Suggestion:Crafting Disciplines Account-bound
You mean the whole crafting showing up as max on each character? If so, how can I use crafting to get levels on a new Charr I’m leveling?
I like it character bound for the leveling opportunity. Crafting does need some more improvement though, least when it comes to recipes and interface.
Or you could buy licenses and craft up the other 6 on your main if its such a burden mate.
Got 2 on each char myself but aint a hassle to switch around imo
Edit
Maybe they could sell unlock licenses that open up your crafts you already made to make it easier for people that want it.
And also better for people who dont.
(edited by Linken.6345)
You mean the whole crafting showing up as max on each character? If so, how can I use crafting to get levels on a new Charr I’m leveling?
Do you REALLY still need for alts Crafting to level them up, when you get easily from your other characters tons of Instant level 20 (and in future surely also lvl 40, 60 scrolls, they are already data mined), in a game, that rewards you from doing dailies easily with tons of accountbound exp givers, in a game, that easily rewards you with instant level up tomes, that you really still need crafting for leveling, when there are tons of other ways that let you leevel up quicker and much cheaper without wasting crafting materials/money/time????
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No, I personally am absolutely FOR this idea and i also have mentioned this idea earlier by myself too in an other thread that is all about the grind in this game and hoe Anet could easily drastically reduce the massive grind in this game with soem very simple and easy implementable Quality of Life Improvements.
One of the tiny Quality of Life Improvements with a huge effect of massively reducing the grind in this game and making GW2 again alot more Alt Character Friendly would be to make Crafting Jobs accountbound
Why or for what a reason do you need to grind those 500 Job levels per Crafting Discipline with more than just 1 Character?
Does it make any sense to do that? HELL NO
Once you have a Character, that maxed a Crafting Discipline, it makes no sense to make another Character with the same Crafting Discipline maxed, when you could easily just permanently use your Character with that you maxed the discipline first to do with it all the Crafting that you want.
Anets adding of the Craftign Discipline Unlocker would even make far much more sense and would be much more useful for everyony to buy to increase further the convenience in this game, if Anet would make all crafting disciplines accountbound.
Another very big profit from this change would be, that players would have theoretically with accountbased crafting disciplines and enough bought discipline unlockers the ability to have all Crafting Disciplines at the same time, thus being not forced anymore to change between different characters every single time anymore, if you want to craft something from different disciplines, which is just plain and simple very time consuming and more so extremely annoying and a sign of bad game design if the game needs you to permanently switch your characters in and out, just so that you can craft what you want to craft at the moment!
(edited by Orpheal.8263)
Yea but make it a choise since some of us want to feel that our char have made something by themselfs not copy clone the knowledge to all future chars
New players don’t, Orpheal.
Or altaholics. Or casuals who don’t have a huge stockpile of tomes and scrolls and want to save them for a special occasion (such as the upcoming expansion pack and the new profession and the specializations).
I personally like having the crafting disciplines not account bound. I’m a casual. I don’t have stockpiles of tomes and scrolls laying around. It’s a nice way to level up a character if I’ve got a desire to craft something.
The point is, the game is as it is so only, because Anet tried to push forcefully a Money Sink into the Crafting System by lettign us have to pay a small money fee to be able to change the crafting discipline and by limiting it firstly to be able to have max 2 disciplines per Character, what everyone and their mom simply circumvented simply from begin on by just giving each character different two craftign disciplines, to have them all for the disconvenience of having to switch everytime between your characters, if you don’t want to eat that forced upon money sink to be able to switch on your character the crafting disciplines.
This game can have much better money sinks, than this here.
if a money sink can be already so easily circumvented completely, then its a sign in itself, just how bad the system was designed from begin on already.
PS: there are alot more efficient levels for newbies to level their character,s than with crafting, because a newbie simply doesn’t have all the materials, nor the gold to level efficiently just with crafting alone a Character to the Max.
The easiest and most effective/efficient way for a Newbie to Level their Characters is to play the Story, to explore the Maps while doing the Story, to run in WvW with Karma Trains around doing WvW Events by conquering camps, towers and keeps in circels quickly, changing your mains with alts at the moment short before you beat Dungeons to get the instant level ups
For a New Player to rely on Crafting is simply said the worst way of Leveling a Character in this game, when there are lots of better ways.
Heck even farming long time not killed Monsters with Exp Boosters and Buff Food/Potions is more effective, than crafting and nets you in money and materials instead of losing it from crafting.
(edited by Orpheal.8263)
Or you could buy licenses and craft up the other 6 on your main if its such a burden mate.
Got 2 on each char myself but aint a hassle to switch around imo
Edit
Maybe they could sell unlock licenses that open up your crafts you already made to make it easier for people that want it.
And also better for people who dont.
I like the unlock sale idea.
The point is, the game is as it is so only, because Anet tried to push forcefully a Money Sink into the Crafting System by lettign us have to pay a small money fee to be able to change the crafting discipline and by limiting it firstly to be able to have max 2 disciplines per Character, what everyone and their mom simply circumvented simply from begin on by just giving each character different two craftign disciplines, to have them all for the disconvenience of having to switch everytime between your characters, if you don’t want to eat that forced upon money sink to be able to switch on your character the crafting disciplines.
This game can have much better money sinks, than this here.
if a money sink can be already so easily circumvented completely, then its a sign in itself, just how bad the system was designed from begin on already.
Oh wow, ANet trying to keep inflation in check by putting in gold sinks. Who would have thought?
The waypoint gold sink can be avoided as well by simply walking and using Asura gates. Should waypoints be free because it can be so easily avoided?
No. It’s a gold sink. Gold sinks are good for the economy.
ANet figures enough people will pay the fee to change crafting disciplines to help keep inflation down. They know some people will split up who crafts what. And that’s also how it is reality. One person typically isn’t a master of everything.
They could sell an item in the gemstore making all crafting account bound. I would buy it. It is tedious to log other character just to refine essences of luck.
not a item one for each craft you want unlocked so atleast 6 and more to come later maybe
Fishing would be nice and tie into cooking, i hate it irl but sometimes i just want to chill (fishing would be a nice activity then) and talk to friends in game
@ Seera:
Raising the TP Tax from 15 to 20% would be a much better Money Sink, than those silly 40 Silver or what it costs exactly to change your Crafting Jobs, not mentioning the point how ridiculous it is to pay this fee, if you could just log out and change to an other alt that has the Job you need to get your work done without you having to pay the fee for the more ridiculous point, that this decision makes the game for everyone forcefully more annoying, just to be able to avoid the grind or the senseless crafting job change fee.
What I want to say with this is, if Anet would remove some pointless non effective money sinks and would replace them with new much more effective money sinks, that make sense, then this would be good for this game and would allow Anet to give this game some useful quality of life improvements, rather than hanging desperately on some obsolete old bad game designs, which will never work out well under their current design.
Your WP comparison is imo flawed.
Compared to the Craftign Job Change Fee, Waypoints are a useful Money Sink, that is always needed to have as a profit from it a massive time reduction in getting to places in this game, where you want or even need to be quickly without losing much time, unless you have plenty of time and it plays no role for you if you are somewhere first after some minutes of running to your destination place if you want to do so.
The Job Change Fee on the other side is just a convenience stopper for the sake of just having a small gold sink in the game, that would be easily replaceable with better more effective gold sinks.
Same like Mounts could be a much more effective gold sink than Way points, without beign more effective than Wp, therefor that you gain the cosmetical profit from it to be able to traverse the lands of Tyria with more style and fun, than with WP would be that ever possible. But that’s an other topic :P
It’s a convenience fee. If you don’t want to keep track of which characters have what discipline or don’t want to switch characters out, you have to pay a fee.
The waypoint is a convenience fee. If you don’t want to spend money running toward where you’re going, you pay a fee. Assuming you’ve been to that waypoint before. It’s also why it costs more to travel to a place that is farther away than it is to somewhere close.
Your solution works for you. It does not work for those who like to use crafting to level up their characters.
People have posted solutions that would offer a choice. A gem store item that would unlock it to all characters. That would be acceptable to me.
That way those who wish to have the convenience get it open on all characters and those who wish to use crafting as a means to level up can still do so.
You mean the whole crafting showing up as max on each character? If so, how can I use crafting to get levels on a new Charr I’m leveling?
Do you REALLY still need for alts Crafting to level them up, when you get easily from your other characters tons of Instant level 20 (and in future surely also lvl 40, 60 scrolls, they are already data mined), in a game, that rewards you from doing dailies easily with tons of accountbound exp givers, in a game, that easily rewards you with instant level up tomes, that you really still need crafting for leveling, when there are tons of other ways that let you leevel up quicker and much cheaper without wasting crafting materials/money/time????
Snip
Actually I do use crafting regularly for alts. I do regular key runs, sometimes several a week. The leveling aids you mention are either speculation, already used, reserved for my new profession or already being used by my key runners. I use crafting to level then level up aids to finish.This is not something unusual, there are guides people made to show others how to do this and I regularly see other key runners.
Other people like to level alts to try out different builds/looks/races/profession combinations. (There are posts with people saying they have the max number of character slots, 64). Many use crafting as a fast leveling. If they make new alts often enough, they won’t have extra leveling aids. Other people are hoarding these aids for their new profession and also plan to use crafting if needed.
Just because you personally don’t have a need for crafting to level alts doesn’t mean there aren’t others who do it regularly.
If they make it optional, sure. But not something for all accounts.
Or you could buy licenses and craft up the other 6 on your main if its such a burden mate.
Got 2 on each char myself but aint a hassle to switch around imo
Edit
Maybe they could sell unlock licenses that open up your crafts you already made to make it easier for people that want it.
And also better for people who dont.
The issue I got here is the policy to find 50g+ worth recipes (which will probably be released even more as the time goes) and it gets harder and harder to find them. Remember having 1 Recipe to create Torment sigil on 1 of the 3 disciplines? And now add so many other unique recipes on different characters, it gets messy really quickly.
I wouldn’t mind account bound, but at the very least I’d like to have the professions listed on the character selection screen so I don’t have to log in to figure out which character has which profession.
(cause darnit I’m too lazy to use a post it note and mess up my clean desk area)
bad idea. some people would want to level via crafting. why take out that option ? simply switch the profession at npc if you have to…..
also you have 4 more character slots, make 2 profession each and no duplicate, that makes it easy to track if you are very lazy…..
Archeage = Farmville with PK
At the very least it would be nice if all recipes were unlocked account-wide once learned for that crafting discipline (both discovered and learned through recipe sheets). That way if you want to work on the same crafting discipline on multiple characters you won’t have to worry about being short on recipes.
It would be nice though if crafting discipline progress was account-wide (for example: get Armorsmith to 400 on 1 character and all others have 400 Armorsmith). But as others have said, some players use crafting as a way to level up new characters. Although……..if they couldn’t use crafting to level up new characters because their crafting is already leveled up on an account-wide level, it would encourage players to participate in the New Player Experience.