Gathering node zone allocation is... dumb?

Gathering node zone allocation is... dumb?

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Posted by: Tsantilas.6328

Tsantilas.6328

Ok so, I don’t know if it’s like this for the whole game, but I find it extremely silly that copper, green wood, etc is only found in the 1-15 zones, while in the crafting professions they’re needed to craft up to level 25(?) items. I go to the 15-25 zones and suddenly I’m gathering stuff that I wont need till I’ve outleveled the zone, which no doubt means I will have moved on and be gathering some other materials that I won’t be needing till even later. Why am I getting iron at level 15 when it isn’t needed till 75 weaponsmith? My skill level is still at 25, which crafts level 15 stuff! In fact I’m actually 25 at the moment and trying to move onto my 3rd zone, but instead I’m running around starting areas trying to gather copper, because my weaponsmith skill is so far behind my character’s level since nothing I gathered between 15-25 was of any use .

This is stupid design or a ridiculous oversight.

(edited by Tsantilas.6328)

Gathering node zone allocation is... dumb?

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Posted by: Reinhartd.7369

Reinhartd.7369

I have to agree with this. I was confused when I started the 15-25 zone with about 20 in weaponsmithing and all of a sudden I’m getting iron ore I can’t use for another 55 crafting levels.

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Posted by: Tom Gore.4035

Tom Gore.4035

Actually at the beginning of the 15-25 zones you will still encounter the tier 1 materials. The problem is more that when you start the game as a new player you

1) Don’t immediately get all the tools and end up missing nodes early on.
2) Don’t know how to use your materials efficiently to level crafting.

With my second character I had absolutely zero problem leveling crafting at the same pace as my character.

One – Piken Square

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Posted by: Voltar.8574

Voltar.8574

yeah, the system is a little screwy and i think a lot of it has to do with the level cut-offs of crafting and zones…they don’t match.

what i’d rather they do is limit the number of crafting tools. those things take up a LOT of space.

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Posted by: Damastes.5064

Damastes.5064

The whole point here is that when you reach a new tier zone you should in theory have the mats already collected to craft suitable level gear to romp through the zone, making crafting a valuable tool to assist in your story.

The main problem here is a lot of people do not realise the trick to keeping your craft level progressing with your character level, took me quite a while to figure it out, but here goes…

You get a massive amount of crafting XP from discovering new recipes – way more than you do from crafting known “orange” difficulty recipes. So to effectively level your crafting skill, unless you intend to use more than one of a particular item, only ever make one of said item.

So let’s say you just started making iron armour (armoursmith level 50 I believe). Instead of making 6 mighty inscriptions and crafting 6 mighty boots you will get a lot more crafting XP (and therefore armoursmith levels) by crafting mighty boots, gloves, legs, helm, pauldrons, chest.

Then, if you are not going to use them you can either sell them on the TC (won’t get you much more than vendor price though) or salvage the items and reuse some of the materials.

Happy crafting!

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Posted by: Continuum.3051

Continuum.3051

The problem I find isn’t so much the node allocation… for the most part, the level of the area the nodes are in matches the level of the gear that can be crafted with the product of said nodes.

The problem is the volume of the catalyst materials (teeth, claws, blood, etc.) is too low relative to the volume of the node material. It’s workable with a little grinding for one tradeskill, but if you want to keep two tradeskills leveled up it requires either a TON of grinding or buying a lot of mats off TP.

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Posted by: Tsantilas.6328

Tsantilas.6328

Yes I’m aware of the discovery xp, but that’s not the problem. For example as a weaponsmith:

0 crafting: lvl 10 items – copper → available from starting zone
25 crafting: lvl 15 items – copper → 15-25 zone only has iron
50 crafting: lvl 20 items – copper → same as above
75 crafting: lvl 25 items – iron

Getting to 75 Weaponsmith needs a ton of copper ore, even with discovery. I got 100% map completion in Wayfarer Foothills AND Queensdale while gathering everything along the way, as well as buying a bunch of copper ore from the AH, and going back to Wayfarer Foothills to farm some more copper in order to reach 75 skill. I don’t think it makes sense that you have to go through all that before even moving to the 15-25 area. In fact I just reached 75 skill and I’m lvl 27 so I’m just now heading to the 25-35 area.

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Posted by: Damastes.5064

Damastes.5064

And you did buy the karma patterns to make masterwork and rare quality items too? Those reduced the amount of time to level crafts immensely for me, although maybe I just got lucky?

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Posted by: Kyoss.9123

Kyoss.9123

You guys are aware that there are 400 crafting levels, not 80 as your class has? Thats FIVE times the levels, hence from 1-15 you can craft items from 1-75.
And although you maybe cant harvest copper in the zones above level 15, you surely can SALVAGE copper from all items dropped there.

I had no issue levelling my crafters at least as fast as my class. And i have most crafting professions already around ~300 divided on several characters.

The key is
- discover recipies
- not sell any loot, salvage it
- not take 2 crafting professions which need the same materials

After some hours of adventuring i go crafting and mostly i end up making items i cannot use without gaining more levels.

On a sidenote: The crafting in gw2 is majorly boring and unrewarding. Sure the first levels the items are even usable, but they always look the same (except crafted rares) and the word “discovery” is a joke for anyhting about lvl15 @ crafting. Its mind-boggingly repetitive. I guess that why it gives such immense XP.