Feedback:User/Tennessee Ernie Ford/PvP Weapons for PvE

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PvP Weapons for PvE[edit]

Add new PvE weaponsmiths in key towns that can craft a generic-skinned weapon with any unlocked upgrades. To reduce the potential for abuse, some restrictions might be applied. For example:

  • Require large amounts of mats.
  • Charge high fees, including gold and perhaps skill points.
  • Only produce 4 "sets" per toon.
  • Do not allow these weapons to be salvaged for mods.

Alternative: Give a little, make a little[edit]

Another method of reducing play time spent on cheap-skin inventory management would be to add an NPC similar to the hat crafter. In order to have a weapon created with the desired stats, a character would first turn in the necessary weapon components: the upgrades (inscription, prefix, and suffix) and the base item (e.g. any staff, focus with the desired attributes). The NPC would track what items have been turned in on the account and, for a substantial fee, produce an item with the desired combinations.

This still forces the player to find the right elements, but still noticeably reduces the problems in inventory storage and traveling the four corners of the planet trying to find the right base weapon. (Obviously, this requires a lot more code/db management than the first, which would be similar to the current PvP system.)

Background[edit]

Currently, PvP players are able to store and recreate weapon sets using any unlocked upgrades. This is obviously a required time saver for PvP players. In contrast, to get similar generic-quality skins for their weapons, PvE players must (a) pray that they are able to find a weapon that has a desired upgrade, (b) track down the right crafter or collector, from among dozens (hundreds?), that can build a weapon that accepts the upgrade, (c) and store these items until needed. This means huge amounts of play time are devoted to managing inventory, farming for specific upgrades, and keeping track of weapons that look nearly identical.