after seeing Explorable Catacombs, is how close is that to intended. As a dungeon crawler, if I feel frustrated and unrewarded for doing a dungeon, that means a lot to me and would impact my purchasing decision.
I did explorable catacombs once during the weekend, and yeah it was crazy hard, but in the end it felt very rewarding because of it. We figured out if you kept kiting the luitenant boss he would not do his pull, but I guess we did not figure out that it happened when 3 people were next to him. The spider boss had a similar problem where apparently he spawned adds that had tons of health whenever he was CC'd, but there was no indication of what was going on. So we just used a terrain exploit to beat him instead.
PvE is very chaotic, but it feels very interesting because of it. It is definitely a very different system than anything I've seen before in an MMO, but it has good potential if they can improve the feedback between what you are supposed to do and what is getting you killed.
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DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
So I just checked to see if my Mesmerizngly Fabulous Mesmer Build(tm) had been messed up due to the trait changes...
Posts
I wish I knew that if I leveled my crafting enough for me to get a minor "head start" in equipment (at least for PVE or aesthetics in PvP) I could justify making weapons and armor.
I know Skyrim is a single player game, but there it felt beneficial to gather materials to craft weapons and armor. In fact, I had the highest tier armor in the middle of leveling to max, a 1 to 2 ratio. That shouldn't be how it would be in GW2, but I'd like an incentive to make things other than to make money.
Crafting in GW2 should provide very good equipment while leveling. At max level, there is only one level of equipment, so at that point crafting will ultimately be for making gear with some special appearance. It might also be useful for putting together an ideal set of gear more quickly, and of course, making gold.
Steam (Ansatz) || GW2 officer (Ansatz.6498)
Definitely agree with both parts. Just from an XP perspective, I leveled up twice in this weekend just from crafting.
From a gear perspective, it's okay but needs a tiny buff. By the time your character level is in the teens, it takes a lot of investment to make gear that's on par--or just slightly better--with what you can get from random drops.
Yeah, I'll definitely agree that crafted items have a nicer aesthetic.
But it would be nice if that wasn't the primary reason to craft, because not everyone is going to have the same taste in clothes as I do.
It was a horrid matchmaking mistake that I hope they fixed. New servers should never get put in matches against established servers right away. It just killed WvW. When 2 low pops have to fight a full server, especially when they have had no time to organize at all it just sucks the fun out of it.
I think anet is aware of it, but it was a point of severe disappointment for me.
Hmm, maybe it needs balancing then. ANet's original intention was for crafting to provide above-average gear at each level range. That makes sense to me.
Steam (Ansatz) || GW2 officer (Ansatz.6498)
Yes, you absolutely can remix duplicate dyes in the Mystic Forge for new ones. I bought about 12-15 dye packs this beta (I kind of have a problem
Also, it has been confirmed that there are plans to allow people to aim for the exact color of dye they want, by using the Forge. However, doing such would likely require different common ingredients to do so.
About crafting:
So. It is crack. Crafting in GW2 is crack. I haven't been able to fool around with Cooking, but I did manage to explore Artificing some more. In BWE1 I was getting a little bored with it, but in this event... well, I discovered that you can make POTIONS. And you have to discover them, so you get crazy XP. The potions are all really clever, too. I'll give just one example so as not to spoil anything, but I found out that Water + Glittering Dust + Carrot + Scrap of Leather = Weak Potion of Centaur Slaying. It's like... it feels like playing that one Doodle God game, honestly, and it's freaking awesome.
I thought Cloaks were in? I just thought they didn't appear until later. If they are not, then color me disappointed.
Steam (Ansatz) || GW2 officer (Ansatz.6498)
Is it one dye = new random dye?
For my mesmer I think I'll go tailoring/artificing at release. Currently tailor/jeweler in the BWEs.
I want to know more PA people on Twitter.
edit: amber gems come from trees, unsurprisingly. :P
I want to know more PA people on Twitter.
Ah I've never had one from a chest but also poses a problem if that's the only way to get them. Obviously opinions may vary on this though
I want to know more PA people on Twitter.
You can get keys elsewhere but they are pretty rare.
I want to know more PA people on Twitter.
This is my feeling also. However, I realize that in the end, A.Net is making the game, not me. So, what is important to me, after seeing Explorable Catacombs, is how close is that to intended. As a dungeon crawler, if I feel frustrated and unrewarded for doing a dungeon, that means a lot to me and would impact my purchasing decision.
It does. What I found was that each tier of crafted was at a multiple of 5 (10, 15, 20, etc.). That gear was above what you could find via dropped gear of the same level and would be about equivalent to gear 2-3 levels higher. By the upper end of the tier (14, 19, 24, etc.), a piece of gear would be better, but then in one level you could get the next tier of crafted and get a bigger boost.
What I do hope to see is more stat variation (which will probably be the case, as the first 3 tiers only had 1 stat, the next 3 had two). I know Marslo was looking for Pow/Cond items, which you can get dropped, but at least up to 35 I could not craft.
Steam (Ansatz) || GW2 officer (Ansatz.6498)
There are only crafting professions. Anyone can gather stuff out in the wild, all it takes is having gathering tools.
There's also salvaging, which again anyone can do.
Yes, you need to use the appropriate crafting workstation. You can have 2 professions at any time. You can switch to a different profession (there is a cost, at some point, which makes having 1 character do it all very expensive), and if you switch back to the original will still have the same skill and recipes that you previously learned (nothing is lost). You get experience for crafting and harvesting. Harvesting any one can do (as Echo said), you just have to have the appropriate tool. There is no fighting over nodes (each person gets a whack). You can also salvage gear you don't want, as long as you have a salvage kit, which yields crafting materials.
After one DE, there's was like six of us gang-chopping one poor tree. And it was glorious.
If I had to guess, these must be discovered? I know I was playing around with some of the collectibles that claimed they were for my profession, but I had no recipes for them, and discovered two different bag types with them (leatherworking). So maybe you need to take the base piece that all the insignias use and combine it with other collectibles to unlock the other mods?
Huh. I wondered why nobody seemed to be going for the copper veins littering the areas I was in. I assumed it was just the riff-raff being all 'derp derp hit mans derp derp'.
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
I actually like how involved and complex the crafting is...if you want to make it as a true crafter, you're going to have to show some dedication.
There are some interesting combinations, but I wasn't able to figure it out. For instance, I could combine say an iron ingot with a grade 2 collectible (say, Vial of Thin Blood) and it would say that it is a pending recipe for Armorsmithing, but I could never figure out the last ingredient (I tried all of the other available collectibles, grade 1 and grade 2, cloth, rune of holding, etc.). So, there is something there, but unless it's a collectible that doesn't say Armorsmithing (i.e. a piece of food or leather, maybe?), I didn't try it.
I'll care more come release if I end up playing, but there are definitely some more difficult combinations to figure out.
Armorsmithing could make a box where armor/weapons went in that box first. I found this very nice, because I could easily find items to salvage (as opposed to having to look through all my bags).
Yeah, I'll end up just clearing bag space and then grabbing a pile of everything from the collectibles and going nuts combining stuff.
At least it grays out stuff that you can't combine with the current stuff. It'd be nuts otherwise.
I was only able to play for about an hour this past BWE and the only things I noticed were that the location of a personal story quest changed and one item definition was deleted.
I'm sure there were bigger changes, what were they?
I did explorable catacombs once during the weekend, and yeah it was crazy hard, but in the end it felt very rewarding because of it. We figured out if you kept kiting the luitenant boss he would not do his pull, but I guess we did not figure out that it happened when 3 people were next to him. The spider boss had a similar problem where apparently he spawned adds that had tons of health whenever he was CC'd, but there was no indication of what was going on. So we just used a terrain exploit to beat him instead.
PvE is very chaotic, but it feels very interesting because of it. It is definitely a very different system than anything I've seen before in an MMO, but it has good potential if they can improve the feedback between what you are supposed to do and what is getting you killed.
It's completely unaffected...
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