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Your View: An Alternative To Grinding

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Sporadic

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Remove nexus food and breeding? As a breeder I miss being able to actually have functioning farms that did not have animals die when I wasnt online...

 

 

Edit: Vanilla mining please

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(quote below taken from something I said earlier relating to blacksmithing)

 

I think out of all the professions, making weapons and armour should be a lot more complex, with multiple parts and possible benefits depending on the quality of these. I think the interdepndability of professions can create RP, like for alchemists who have to draw their resources and training from others and someone who knows how to do the recipe after time and experimentation.

 

This will also create more value for professions, yes you may be a legendary blacksmith but that is only in skill, an only apprentice blacksmith may be able to make better armour than you through time and research.

 

Now there is the one problem, we are not all rich enough to put hours into experimenting with recipes like with enchanting and alchemy (admittedly this is a WIP) and what about the provider skills. Your farmers, breeders, miners and lumberjacks. These skills also have a way to be valued more, for they are the providers, their RP is in trade but the higher levels among these professions they get rare drops and caskets. This is the answer, these caskets are very rare but already offer aid for enchanting, general levelling and alchemy, what is stopping some of these drops being recipes(or in the case of your diamond gear part of a recipe).

 

If the forms were against letting these recipes on the forms to avoid OOC go around for new players who then because of probably not knowing anyone on the server has to RP to be taught a skill... RP FOR ALLL!

 

EDIT: Also that makes your character have more value and build more for their story be because if you’re a baker who is known for making a special kind of apple pie and all the people buy your pies etc, also could create cultural things like the dwarfs all eat salted meat...

 

In general, I think making professions more about learning to get rewards than grinding to get rewards would be good. But I think putting restrictions on the most basic (lumber, farming and farming) provider skills is a mistake which will cause alot of stress and frustration. But I think giving them the chance to contribute to a complex system (mentioned above) with recipes, tomes and enchants is just as valuable as crafting the max skill thing in a profession. (Although max skill thing in the system mentioned above could be a rough subject. For example two groups with different blacksmiths both fight, they both have protection 1 dia armour and sharp 1 sword, but one blacksmith through his crafting and recipes for different parts made his armour about speed and movement, the other about being a tank, this even makes battles not about PvP skill even more, because let’s be honest better PvP'ers on both sides are given this kind of gear, but if one side has armour that compliments their tactics then it makes things a lot more complex)

 

 

This is just my idea BTW, it is very complex and I've skipped a lot because I don't want to bore, plus this kind of system would require a lot of time from the techs which I'm sure they just don't have. Plus if you think this is complex and confusing I understand, I could explain better but this is a post not a topic so remember that before you flame cry and spit at me, you sadly do not have the whole of my picture.

PS. Also May I say I totally agree with jistuma on most things, his way of doing Alchemy is exactly what all those other specialist skills need. Very similar to my own thoughts.

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As soon as you hit Adept, say goodbye to ever getting Veteran in mining unless you have Dwarf Vision, along with Blacksmithing and any other thing that requires a singular crafting table.

 

Crafting one at a time along with trying to find your resources, is just straight up horrible. Increase XP gain or do something for professions that require you to go out and find your stuff and increase their rewards.

 

Maybe finally give people who mine the rewards that you described in the definition? Please?

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I thought the basis for the Nexus skills plugin was to reward the players that spend more time on the server RPing instead of just grinding for the basic supplier skills (Miner, Lumberjack, Farmer). Perhaps if the following two ideas were to be implemented things would be a bit better:

 

My first idea is when you vote for the server, you are given a choice in-game on whether you want to receive minas or EXP points for your voting. If you don't go on the server for a few days, the reward piles up and when you do log in, you get to choose with the command /reward minas, or /reward EXP (skillname).

Now my second idea is that on top of being able to get EXP for voting, the amount of time you play on the server you are given EXP points to be spent in the profession of your choosing, with the same command /reward EXP (skillname). For example, You spend two hours on the server and when you use the command it gives you 1200 EXP points (600 per hour/10 per minute).

 

Now I just thought this up ten minutes after waking up so these may not be perfect ideas, but hopefully you understand what I'm suggesting.

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More tomes to stumble across? Maybe for some professions (like lumberjacking), you cut down a tree, and from the leaves or the logs after breaking a tome pops out. And the tome is applicable to any skill. Maybe make levels of tomes you find, one to ten, one being 1000xp, ten being 10,000xp.  

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I feel that it's a discussion of balance. With skills such as enchanting or blacksmithing you have to wait a certain amount of time to achieve your xp gain. Though with things such as farming and lumberjacking you are only restricted on how many trees or farms you can harvest. Now I don't know the consideration already taken into this, but as a person that has been enchanting since day one it is still a slow process compared to farming. The only factor that would slow farming is just the general idea of being bored which is not what the server should do. It should be designed to get you hooked on it and every time you level up or craft something you are rewarded. Being a Legendary Enchanter I can say that the percent chance of getting a higher level book such as a fire aspect 2 or 3 instead of a 1 is a really cool idea that is put into other things including farming, but it does not feel rewarding. If you had in farming a percent chance to harvest a wheat block and get an iron ingot or a emerald, that would be something really rewarding, but neat at the same time.

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I feel that it's a discussion of balance. With skills such as enchanting or blacksmithing you have to wait a certain amount of time to achieve your xp gain. Though with things such as farming and lumberjacking you are only restricted on how many trees or farms you can harvest. Now I don't know the consideration already taken into this, but as a person that has been enchanting since day one it is still a slow process compared to farming. The only factor that would slow farming is just the general idea of being bored which is not what the server should do. It should be designed to get you hooked on it and every time you level up or craft something you are rewarded. Being a Legendary Enchanter I can say that the percent chance of getting a higher level book such as a fire aspect 2 or 3 instead of a 1 is a really cool idea that is put into other things including farming, but it does not feel rewarding. If you had in farming a percent chance to harvest a wheat block and get an iron ingot or a emerald, that would be something really rewarding, but neat at the same time.

 

This happens. Farmers get caskets which can get DIAMOND ARMOR, for some reason...

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Problem you have is allowing people to level up too fast and then everyones a master or too slow it pisses people off.

Personally you should.have allowed people to pick a primary skill that starts you off at a mid high level then after that and other skills you level up. Having people start at zero sucks. Even vaq skills allowed you 75 skill points when ya joined.

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Maybe um...this is just a little idea I thought of.

Group crafting? (Idk how what else to call it...partnership maybe?)

 

Say you are a lower tiered smith.

say your friend is a higher tiered smith (Or just another smith)

With him working near you, as you craft, you get a boost in EXP. maybe double or maybe 1/2 more or something, just a boost in crafting the same stuff with your set profession and your friends profession.

Could be a good reason to actually set up like, smithy / farming / woodworking / other profession guilds.

More people around you the better boost you get.

also promotes roleplay. (is your not one of those quiet people, or a mute...)

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Perhaps to deal with the problem of grinding, each profession could have a certain amount of practice required to earn an amount of xp for the day.  For example, instead of spending your whole day mining to get x amount of xp, you could practice each day for y amount of time to get that same x amount of xp.  Then as far as teachers go, someone with a higher skill than you could give you a teaching bonus for the day, which would increase your xp earned by some percent, the percent would be effected by their skill level and the amount of people they have given the boost that day.  Then as for more dedicated learners excelling, perhaps people who train for days in a row could earn more xp and perhaps have an increased chance of finding a random item.

 

Just my two mina, I'm not at all experienced on the server so sorry if this is nonsense.

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Just add the teaching to it. I do not want all my grinding to go to waste QQ

And voting rewards for XP.

 

EDIT: Please also put percents on swords of thorns. They are completely useless right now.

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Just increase xp values and make certain professions more useful. Other then the Rp factor, many professions are less useful then others. Some examples of that would be

-Lumberjack

-Breeder

-Fisher

-Tinkerer

-Leatherworker

I'm not saying these professions are useless, some like the breeder or the leather worker can be quite useful and necessary at times. It's just that other professions are simply more useful and allow for better moneymaking opportunities and practical use. Why would anyone hire a professional lumberjack, or fisher, or even a miner if they can just do it themselves? Perhaps you can make it so only Lumberjacks get wood from trees? Or make it so only miners can mine? These are just some suggestions.

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Professions that don't need an exp gain:

- Farming (It's very, very VERY easy to level up farming to farming and legendary. It's not 4 months. You can gain up to 50 exp in one second if the farm is big enough.)

- Mining (You gain AT LEAST 1 exp per second from only stone. If you have a good enough pick, you can gain probably double that. Is it hard to get to legendary? Yes, is it needed? Anything more than Adept is a waste of time.)

Professions that need raising exp soon:

- Alchemy (you can 9 exp every 30 seconds and you HAVE to be there to gain more exp)

- Cooking (With the amount of bread one can make, you don't really get much exp out of it. Even those that cook a LOT every day, like me, who cooks at least 5 stacks of bread every day, you don't seem to level above proficient, thought it's not really needed.)

- Fishing (You get completely relient on the speed of the fishes come to take.)

- Lumberjacking (Unless you make leaf decay ON!)

Professions that need more recipes:

- Blacksmithing (Add interesting things to it, knives for example, thanhic stuff (make thanhic able to be used), and people will have more ideas)

- Leatherworking (I know some things might be good at high levels, but until then, leatherworking is mostly useless, an Inept (or promising)leatherworker can make leather armor which then can make iron armor, so they aren't really needed to level up. And the extra archery damage gets negated by the fact that the archers die so soon, even to arrows.)

- Stonemason (Besides the enchanting table, there is no use for stonemasonry)

- Woodworker (They can make better bows and more arrows, but that's about it.)

Definitely what he said.

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Can it just be similar to the original professions/jobs/skills plugin, using the system of giving a set amount of points to start off with and putting them into any skill in any way you want? (ex. start off with 275 points, 100 points max per skill)

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All I really need is the increase of XP given from mining.

 

In order to get legendary Mining, or something on that absurdly high tier rank, you would have to mine 100,000 blocks of iron ore. Nobody can do that without some hack, and so it really only promotes hacking on the server.

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