Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Multi-player/Guild crafting system. A proposal of sorts.
I had an idea during my short time in Gw2 about multiple players collaborating on crafting weapons and armor. I feel this would be better implemented for Guilds. The most games are built around working together to achieve a singular goal, raid bosses, pvp sieges, even just the basic grinding of levels. The crafting systems of past MMOs to me seems more or less to fill time and make some literal penny money.
My proposal is to have a group fabrication of a singular weapon, armor, accessory, relic, ETC. for a more powerful item than stand alone crafting. They can be given to certain people in the group/guild, sold for economic value, making a name for you are your party. Their are multiple benefits to this as well as some flaws that I hope we can address on this forum. Ill start with the pros and then some of the cons I could foresee.
<strong>PROS</strong>
-brings a level of comradery that is on a more relaxed nature, perhaps our group gathered the proper amount of material from the local raid fights and decide to reward the one member who carries the group. Perhaps help the young gun who is a little behind on gear, but is eager to roll with his or her guild mates at any notice. This can bring a new emotional attachment to guilds that previously wasn't on a decent level. Imagine that new player in the guild who thinks how awesome the item they got from the guild leader/officers and that they haven't gone unnoticed. Lets take a look from the guild leaders/officers position you found a active/mature player lets reward them with a guild crafted item they can use on up. Sometimes its hard to find decent players and this could be a way to reward them.
- another aspect is to sell it in the various markets. This can bring much needed income to guilds, we all can agree that the bigger the guild the bigger the coin flow is needed.
- lastly it can help forge a name for the group/guild who makes the item, when people see that there are high end tier items with their names/ guild name on the item. It shows that they have it together as a guild and that can bring in players who want to get their character to that level of game play.
</strong>CON<strong>
-economic balance. In order from having one guild not dominate the economy I would suggest a cool down (per day, per week) to all active members of the group crafting. Also the material needed would come from group fights and raid fights this would slow the creation of new items on the market.
-tier balance. Right off the bat I would want to say that the highest tier items should be for the players who earn it via end-game content, this group crafting system should help the item grinding so people can get to the hard fights. However for those who spend the hours fighting and getting the end game on lock should be rewarded so. But perhaps they want to keep their given (heirlooms) as a memento and still use it as a cosmetic appearance, that's up to the player.
-This is purely out of the Devs control but if a guild leader or the officers force a player/players out of their group cool down, perhaps that's not a good guild to be in.
If you guys or gals think of any more Pros lets write them down. If you think of Cons than lets try to find a solution to it. I definitely want to hear the feedback from you guys. If this is already a thing on the forums than lets get a link to it and start it up there.
Thank you again for reading this idea, I will be active on this topic.
My proposal is to have a group fabrication of a singular weapon, armor, accessory, relic, ETC. for a more powerful item than stand alone crafting. They can be given to certain people in the group/guild, sold for economic value, making a name for you are your party. Their are multiple benefits to this as well as some flaws that I hope we can address on this forum. Ill start with the pros and then some of the cons I could foresee.
<strong>PROS</strong>
-brings a level of comradery that is on a more relaxed nature, perhaps our group gathered the proper amount of material from the local raid fights and decide to reward the one member who carries the group. Perhaps help the young gun who is a little behind on gear, but is eager to roll with his or her guild mates at any notice. This can bring a new emotional attachment to guilds that previously wasn't on a decent level. Imagine that new player in the guild who thinks how awesome the item they got from the guild leader/officers and that they haven't gone unnoticed. Lets take a look from the guild leaders/officers position you found a active/mature player lets reward them with a guild crafted item they can use on up. Sometimes its hard to find decent players and this could be a way to reward them.
- another aspect is to sell it in the various markets. This can bring much needed income to guilds, we all can agree that the bigger the guild the bigger the coin flow is needed.
- lastly it can help forge a name for the group/guild who makes the item, when people see that there are high end tier items with their names/ guild name on the item. It shows that they have it together as a guild and that can bring in players who want to get their character to that level of game play.
</strong>CON<strong>
-economic balance. In order from having one guild not dominate the economy I would suggest a cool down (per day, per week) to all active members of the group crafting. Also the material needed would come from group fights and raid fights this would slow the creation of new items on the market.
-tier balance. Right off the bat I would want to say that the highest tier items should be for the players who earn it via end-game content, this group crafting system should help the item grinding so people can get to the hard fights. However for those who spend the hours fighting and getting the end game on lock should be rewarded so. But perhaps they want to keep their given (heirlooms) as a memento and still use it as a cosmetic appearance, that's up to the player.
-This is purely out of the Devs control but if a guild leader or the officers force a player/players out of their group cool down, perhaps that's not a good guild to be in.
If you guys or gals think of any more Pros lets write them down. If you think of Cons than lets try to find a solution to it. I definitely want to hear the feedback from you guys. If this is already a thing on the forums than lets get a link to it and start it up there.
Thank you again for reading this idea, I will be active on this topic.
0
Comments
[quote quote=24291]-tier balance. Right off the bat I would want to say that the highest tier items should be for the players who earn it via end-game content, this group crafting system should help the item grinding so people can get to the hard fights. However for those who spend the hours fighting and getting the end game on lock should be rewarded so. But perhaps they want to keep their given (heirlooms) as a memento and still use it as a cosmetic appearance, that’s up to the player.[/quote]
To my knowledge most of the "highest tier" items will come from crafting; there is also ideally no 'end-game' the developers don't really like that concept and many of us are also tired of it.
[/quote]
As I understood it the dungeons and raids that will appear around higher tier nodes will give high quality materials (not the exact wording) and lore as their rewards. I'm very excited by this.
Now does he get to pick stats from a list and made it himself?
Whats the possibilities?
will they be able to change their focus?
Will changing their guild team craft item cost them?
Will the same item be allowed to be made by another guild?
Say a Node is linked to a certain special item that can be crafted, If Node is taken over by another Node will the Primary guild get to absorb that item for conquering?
[quote quote=24291]-tier balance. Right off the bat I would want to say that the highest tier items should be for the players who earn it via end-game content, this group crafting system should help the item grinding so people can get to the hard fights.
</blockquote>
I don't know. The whole idea is that when you complete a raid, naturally there will be loot, ie: gear. Des' idea is that among said loot, there would also be crafting components. These components would require group crafting in order to make anything.
So with that, it would have to imply that crafted gear would be of the highest quality. Below I will attempt to arrange a list displaying how I would envision the tiers:
-End Game Guild/Group Craft
-End Game Drop
-Mid Game Guild/Group Craft
-Mid Game Drop
-Early Game Guild/Group Craft
-Early Game Drop
-Starter
This is how I'm interpreting Des' vision. I feel like anything that requires a group to both acquire and also make, should be of better quality than something someone can obtain by himself or with less effort (ie: Pre-made gear that drops in a raid).
Thoughts guys?
I don't know. The whole idea is that when you complete a raid, naturally there will be loot, ie: gear. Des' idea is that among said loot, there would also be crafting components. These components would require group crafting in order to make anything.
So with that, it would have to imply that crafted gear would be of the highest quality. Below I will attempt to arrange a list displaying how I would envision the tiers:
-End Game Guild/Group Craft
-End Game Drop
-Mid Game Guild/Group Craft
-Mid Game Drop
-Early Game Guild/Group Craft
-Early Game Drop
-Starter
This is how I'm interpreting Des' vision. I feel like anything that requires a group to both acquire and also make, should be of better quality than something someone can obtain by himself or with less effort (ie: Pre-made gear that drops in a raid).
Thoughts guys?