What's the idea behind itemization in game?
For materials obtained through salvaging or as you said, a little bit of silver.
“You can’t have more than 10 HS decks because that would confuse people”
“30 fps is more cinematic”
And for the Mystic Forge too!
Materials and mystic forge items are part of the itemization. There’s gathering nodes that allow you to gather materials for gear that is suited for level 40 character, but once you reach level 80 on your character you’re going to stay level 80 forever. These nodes are still serving you crafting materials you don’t need. There’s lots of examples like this to be found.
Materials and mystic forge items are part of the itemization. There’s gathering nodes that allow you to gather materials for gear that is suited for level 40 character, but once you reach level 80 on your character you’re going to stay level 80 forever. These nodes are still serving you crafting materials you don’t need. There’s lots of examples like this to be found.
It earns you money- surely your 80’s need gold too?
I know mine does
Materials and mystic forge items are part of the itemization. There’s gathering nodes that allow you to gather materials for gear that is suited for level 40 character, but once you reach level 80 on your character you’re going to stay level 80 forever. These nodes are still serving you crafting materials you don’t need. There’s lots of examples like this to be found.
Someone else needs those crafting mats, that’s why you can sell them. You can also use them for alts, or for in game mechanics currently found in this months LS and in previously released LS. Or you can tp some of the gear you get-one of the best ways to gear an alt is to buy from the tp as you level.
The sheer amount of blues and greens that randomly drop should probably be toned down a bit though and replaced with monetary rewards. Even with all the salvaging I currently do, I still just vendor most of my blues.
But regardless of anything else, it’s copied from games such as Diablo. Some player types enjoy getting drops, even if they are useless. It’s just a way to appeal to different types of players.
It’s loot! Loot, loot, loot! Phat lootz even! Sweet, sweet treasure!
In all seriousness though drops in this game are for salvage and selling (as already mentioned). Anet don’t have particular mobs drop particular items for farming purposes like other MMOs do or have done. So that’s pretty much all its all for.
Would you like some hard cheeze with your sad whine?
Well guild wars has always been more about skins then acctully stats on the weapon. atelast the armors in Gw1 was
Choo choo
You can do several things:
- sell them to vendor
- sell them on tp (which often means they’re useful)
- salvage them depending on the components (eg mithril, ori, runes)
- forge them into higher tiers (eg 4 greens@1s could make a 20s rare)
By giving you junk with several purposes, they stimulate a player driven economy. The more junk you give people, the higher the chance something is useful to someone.
Delayed content is eventually good. Rushed content is eternally bad. ~ Shigeru Miyamoto
A lot of you don’t seem to understand what I’m talking about. Perhaps I wasn’t being explicit enough.
Have you guys played a game called League of Legends? In that game you have champions that can get money by killing neutral monsters, minions and enemy champions. Using that money you can buy items, which improve the character’s stats in different ways depending what items you buy. Buying items presents a decision for the player: what kind of character you want to be? Items help the champion in fights and successful team wins the game. Itemization is interesting part of the game and it makes sense.
In Guild Wars 2, however, the items don’t make sense. What is the point of all this stuff you haul to the merchant? Did ArenaNet not have players playtesting the game with critical eye and questioning the decisions? Was it the kind of default impression that these types of games generally have tons of stuff to carry around so why not we do the same? Achievement rewards, loot boxes, daily chests, special event items. When I logged in from one month break I was flooded with all sort of event stuff. Where do I put these 250 baubles, 4 Bauble bubbles and 1 continue coin that I can no longer use? Give me a break!
The answer is, this game is using a different reward mechanism that you are used to. This has been a heartache for many people trying to play this game as they don’t get the sense of reward or progression as they had before.
As mentioned, the junk items are there simply for the sake of selling, salvaging, or putting on the trading post for others to sell, salvage, or use.
Selling to a NPC vendor results in a direct cash interaction for the lowest possible return but fastest and most guaranteed.
Salvaging can sometimes cost you financial loss, but gain in useful crafting materials. This way you can have a steady flow of crafting materials without being forced to wander around clicking the harvesting nodes if you are not into that. In addition to that, you may get rare crafting materials you can use or sell as well.
So salvaging provides you with more “resources” which may or may not be as financially beneficial as the vending of the item to an NPC, but depends on what you are trying to do.
Putting these items on the trading post now allows you to potentially make more money than dropping the item off at an NCP vendor, but this is a player driven economy which will change based off of supply and demand. Not every item has a demand, so you may be better off salvaging or selling to a vendor.
Check all your items against the Black Lion Trading Company to see if they are “worth” anything to anyone. If not, then sell or salvage.
Salvage the item if you want to try to get rare crafting mats, sell the item if you don’t care and just want to make a little bit of money.
So yes, they did test this. There is a reason for the itemization, but it is not a direct translation as seen in many other games. Most things are here for the sake of economy and crafting. Crafting is mostly for looks and build changes, but not for character progression and growth.
Making money in this game is mostly to get new skins, fund wvw, or simply just to satisfy the gold hoarder in you.
Have you guys played a game called League of Legends?
LoL is a completely different genre of game. It’s not an MMO. The items you purchase exist only for that match.
Colin just said that they are looking to make greens and blues salvagable for MF consumables.
A lot of you don’t seem to understand what I’m talking about. Perhaps I wasn’t being explicit enough.
Have you guys played a game called League of Legends? In that game you have champions that can get money by killing neutral monsters, minions and enemy champions. Using that money you can buy items, which improve the character’s stats in different ways depending what items you buy. Buying items presents a decision for the player: what kind of character you want to be? Items help the champion in fights and successful team wins the game. Itemization is interesting part of the game and it makes sense.
In Guild Wars 2, however, the items don’t make sense. What is the point of all this stuff you haul to the merchant? Did ArenaNet not have players playtesting the game with critical eye and questioning the decisions? Was it the kind of default impression that these types of games generally have tons of stuff to carry around so why not we do the same? Achievement rewards, loot boxes, daily chests, special event items. When I logged in from one month break I was flooded with all sort of event stuff. Where do I put these 250 baubles, 4 Bauble bubbles and 1 continue coin that I can no longer use? Give me a break!
Have you ever considered destroying the items you don’t want and can’t sell? I know, I know, it’s a lot of work to click and drag something out of your inventory, but it sure would get rid of the stuff that you apparently have no idea what it is. The baubles, bubbles and continue coin are for Super Adventure Box. Don’t plan on doing that again when it comes back? Toss ’em. Nothing is stopping you.
It’s like hoarders. If you haven’t used it in X amount of time, odds are you don’t need it and can toss it. Keep things you know exactly what they are for and could see a use for them. Don’t keep things for the sake of keeping them in the off chance sometime down the line maybe at some point you might consider possibly using the item. Maybe.
Seriously, each item in this game has a use. If that use does not apply to your character and/or you don’t know what that use is, then odds are you don’t need it and can sell it or destroy it.
It’s a medical condition, they say its terminal….
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Have you guys played a game called League of Legends? In that game you have champions that can get money by killing neutral monsters, minions and enemy champions. Using that money you can buy items, which improve the character’s stats in different ways depending what items you buy. Buying items presents a decision for the player: what kind of character you want to be? Items help the champion in fights and successful team wins the game. Itemization is interesting part of the game and it makes sense.
Have you played this game called Guild Wars 2? In this game you level up by exploring, killing enemies and generally being a goody-two-shoes. As you level up you become stronger and gain materials and coins that can later be used to improve your character through the acquisition of new, better gear. There’s a variety of gear with different stats and choosing an armor over another defines what your character is and does. Itemization is an important part of the game. Succesfull, well crafted groups roflstomp WvW and dungeons and win SPvP matches. It makes sense.
Why would you compare currencies (baubles, karma jugs) and special items (boosters, mystic coins) to actual gear, especially from a much simpler game? If you don’t make proper comparisons it’ll be hard for it to make sense.
“You can’t have more than 10 HS decks because that would confuse people”
“30 fps is more cinematic”
(edited by Wolfheart.1938)