Suggestion - Crafting failures

Suggestion - Crafting failures

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Posted by: Tekoneiric.6817

Tekoneiric.6817

Instead of doing binary either you can or can’t craft something due to the level I’d suggest having an element of chance and risk to the discovery part of crafting. As their level goes up their chance of success could go up to 100% when they reach the intended level. This would help someone a couple of points off from a level to craft an intended object. It shouldn’t be a linear progression but rather a curve that only gets close to 100% chance when they are really close to the level. If they are 50 points off then they have little chance of success but 5 points could have a 80% chance. A warning should show on the screen asking the player if they really want to craft this advanced material.

Failures could be in the form of ruined objects, unintended magic effects, jump to a random waypoint, explosions summoning or creating creatures depending on what’s being attempted. The amusing thing is that it would make players keep far from each other when crafting.

Suggestion - Crafting failures

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Why would anyone want either RNG crafting or crafting where the person crafting next to you can troll you?

Be careful what you ask for
ANet may give it to you.

Suggestion - Crafting failures

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Posted by: Seera.5916

Seera.5916

I don’t have a problem with failures on the discovery tab just so long as the following conditions are met:

1. The discovery tab tells me my chances of failure. So that I can avoid these, I don’t want the chance to waste my items. You may like gambling, I don’t.

2. The only thing that happens is the item isn’t created. It can generate a junk, vendor trash item, but it can’t have any negative impact on me other than me losing the ingredients put in. So it can not teleport me anywhere or damage me in any way. And it wouldn’t be able to spawn enemies since crafting stations are in cities where there is no fighting except for special events.

Suggestion - Crafting failures

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Posted by: Donari.5237

Donari.5237

I don’t even want to lose the ingredients. If you want risk of loss in your mats in return for a chance at something cool and worth more than what you put into it … there is a Mystic Forge for that urge.

Suggestion - Crafting failures

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

One of the things I like about GW2 crafting is that it’s never random. You always get expected results (although sometimes they cost less).

I see no benefit to changing this, especially since it means the devs aren’t working on something else that would be more fun for more people more often.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Suggestion - Crafting failures

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Posted by: Khisanth.2948

Khisanth.2948

Does GW2 really need more worthless crafting results?