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Your View: Professions


Daisy

Professions  

242 members have voted

  1. 1. What is a good course of action for the crafting professions? You can select multiple.

    • Keep them the way it is.
      74
    • Change them to material rewarded.
      78
    • Change them to material restricted.
      22
    • Change them to time-based.
      37
    • Remove quality-based rewards.
      31
    • Remove them entirely.
      86
  2. 2. What is a good course of action for the gathering professions? You can select multiple.

    • Keep them the way it is.
      43
    • Change them to be more material rewarded.
      76
    • Remove restrictions on what can be gathered at a level.
      70
    • Add more rare/special loot, caskets, etc.
      123
    • Remove them entirely.
      68
  3. 3. What is a good course of action for the breeding profession? You can select multiple.

    • Keep them the way it is.
      45
    • Change them to be more heavily based on how often you can breed animals
      31
    • Change the limitation algorithms so that 'maximum efficiency' breeding chunks are not as viable, the math being more random.
      33
    • Remove the scaling of horse attributes based on level.
      25
    • Remove restricts on what can be bred at what level.
      34
    • Add a 'genetics' aspect to breeding - making horse attributes and animal attributes (such as fertility, amount of products, etc) passed down from parent to progeny, and any include random chances to get better and worse animals.
      113
    • Increase the amount of pets one can have per level.
      80
    • Remove the level-based pets restriction.
      54
    • Remove it entirely.
      65


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Your View: Professions

 

Hey guys!

 

After looking over much feedback, I wanted to do a poll on Professions. There are three parts to this poll, one about gathering professions, one about crafting (Nexus) professions, and one about breeding. 

 

Please select multiple options if you agree with more than one statement.

 

The gathering professions are:

Farming, Lumberjacking, Mining, Fishing

 

Breeding is a gathering profession, though functions differently than the others. I have some interesting ideas for this profession, however. It will be included in a separate poll. Do note we are presenting working of fixing pet bugs.

 

The crafting professions are:

Blacksmithing, Woodworking, Stonemason, Enchanting, Tinkering

 

Alchemy is a a crafting profession, but is very different from the others. It will not be included in this poll, though please provide any feedback on the thread

 

Here is an explanation of different reward/restriction systems:

 

Material-reward: The higher your level, the higher amount of items you can receive per craft/gather.

 

Material-restricted: The lower your level, the more it costs for a single craft.

 

Time-based: Time decreases with level.

 

Quality based: Higher quality items are unlocked at higher levels, and percentages scale with level.

 

All replies to this thread will be read by the Development Team - any constructive feedback will be appreciated. I know professions can be a hot topic for a lot of people - so please remain civil and don't simply bash on things or shout out ideas - provide reasons to why you think something is bad, or why you think an idea will help so that we can get a better understanding of issues and opinions surrounding professions. Professions are important to our game, and I hope we can work to improve a major part of the server through this thread, so please, share it with your friends!

 

- Kowaman | Development Team Leader

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Professions need to supplement roleplay. There should be more creative ways to roleplay relevant to a profession. Instead of grinding and gear, more roleplay should be the focus. 

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Just now, Lyonharted™ said:

Professions need to supplement roleplay. There should be more creative ways to roleplay relevant to a profession. Instead of grinding and gear, more roleplay should be the focus. 

Mhm - do you have any ideas on what could be done to achieve this?

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Keep professions the way they are. They are enjoyable and I feel a sense of satisfaction from them. Integrating roleplaying compliance into professions would be a burden and cause me to have less enjoyment since I dislike roleplaying.

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Just now, Omar Grimmer'Lak said:

Keep professions the way they are. They are enjoyable and I feel a sense of satisfaction from them. Integrating roleplaying compliance into professions would be a burden and cause me to have less enjoyment since I dislike roleplaying.

Uh...This IS a roleplay server

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I believe we should keep professions and simply tweak them. Professions are important to many aspects of the server, including roleplay. There is no point in finding someone with a certain profession irp if everyone can do everything alone. 

 

As a breeder myself I believe the breeding profession is pretty good as it is. My only suggestion would be to add rare drops for very high level breeders, as there is not really a reason to level the profession any higher than aengulic right now.

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Professions shouldn't be restrictive. They should just make things better if you've a high level in them.

 

Also can we please remove rotting food? We keep adding more ways to circumvent the food shortage problem it creates by adding stuff like /bread. Instead, why can't we just remove the root cause?

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Professions (generally) seem to serve more of a purpose giving people who don't wish to RP something to do, not providing RP like the intention was. There's very little RP happening to go get that item you can't craft- usually if you need something you go in looc and ask a group 'hey can anyone make this' or you go on skype and get someone to do it for you or ooc chat or literally anything BUT roleplay

 

So I guess the question is how do you make professions more RP friendly? And I don't think you can do that with a plugin. I think removing the pieces of **** entirely is the best course of action, as that makes it all so much less intrusive. I.E. if you want to build nobody has to level mining up enough to get that andesite, or lumberjacking to get that dark oak. **** like that. Take as little time away from RP as possible

 

>inb4 ever comes over here with 'OH SO YOU WANT CREATIVE?'

 

no ever no i do not. you can play the game what i'm suggesting is closer to the actual minecraft game than the **** we actuallly have

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Professions fail to create rp and actually encourage less rp. For example if I'm a blacksmith I can choose to spend my 2hrs on lotc for that day a) collecting iron / crafting b) roleplaying. But many people may say "yeah that's your choice tho" and stuff like that, but professions have gotten to the point where you can't achieve much without them, especially if you're not in a large group. Either remove them or scale them down hugely so it doesn't take people countless hours (in the hundreds or thousands) to achieve a decent enough level in a profession to actually stand a chance in either rp or pvp.

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Just now, Kowaman said:

Mhm - do you have any ideas on what could be done to achieve this?

You dan always drive trade roleplay via professions limitations. ie you can't be a miner and a smith. So the miner sells his ore to the smith, the smith sells his product, etcetera. 

 

I'd say adding more neat roleplay things would be nice. Maybe the ability to create custom armor which is a little more expensive but you get to put a little more lore on. 

 

You could create more ways which professions require eachother therefore requiring people to trade and roleplay. Maybe swords need hilts from woodworkers, and casts from stonemasons.

 

You could also maybe make some sort of training plugin or rule system. If you roleplay for say an hour training someone and modreq, then a GM gives them some experience etc. This would encourage apprenticeships and drive some roleplay. 

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Just now, Teegah said:

You can get caskets from breeding. Up to you to find out how

W-what?

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Either remove crafting professions entirely or make a major change in them. My reason for this is that new players who just joined the server will be confused, and I mean confused as **** the moment they see the crafting system. It's too complicated. Without anyone actually helping them or guiding them on how to use the crafting systems, they might just... I don't know, probably leave. It also takes a quite some time to actually grind the crafting professions to be able to craft higher level items, and if new players do desire said items, they will most likely spend like 85% of their time grinding before they even get to role play. I mean, it's good and such, and unique as well, but just a bit too complicated for new players without anyone helping them. 

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2 minutes ago, Shalashask said:

When are 1.8 swing timers coming out?

To be honest I've given up on that...

As for the matter at hand, I'm not massive on professions as I find that little to no rp is involved with them. If you added some sort of  system that increases rp that would be great. However, I'm not in any position to say how that could happen.

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