Craft DinnerMarch 9, 2011 at 4:40 pm | Posted in Guild Wars 2, mmorpg | 6 Comments
Tags: Guild Wars 2, MMO, mmorpg
Is anyone going to use their time in a demo for a highly anticipated game with limited access to see crafting? I would hope not. I’m sure there are crafting lovers out there, and I’ve been known to craft, but I would not even take a moment to check it out if that game were Guild Wars 2.
A beta maybe, actual release, absolutely. The demo? Nuh uh.
Even so Arenanet has added crafting to their demo at PAX East. Along with that they’ve released some further details to feed on in their latest blog post.
So what do we have to look forward to?
* 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.
As it stands I think I’ve already picked cook and jewelcrafter. Since temporary combat buffs will always be in need while armour or weapons can be replaced through other means beyond crafting. Jewelcrafting and cooking also seem like they might be more applicable to all the classes instead of just a few like with the weapon and armour crafting professions.
Although with so few details who knows if I’m even on the right track.
The only in game crafted item we’re presented with is the following.
For instance, a weaponsmith can craft a handle which can be attached to melee weapons to give them a chance to poison enemies.
Very reminiscent of dagger tangs in Guild Wars, except of course in GW we don’t make them, but salvage them from enemy drops. Another point I would make is that in Guild Wars a dagger tang would increase the duration of poison. Here the wording implies that the handle either increases the chance of applying poison, or randomly applies poison on its own. Probably the former.
The 2 major features appear to be the egalitarian gathering, and the discovery system for learning recipes.
Anyone can gather materials through harvesting. Nodes don’t disappear when someone else uses them and there are no restrictions on who can harvest. Not to mention you can get materials through drops or salvaging gear. The latter being quite similar to Guild Wars.
The discovery system for recipes is different. I don’t doubt that people will use the wiki extensively to craft things anyway, so I’m not sure how fun or interesting it will be if I’m just going to the wiki. However, the thrill of experimentation (if you can call crafting a thrill) could end up being pretty fun, at least, for those who don’t use the wiki or the first people to find the recipes.
Finally, they’ve said previously that there would be little grind in Guild Wars 2 crafting. Certainly the gathering portion seems like nothing would be too difficult to get your hands on, but what about crafting levels?
Today they added this.
Leveling up your crafting skill uses an experience system—each item you craft is worth an amount of experience. There are 400 skill points in each discipline, though crafting items will often give multiple points worth of experience. Our intent is that you should never have to make something you consider worthless while leveling a crafting discipline.
Entirely too little information to judge whether or not there is any grind involved but at least this gives me something to do other than “go kill stuff” like in Guild Wars.
Hopefully the demo has more details to chew on.
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