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Poll: Selecting Professions

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Which System has your preference  

81 members have voted

  1. 1. Which System has your preference

    • System 1: Free-choice leveling at a cost
      19
    • System 2: Profession Selection
      59


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EDIT: concluded

 

Hail, LotC. Right now a lot of people are itching to try every profession and of course want to try everything and switch between their skills as they experiment. For this reason negative XP values have been perceived as very annoying, as they set you back and discourage this kind of experimentation. I predict that later on when everyone is on their chosen path it will be less of an issue, but I want to address this viewpoint all the same.

 

You now have the option to choose between two different ways that Profession levelling will work in 4.0:

 

Status Quo: Free-choice levelling at a cost.

Everyone is able to level as many professions as they want, and if they work hard enough there is no limit in how skilled a Persona can get across the board. However, to offset your progress in one skill we hold you back on other levels. Should you choose to invest heavily in one (or two) professions, all of your other professions will suffer, leading you to become more dependent on other players.

 

Re-selection is as simple as picking up a new tool and going on your merry way. Re-education (causing a full restoration of a certain profession, wiping the negative XP and levelling it to Clumsy instantly) is fully possible by finding a certified RP teacher OR so-called Skill Tome (you may have seen them in the Persona Menu).  These tools exist for handy XP boosts and hopefully for you to seek out Rp training if you don't like grinding. 

 

Challenger: Profession Selection

Everyone is able to level as many professions as they want and will never receive negative XP values from levelling. But to level a profession over a certain cap will require you to 'select' it. Players will be able to select either 1 or 2 professions, and gain a free selected profession on top of this based on the race they chose to play. Depending on your selected profession count, the 'cap' of the non-selected professions becomes lower, making you more dependent on other players.

 

Alternatively, skills might be auto-selected at a certain treshold, when it becomes clear the player is going all the way with this skill.

 

Re-education and re-selection will be more difficult as you cannot suddenly forget years worth of practice in a selected skill. Perhaps a teacher will come in here as well, but you will probably have to sacrifice all progress in one skill and start over if you change your mind.

 

vote vote vote!

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First.

 

 

Also option 2 allows for experimentation to a certain point before people decide exactly what they would like to do

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OPTION 2, LET ME SELECT 2 PROFFESSIONS

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I feel like it's very difficult to judge the two options when you haven't seen the problems they will cause in the long run. Three days is not representative of what LotC will be like once the plugins are established and we have a number of proficient people at each skill.

 

Anyways, I'd vote Option 1 for now (status quo woo), but that's just me.

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I feel like it's very difficult to judge the two options when you haven't seen the problems they will cause in the long run. Three days is not representative of what LotC will be like once the plugins are established and we have a number of proficient people at each skill.

 

Anyways, I'd vote Option 1 for now (status quo woo), but that's just me.

 

I'd definitely expect a poll outcome this week to be vastly different of a polling done 3 months from now. You'd probably see far more people favoring Option 1 in the latter.

 

However option 2 I like conceptually (I voted 1 cuz it's the least coding, go figure) and never let it be said we don't listen to player feedback right?

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Option 2 confuses me a bit.. Mainly because of the racial integration. Though all-in-all this seems better mainly because of how much negative professions sucks at the moment, like I can't just punch the hell out of a melon and get 1 slice xD

Side question though, how skilled in a profession need you be to even teach someone?

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#1 - less time to code (faster 4.0), more control over which skills get skill points (by using it) with no hard artificial caps to control your characters changing life skill set (or the needs of your village/town) over the years.  Yes I know there is a max built in, but you control which skills get used and thus which ones you have at what level (both through use and toggling the xp gain button).

 

 

#2 - takes longer to code (slower 4.0), artificial caps keep you from spacing out skills as much, max hard caps are set by coder (instead of you using the skills you want to raise).

 

 

Basically with #1 you can max/min your skills and with #2 the maxes are artificial.  You guys are basically asking for them to limit your character.  It doesn't make sense to me.

 

 

Add in the fact that teaching / xp books / etc. haven't even been used yet and I think ya'll are jumping the gun, by alot.

 

 

 

I realized that what I typed was a bit confusing so let me put it in simpler terms -

 

#1 - You have 25 points to spend on intelligence, wisdom, strength, dexterity, and constitution.  Spend them how you want by using the points.  Also if you want to use a category, but not spend the point on it you can turn the gains off.

 

#2 - You have 25 points to spend on intelligence, wisdom, strength, dexterity, and constitution.  However, you can only spend more than 3 points on 3 categories.  The rest must be 3 or less. 

 

 

 

Sporadic, won't changing the system now require re balancing of certain skills at certain levels or is that a non-issue since this is purely a how do you level suggestion?  (for example, can't plant potatoes till fair farmer etc.)

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I would chose a combination of the two, because I really don't see why you can't just have no skills go under 0 points, and just make it harder and harder to upgrade in various skills but not impossible. Meaning someone who would focus on 1-3 skills could do it, but focusing on more and you would have a hard hard time to do it.

But if there are only two choises, Option 2, because less than 0 points just... meh.

I assume the cap from non chosen professions is Adept at least, because you kind of need to be adept to do many things in various professions (like pumpkin gathering...)

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Option 2 please. Two professions is a must. 

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I think you've surprisingly made it sound as though option 1 is better than option two, and still people chose option two over option 1.

 

The biggest issue is that the -500 level in something is irritating to my eyes, it pains that such a thing could ever exist. It doesn't make sense either, someone who has 0 experience in wood working, wouldn't have gotten any less than 0 experience in wood working by farming. If anything you learn wood working in a sense by knowing the materials your farm is made of, what kind of wood should be used for your tool's handles exc.

 

Also in option two you are given freedom, you can freely select which profession you choose to master. That's what people are doing now anyways, people are developing lists of who is going to be what, I've seen this with multiple player groups already, given what they're learning in this beta, they know what they want to pick. Therefore choosing a profession shouldn't be too bad since people have already decided what they want.

 

With option two it seems that's what players are doing anyways, players are choosing one profession they want to keep at a their highest level, and turn XP:OFF when they aren't practicing their main chosen skill. Making it so we don't get experience in the first place would make it much less of a hassle for us, and it gives us what we want. To be able to pick a profession and level it freely until we can cap it, so we can be the best in our art, instead of making it hard for us to move around.

 

If every skill but selected professions were capped at lv.0 then players could easily experiment with other professions without fear of consequence, and can actually do things they otherwise wouldn't if they had -500 in that particular skill. Not to mention they can't practice other skills for fear of lowering their main profession.

 

#2

 

In general, people hate the negative level concept, people don't want it and that's the main reason people have swayed away from option 1. It doesn't take a statistic major to see which choice the players prefer, esspecialy since you phrased things so that option 1 seems more appealing, making more players than normal pick that one over option two.

 

You also state that your method is the status quo but Option two is the status quo, never (that I know of) has a profession degraded your other skills by progressing a different skill, we are familiar with our Aegis/Asulon style leveling system, but the addition of preventing players from leveling all professions except the two chosen makes us feel at home by allowing us to depend on other players for our equipment. This destroys players staying alone because they simply can't do everything, and that's kind of what is going on, players have the ability to do every thing, which isn't what we want. We want to see how our specific role in the world makes an impact on everyone around us, by us, the player being the sole provider for a certain material that everyone else relies on you to produce, not "oh, well I can make the best armors, but I'm a decent everything else" kind of idea where the supply and demand don't meet one another.

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Moved to The Great Library. It shall be sorted into the appropriate category shortly.

 

If you feel this is a mistake, please contact myself or any FM and we'll restore it. 

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