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Rhia

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I understand the thought process that "professions will encourage people to RP non-combat roles" etc etc, but it also limits the RP of those roles and turns LoTC into a grindy MMORPG. In this first day of the plugin I have seen pretty much no RP, just people sitting about grinding their levels and taking hours to craft things while discussing it in LOOC. LoTC has had professions plugins before, and they've never worked, every time they get removed because of the restrictions they put on RP. Just leave the game alone, players don't want to be forced into roles, let them find their place on their own through roleplay and experience.

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Professions:

 

Don't make one profession become worse when you learn another. Just put a limit on the amount of points you can attribute in total so you can only choose a few professions. Much like early Asulon where you had something like 250 points (VIP 350) and you could attribute them to different skills like archery, axeman, swordsmanship, blacksmithing...

 

As I said in another thread, a Navy SEAL ain't going to become worse at shooting a rifle if he decides to learn how to cook italian cuisine. Additionaly it's just really annoying.

 

Crafting:

 

Don't restrict anything, just make its quality increase with your level. A noob baker will make bread that gives you half a heart, etc...

 

Don't put any timers for crap unless it's armor or iron+ tools. This will remove the annoyance of having to wait five minutes for one thing, then another five for another. (Maybe it's small but it also slows down RP a **** ton. Everybody waits for their crafting instead of running around the map and finding RP. Saying 'Well go on and RP while it's crafting ain't gonna work because nobody does it, and if nobody does it then maybe the system should be changed.)

 

However, leaving the time for weapons and armor gives them a value and might make people rethink charging into battle headfirst. As I've said before, people might finally begin to fear death -or at least the loss of their armor- because it wasn't cheap to manufacture.

 

Other than that I like the fact things are divided into professions and all, and the bread expiring after a while is cool too. Oh, and at least have wheat yield wheat once every two times. Farmers of course get more depending on their level.

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The crafting time for some items is blatantly stupid (takes almost half an hour to craft 5 signs?)

Other than that I think other players have it covered nicely so far.

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I really like the new profession system but I think locking your chosen profession would help a lot. For example, say I want to master farming. Right now, if I wanted to go cut down trees, I would either have to toggle off skills or sadly watch my farming go down. It would be nice if there was a way to lock one or two chosen skills.

Overall, I like the idea of professions and I hope it sticks around for a while since it's an interesting idea. I usually hate mindless tasks such as simply cutting down trees or farming but this gives a small incentive since I am now getting skills from it.

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Love it Iron armor is actually rare now so we don't have the ridiculous constant raids 

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Firstly, have all professions just default to 0, not go into the negatives the more something else is learned. And make it so we can toggle which specific professions to gain XP in. I'm trying to make furniture and when I remove all of it cause I don't like how it looks, I gain more XP in woodcutting and go into the negatives in woodworking. Which isn't what I was going for.

 

Waiting times are just bad. I can understand a wait time for food, armor, and weapons, but I don't want to wait 17 minutes for some signs.

 

I like farming so far, though. And I like how harvesting melons gives you the melon block instead of slices, but it doesn't make sense that you need farming experience to break a melon block into slices. I also can't place rose bushes that have been renamed to some kind of lotus. I'm not sure if it's cause I need more farming XP to plant rose bushes or because they're a named item, but I just want to stick some rose bushes in the ground.

 

All in all, it's been kinda fun to figure out and it makes players more reliant on each other, but the wait times are very frustrating and actually seem to be slowing a lot of roleplay to a halt.

 

Edit: It's also really expensive to make things like simple furniture. Pressure plates and trapdoors are commonly used to make tables or chairs, but now they take iron springs and hinges.

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In some ways I like it, in some ways I don't.

 

On one hand, this will be very good for roleplay. It encourages trade between players and keeps anyone from ever getting too rich. It gives value to items.

 

On the other hand, it's very bad for roleplay. It requires people to sit in an incredibly ugly room surrounding by a bunch of crafting stations stacked on top of each other for hours at a time. They can't leave, they can't stand there and go do something else irl while they wait, and generally people are going to get bored very quickly if things continue like this. Not to mention that the increased value of items as mentioned before is going to increase the amount of "items or die!!" roleplay than ever before.

 

Also, in the future, it's a good idea to make sure a plugin works before releasing it to the general public. 

 

All of that said, it's a good plugin, and has great potential, it just needs some editing. All I have to say is thank Iblees you didn't release the plugin in it's current state at the start of 4.0 instead of in a temp map.

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Professions:

 

Don't make one profession become worse when you learn another. Just put a limit on the amount of points you can attribute in total so you can only choose a few professions. Much like early Asulon where you had something like 250 points (VIP 350) and you could attribute them to different skills like archery, axeman, swordsmanship, blacksmithing...

 

As I said in another thread, a Navy SEAL ain't going to become worse at shooting a rifle if he decides to learn how to cook italian cuisine. Additionaly it's just really annoying.

 

Crafting:

 

Don't restrict anything, just make its quality increase with your level. A noob baker will make bread that gives you half a heart, etc...

 

Don't put any timers for crap unless it's armor or iron+ tools. This will remove the annoyance of having to wait five minutes for one thing, then another five for another. (Maybe it's small but it also slows down RP a **** ton. Everybody waits for their crafting instead of running around the map and finding RP. Saying 'Well go on and RP while it's crafting ain't gonna work because nobody does it, and if nobody does it then maybe the system should be changed.)

 

However, leaving the time for weapons and armor gives them a value and might make people rethink charging into battle headfirst. As I've said before, people might finally begin to fear death -or at least the loss of their armor- because it wasn't cheap to manufacture.

 

Other than that I like the fact things are divided into professions and all, and the bread expiring after a while is cool too. Oh, and at least have wheat yield wheat once every two times. Farmers of course get more depending on their level.

So because people don't decide to go do something instead of AFK while their crafting tables craft, you should change the plugin? that's logical

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I got on for the effect of an hour, and I'm going to be honest: 

 

These are the worst plugins that have been put in place since Vaq's skills. PVP Racial Buffs are coming(or are here?) apparently, too. Large population at the moment or not, I am severely disappointed(personally). None of this stuff generates roleplay. 16 Minutes to craft a pick. 6 to make a door, and it needs iron. What does this give us, exactly? Realism or not, minecrafts standard Crafting is fine.

 

I saw someone sit around for 40 minutes, punching the air once in a while, so they could craft. What the actual ****?

 

It is a grindy and annoying system, and should be removed before 4.0. It's Nexus PVP all over again.

 

All I can offer as 'my view', is that these plugins should be EXTREMELY LESSENED in effect on building or RP, or removed entirely.

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I played the new 3.75 map for an hour yesterday, when I looked at what I had accomplished I was rather disappointed. I managed to get a few work stations made and a bit of materials gathered, but when I got into the crafting menus and saw the time it would take me to get a house made I quit almost immediately. I saw how long it was going to take me and I grew tired just looking at it. I planned on getting on later just to RP with people when I realized, this is a new map. Nothing is built up quite yet and with the new craft times everyone is likely going to be to busy to RP.

 

I like the idea of professions, but they need some serious work.

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I like the fact that it requires people to depend on each other, the professions themselves seem pretty neat and would be perfect with a few tweaks. ((Lower or remove the crafting times on everything, and to a lesser extent armor. And please make skills default to 0 and be unable to go into the negatives, just a pain.)) All in all, good job on actually making a plugin that has a ton of potential!

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Mining, extremely grinding compared to every other proff that can be easily farmed, Restricts you way too much it is /worse/ Than Vaqs skill system back in 2.0. Reduce the exp to level by extreme amounts or make ore worth a lot more exp or just remove the restrictions on ores totally. Have a limit on the negative skills can go into as well.

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I would rather want to get less xp in the other professions instead of losing it.

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I find the layout and both the professions and crafting plugins to be BENEFICIAL to RP, at least in theory. In reality, the crafting times could be reduced. Nothing aside from armor, food, and weapons (maybe tools) should be ANYTHING above a minute... *cough*signs*cough*. That being said, even the items listed above shouldn't be more than, say, 1-5 minutes or so. Maybe if gold or diamond is implemented, that could be 5-10.

 

As for professions and grinding. XP shouldn't fall below 0, the rate of XP gain should be slowed significantly, and XP gain should be made a bit faster.

 

The only other things I have to complain about are bugs, which I know the tech team will get sorted out. All in all, I think these plugins are worthwhile to have... maybe it'll reduce the number of full iron pvp bandits.

 

OH! Human racial bonus isn't fair to humans who aren't a part of the major nation. It should be changed.

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It's good because when I was RPing I was able to fly above the crafting table and wait there.

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