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New Craftable named exotics using old LW maps


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As much as I'm enjoying the new themed based weapon sets we're getting with every new season, I think it would be really cool to see some "artist specials" for any cool ideas the artists might have for a particular weapon added as standalone exotics, where the recipe could drop from the new meta boss event, but the materials would come from meta events from old living world maps that are less popular (maps like Bloodstone fen, Lake Doric, etc come to mind).

 

Allowing both the weapons and these new mats to be tradable on Tp would give some incentive to return to those older maps as well.

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> @"Randulf.7614" said:

> Except for being tradable (which would discourage particpation surely?), I think it's a neat idea

 

Why would that be the case? If it wasn't tradeable, than it wouldn't make sense for anybody to participate who wasn't crafting the item for themselves.

 

> @"Turkeyspit.3965" said:

> "where the recipe could drop"

>

> Nah, I think we have enough RNG in this game.

 

I imagined it as being a common drop and not a rare drop, since being a rare drop would defeat the purpose.

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> @"Ruisen.9471" said:

> > @"Randulf.7614" said:

> > Except for being tradable (which would discourage particpation surely?), I think it's a neat idea

>

> Why would that be the case? If it wasn't tradeable, than it wouldn't make sense for anybody to participate who wasn't crafting the item for themselves.

>

> > @"Turkeyspit.3965" said:

> > "where the recipe could drop"

> >

> > Nah, I think we have enough RNG in this game.

>

> I imagined it as being a common drop and not a rare drop, since being a rare drop would defeat the purpose.

 

Since you want more people in old maps it should be account bount to get boots on the ground there if they want the item right?

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> @"Ruisen.9471" said:

> > @"Randulf.7614" said:

> > Except for being tradable (which would discourage particpation surely?), I think it's a neat idea

>

> Why would that be the case? If it wasn't tradeable, than it wouldn't make sense for anybody to participate who wasn't crafting the item for themselves.

>

> > @"Turkeyspit.3965" said:

> > "where the recipe could drop"

> >

> > Nah, I think we have enough RNG in this game.

>

> I imagined it as being a common drop and not a rare drop, since being a rare drop would defeat the purpose.

 

The problem is combining these two options. If the recipe is a common drop and once you've got it you can craft and sell it the end result is a minority of people rushing to get the recipe and crafting weapons to sell, competing with each other for sales which causes the price to drop, so that then other people who want the weapon can simply buy it because it's relatively cheap and never have to enter the map at all.

 

Unfortunately there isn't a simple solution here, it's a common problem with any game. You can't have something which is both common enough that most people can get it without too much trouble and rare enough that it's profitable to sell. Well, at least not without odd work-arounds like having a complicated and restrictive trading system so most players are locked out of that option and it's actually easier to farm your own than to buy it, but I think that's (thankfully) out of the question for GW2.

 

There are other options like making the recipe common but require rare or expensive components to craft it, or making it time-gated so it's harder for a small number of sellers to flood the market, but those have their own downsides too.

 

I think it's a good idea. Anet did something similar with the design a weapon contest winners, with collections that required going back to some old maps (for example the Scion's Claw collection takes place in Drytop) and it was fun. But it's not a permanent solution to lower populations in older maps, it's either a one-time thing per player to unlock the account bound reward or something a minority of players farm and others buy from them on the TP. (Or both.)

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> @"Danikat.8537" said:

> > @"Ruisen.9471" said:

> > > @"Randulf.7614" said:

> > > Except for being tradable (which would discourage particpation surely?), I think it's a neat idea

> >

> > Why would that be the case? If it wasn't tradeable, than it wouldn't make sense for anybody to participate who wasn't crafting the item for themselves.

> >

> > > @"Turkeyspit.3965" said:

> > > "where the recipe could drop"

> > >

> > > Nah, I think we have enough RNG in this game.

> >

> > I imagined it as being a common drop and not a rare drop, since being a rare drop would defeat the purpose.

>

> The problem is combining these two options. If the recipe is a common drop and once you've got it you can craft and sell it the end result is a minority of people rushing to get the recipe and crafting weapons to sell, competing with each other for sales which causes the price to drop, so that then other people who want the weapon can simply buy it because it's relatively cheap and never have to enter the map at all.

>

> Unfortunately there isn't a simple solution here, it's a common problem with any game. You can't have something which is both common enough that most people can get it without too much trouble and rare enough that it's profitable to sell. Well, at least not without odd work-arounds like having a complicated and restrictive trading system so most players are locked out of that option and it's actually easier to farm your own than to buy it, but I think that's (thankfully) out of the question for GW2.

>

> There are other options like making the recipe common but require rare or expensive components to craft it, or making it time-gated so it's harder for a small number of sellers to flood the market, but those have their own downsides too.

>

> I think it's a good idea. Anet did something similar with the design a weapon contest winners, with collections that required going back to some old maps (for example the Scion's Claw collection takes place in Drytop) and it was fun. But it's not a permanent solution to lower populations in older maps, it's either a one-time thing per player to unlock the account bound reward or something a minority of players farm and others buy from them on the TP. (Or both.)

 

They could just make some of the materials drop the way amalgamated Gemstone does (which has lost some value, but hasn't become worthless as far as crafting mats go), and you can balance out the price by the amount of those mats needed to craft each weapon.

 

The reason I felt that the mats and the weapons needed to be tradeable was that,

if the weapon wasn't tradeable, very few items would be crafted overall, and if the mats wasn't tradeable, then very few people would actually go back to farm the mats themselves, both of which would defeat the purpose.

 

It would definitely be something that they would need to do continuously, and not as a one time thing (or get new LW weapon set recipes will use these new mats as well, which I guess makes it unecessary to actually add named exotics, but more standalone named exotics would be nice compared to the mass produced sets).

 

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