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Guide: How to play a Mesmer in dungeons.
(edited by TheKillerAngel.3596)
Given that GW2 is taking place in a world where there is mass cultivation of produce and livestock, it doesn’t make much sense to me that we still have to go out and gather stuff like Vanilla Beans and Omnomberries. You’d think that some entrepreneurial fellow would realize he could make a killing by producing and selling a lot of these high demand commodities.
How would you feel if there were some sort of agricultural profession, wherein you could get seeds from various produce and plot them? Over time these would mature and you could sell them off.
The basic idea is like this: You must first obtain the seed for whatever it is you want to grow. Once you have that, you can access an agricultural console. It looks like a grid, basically like your bank. You can expand how much arable land you own, as you level up your profession, or by purchasing more land. You level up your profession by planting progressively higher level crops or such. You can place the seed you wish to plant in each grid slot. Some players may opt for mass production of 1 good, others may choose to grow multiple things.
On leveling up: You can plant a certain number of crops with a certain number of seed. If you want to plant more crops, you need more seed. The ratio of seed to crops varies, but is is generally around 1 seed to 5 crops. Once you plant your seed, you have to wait a certain amount of time for it to mature before you collect your XP (and grown produce). This takes a couple of days, in which you have to maintain your crops in the interim or they will fail (water, etc). Fertilizer can increase the speed at which your crops grow, along with the ratio of produce they yield.
It’s a basic sketch of an idea, a thought experiment mostly intended to try and reconcile realism (widespread cultivation vs gathering) within the game.
(edited by TheKillerAngel.3596)
farmville for GW2 .. i like it :P
You mean farmville adapted to GW2?
I’d be all for it…we need more things to do outside of combat.
Once housing is implemented, I can see them implementing this kind of mini-game. But I could also see them having the seeds drop as an RNG when you gather herb nodes.
Ive said in many other posts, anything that adds more to the game and ‘isnt’ combat orienteded would always get my vote !
More fluff, more diversity = more fun for players
Awesome. I could transfer my Harvest Moon addiction to Guild Wars 2!
I definitely agree with what Phantax and others have said. The addition of any in-game activities that aren’t combat get my vote! Maybe, if not an entire profession, a mechanic made available to existing professions would work.
Something like this would be an awesome addition to crafting/gathering. (Why must we be hunter/gatherers. We should have access to agriculture too!)
Given that GW2 is taking place in a world where there is mass cultivation of produce and livestock, it doesn’t make much sense to me that we still have to go out and gather stuff like Vanilla Beans and Omnomberries. You’d think that some entrepreneurial fellow would realize he could make a killing by producing and selling a lot of these high demand commodities.
How would you feel if there were some sort of agricultural profession, wherein you could get seeds from various produce and plot them? Over time these would mature and you could sell them off.
The basic idea is like this: You must first obtain the seed for whatever it is you want to grow. Once you have that, you can access an agricultural console. It looks like a grid, basically like your bank. You can expand how much arable land you own, as you level up your profession, or by purchasing more land. You level up your profession by planting progressively higher level crops or such. You can place the seed you wish to plant in each grid slot. Some players may opt for mass production of 1 good, others may choose to
On leveling up: You can plant a certain number of crops with a certain number of seed. If you want to plant more crops, you need more seed. The ratio of seed to crops varies, but is is generally around 1 seed to 5 crops. Once you plant your seed, you have to wait a certain amount of time for it to mature before you collect your XP (and grown produce). This takes a couple of days, in you have to maintain your crops in the interim or they will fail (water, etc). Fertilizer can increase the speed at which your crops grow, along with the ratio of produce they yield.
It’s a basic sketch of an idea, a thought experiment mostly intended to try and reconcile realism (widespread cultivation vs gathering) within the game.
Absolutely agree. I miss the farming profession from LOTRO. One could cultivate his own food by using the farming zones and even tho it was tedious to get it maximum level so we could use the end game mats to make the best foods and pipe-weed it was still the best way of doing things imo. One didn’t have to be chased by zombies to get a single berry. Even if the system was adjusted so one had to go to Orr to get the first series of berries to gather the seeds it would be miles better if one could plant them.
In general I’m for more jobs. i think thats the correct term of word that should be used here. With profession many people will always think first on playable classes.
And I don’t believe in a playable Peasant Class xD
But as Crafting Job would be “Peasant” nice, being able to do agricultural work, like planting various kinds of flowers, fruits, herbs, plants, trees and creating various kinds of flesh, milk, eggs and so on from their farm animals, which then can all be used for cooks again or by artificers for their various potions ect..
Certain plants again could be then again used by the various armor makers maybe.
Being a peasant could be that kind of crafting jo,b that can manually create material spots for others or themself to farm (planting trees creates wood farm spots for example)
—-
With housing to come, there should be also housing related crafting jobs, like:
- Painters
- Artisans
- Weavers
- Sculpturers
- Carpenter
- Masons
and so on…
Lovely ideas. I support both housing and crafting professions to do with houses, such as farming (OP)
Only problem with this is, if people can grow their own omnomberries, there’s going to be a huge supply of them, making them cheap on the TP. Now if someone wants omnoms they just buy them instead of going to orr to find them instead in case they want to save some money; thus reducing the population in that zone. I’m all for a farming mechanic, but not for rare things you can only get from 1-2 zones.
However, there are a number of cooking mats you can only get from karma vendors and the cooking vendor. Having a mechanic that will allow you to grow these yourself without having to find the right vendor would be nice.
Lol I can just see a guild dedicated to this craft named the “FFA”
:-)
Would you really be able to ‘own’ your own land, though? Wouldn’t it be more likely that you’re a part of a kingdom who owns the land? You work the land and make your profit but then you also have to pay taxes for access to the land, paying the workers hired to do most of the labor, the cost of refining crops into something that can be shipped out for production.
Basically what I’m saying is, there could be lots of variables that would actually make such an aspect of the game an actual game. And considering all the dangers in the world, there’s also the need to control enemy forces and the movement of wildlife to ensure your crops aren’t endangered.
If you can ensure the success of your crops, I probably wouldn’t think it wise to transfer that success directly into good as that would flood markets with materials and make their value plummet. Instead, it could benefit the kingdom you’re producing for in some way, assuring better stock for villagers and troops etc.
Only problem with this is, if people can grow their own omnomberries, there’s going to be a huge supply of them, making them cheap on the TP. Now if someone wants omnoms they just buy them instead of going to orr to find them instead in case they want to save some money; thus reducing the population in that zone. I’m all for a farming mechanic, but not for rare things you can only get from 1-2 zones.
However, there are a number of cooking mats you can only get from karma vendors and the cooking vendor. Having a mechanic that will allow you to grow these yourself without having to find the right vendor would be nice.
I suppose there are several mechanics to encourage one to still go out and gather. For one, cultivation of high-end materials would require more time, care, and impout (e.g. you need to watch over them for a week as opposed to a few days, with regular water/nutrients etc) so only more dedicated players will seriously consider cultivating stuff like omnomberries. Additionally, gathering omnomberries could grant more things than just the berries – you could get rare seeds/cultivars that produce higher yields or other bonuses (e.g. chance to harvest a dye when you collect your produce) and are account bound after first use.
I support this!
I see 2 potential problems here .
1) instead of using Karma people will just grow the product .
2) Higher end crops will likely be mass produced
I see 2 potential problems here .
1) instead of using Karma people will just grow the product .
2) Higher end crops will likely be mass produced
If people would prefer to use their time to grow the product as opposed to their karma, I don’t see a problem with that. Time is money. If you want speed and want something immediately, use karma. If you are leveling up cooking, it makes more sense to buy from merchants as opposed to spending a week or more leveling up farming. If you’d rather save your karma, you can of course, take your time to level up agriculture along with spending money.
As for higher end crops being mass produced – yes, their quantities will probably increase, but I don’t think that should be a bad thing for most people. Higher end commodities will require more time to cultivate (a week of constant growing/watering/fertilizing as opposed to an hour or day), so only dedicated people would invest into them. In addition, higher end commodities provide consumables that are widely demanded by people. Cheaper food/dyes/whatever is better for everybody.
i really like it… i would like to see it implemented in guild halls or personal house.
i like the idea of some relaxing mini game (that you are not forced to do for rewards) and activities outside combat. i vote for this
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