Proposed Crafting changes

Proposed Crafting changes

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Posted by: Liquid Blade.6529

Liquid Blade.6529

I don’t expect anything to be taken actually seriously, since Anet doesn’t really respond to crafting complaints, but I thought I’d give some of my own ideas.

Common Crafting Materials: The amount to refine needs some adjustment since there hasn’t actually been any proper changes since release (i.e. 4 Soft Wood Logs)
Some of these changes are also related to the next section.

T1
Jute/Rawhide/Copper/Green Wood – 3 Unrefined Parts [All up from 2]

T2
Wool/Think/Iron/Silver/Soft – 2 Unrefined Parts [Iron down from 3, Soft down from 4]

T3
Cotton/Coarse/Steel/Gold/Seasoned – 3 Unrefined Parts [Scrap/Coarse/Gold up from 2]

T4
Linen/Rugged/Darksteel/Platinum/Hard – 2 Unrefined Parts [ Hard down from 3]

T5
Silk/Thick/Mithril/Elder – 4 Unrefined Parts [All up from 2/3]

T6
Gossamer/Hardened/Orichalcum/Ancient – 3 Unrefined Parts [Cloth/Leather/Ores up from 2]

Reasoning:
T1 and T5 are the most abundant materials, which is why I think they need to be upped (Raising silk may seem silly, but this includes lowering T6 Cord by 50 Silk Bolts).
T2/3/4 are on average income and thanks to ascended crafting, that need alone keeps them on high demand.
T6 I think is in the weirdest place. All are needed for ascended crafting, but their need is much less than T5.

Cloth and Leather Gathering
Direct ways for gathering Cloth and Leather. Since it becomes silly to get “common” materials from salvaging dungeon armor/Champion boxes.
These can be gathered with a sickle, just for simplicity sake.
Examples: Wool gathered from a Friendly Dolyak. Cotton from a cotton plant. Leather can be gained from perhaps a farm(Diessa Plateau)/ Dead animals (perhaps ‘looting’ their salvageable leathers).

Ascended Crafting:
Hurry up and drop T6 Cloth to 50 Silk Bolts.

(edited by Liquid Blade.6529)

Proposed Crafting changes

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Posted by: Lobo Dela Noche.5127

Lobo Dela Noche.5127

I quit playing because of how out overpriced things like silk are and you want to make them go up even higher. Most of this post sounds like someone has a huge abundance of saved mats and wants to cash in. I say the exact opposite needs to happen, lower everything to only cost 2 mats for refinement except for maybe tier one. IMO all recipes should have the same base material cost. It should be 2 base mats refined into 1 refined mat. They should standardize the ascended crafting into 10/10/10 or 20/20/20 refined mats not 10/20/10 like it currently is. And make it 50 across the board for all the tier 5 time gated mats.

Adding nodes for leather and cloth would be good also. This way everything would be a bit more balanced but things like silk would still cost more based on how many recipes require it compared to things like leather. They just wouldn’t be over 5 times more expensive.

This is just all my opinion. I believe the major expense for making items should be time and special materials like orbs/ectos/tier 6 ing(bone/c;aw/etc)/lodestones. This game was supposed to be about horizontal progression not vertical. I can understand a little bit of gear grind for max stat gear for 1 character but not the way it currently is. I may not be a hardcore power gamer so I don’t expect to get geared out as fast but at the way I play a month or two after the hardcore players get theirs sounds about right. But the way it is right now it will take about a year to gear 1 character with normal play and not grinding champs 10hrs a day or just buying gold.

(edited by Lobo Dela Noche.5127)

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Posted by: Wanze.8410

Wanze.8410

Yeah, this doesnt look very much thought out and i fail to see the benefit for the general player base. You also forgot to consider promoting in the mf.

Tin Foil [HATS]-Hardcore BLTC-PvP Guild
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.

Proposed Crafting changes

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Posted by: Liquid Blade.6529

Liquid Blade.6529

I will admit I did not consider the Mystic Forge, However this depends on the prices of the materials, which as it currently stands, is not viable for the majority of mats (Jute/Wool upgrading being the best option).

Making everything “on par” is the least thought out option. Additionally, claiming that my suggestion increases the cost of Silk shows you didn’t read the whole post. Changing it for 4 scraps and reducing the amount to 50 bolts (for ascended), reduces the amount by 100 scraps, to 200.

They originally changed Soft Wood to 4 logs because of the huge supply there was, which is now not the case since that patch. In comparison, the materials with the highest supply are T5 and T1, which is why I have suggested 4 and 3 unrefined materials respectively. The choice of T3 being more expensive could be a mistake, so I would accept that being two materials.

""Adding nodes for leather and cloth would be good also. This way everything would be a bit more balanced but things like silk would still cost more based on how many recipes require it compared to things like leather. They just wouldn’t be over 5 times more expensive.""

In response to this, it would require Anet changing the base crafting recipes. While changing insignias to require Metal/Leather for Armorsmith/Leatherworker is one option, I’m not too sure how that would effect the market, since that appears to be the strongest factor of Silk’s price.