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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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1 hour ago, SuperDuckyGamer said:

 

  • Make improper emotes in crafting bannable.

 

SER BONAWIS raises his hammer like he did since his childhood, going to strike the sword's blade whose hilt is gripped tightly by his sweaty hand

SER BONAWIS raises his hammer like he did since his childhood, going to strike the sword's blade whose hilt is gripped tightly by his sweaty hand

SER BONAWIS raises his hammer like he did since his childhood, going to strike the sword's blade whose hilt is gripped tightly by his sweaty hand

SER BONAWIS raises his hammer like he did since his childhood, going to strike the sword's blade whose hilt is gripped tightly by his sweaty hand

SER BONAWIS goes to cool the sword with the cold waters from the depth of a cave that no one cares

SER BONAWIS raises his hammer like he did since his childhood, going to strike the sword's blade whose hilt is gripped tightly by his sweaty hand

SER BONAWIS raises his hammer like he did since his childhood, going to strike the sword's blade whose hilt is gripped tightly by his sweaty hand...

 

"look, SER JOFISERS, look at the sword you can't do, LMAO"

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Never remove nexus crafting. All that grind for nothing!

 

Seriously have over 4 million xp, and I'm willing to bet most people who voted to remove it have never even gotten remotely close to that mark.

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Just now, Potts244 said:

Never remove nexus crafting. All that grind for nothing!

I agree, these nexus haters can wait for the transition onto the next map to make massive changes to our grinding adventures.

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Also the argument that crafting professions take away from rp makes no sense. You pop a craft in and then there's a timer, so what do you do. You don't just sit and stare at the damn station for 2 hours you go rp. Then grinding well ok even without nexus professions chopping down ******* trees, mining ores, fishing, and farming will all still be things! Someone could still sit in the mine and mine for hours only without professions they'll be able to xray to all their precious diamonds right away! Please stop being butt hurt kids, crafting professions don't take away from rp.

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1 hour ago, Man of respect said:

 

Why did he allow the lock to fall to the ground? If this happens every single time he does that, it'll suffer damages, no? Imagine, having to bend your back or crouch every single time to pick the lock back up just because you're stupid to not hold the lock with your free hand. Must be really frustating.

 

Here's a video for you to see what's a TRUE blacksmithing lesson.

 

 

 

No, just no. The Japanese method creates low quality steel and blades.

 

1 hour ago, James2k said:

It'd put the people roleplaying it properly at a disadvantage though. You can already roleplay crafting properly, but people don't do it because they're too busy trying to grind. And if you don't grind you won't make sales and you'll go out of business.

 

I'm too busy to grind to do it? Not really. I'm just waiting for the official GM stand on RP-crafted items. And how would one "go out of business" without grinding? Seriously, especially with RP crafts.

 

Go down to the mines and exploit caves, all the miners I know including myself are able to bring up 5-6 stacks of iron an hour /at least/. That means from one hour's mining you can craft 2-3 stacks of RP weapons. If you can sell all those ... congratulations. Bad news though, you may /have to/ grind another hour. HOW TERRIBLE!

 

AND NOW FOR THE RANT PART

 

I challenge anyone who claims "grinding gets in the way of roleplay" to actually prove such, other than people choosing to grind instead of running about to find RP.

 

If you say "I DON'T HAVE MATERIALS FOR MY RP CRAFTS" then I have simple news for you: you're a lazy bastard.

 

I can't imagine any roleplay crafting profession that you wouldn't be able to actively do with 1 hour of grind every week and some attention to putting on crafts overnight. Hell, even jewelcrafting is more than viable that way.

 

So to provide some empirical data, I went down the mines at 16:40 today, and by 16:42 I had 14 pieces of iron (along with an exploited emerald vein).

 

The problem I see right now is people who are too lazy to grind getting pissed that they:

- Can't be on skill toplists despite claiming to be "best XY" in-character

- Can't monetise on their skills in terms of selling non-named items (OP gear)

- Can't level up their professions to aengulic

 

Neither of those is required for roleplay. At the same time, I completely agree with crafting roleplay demanding some degree of input. Without nexus, PvP would be diamond VS diamond, which'd favour the side with the most X-rayers (and if OP enchants return, the side with the most XP/enchant grinders). If you keep iron VS iron without diamond and enchants, then you'll have both sides in maxed-gear and you make any warclaim or PvP dependent on manpower.

 

To debunk some general misinformation:

- Grinding doesn't get you money. Due to lack of admin shops, it's almost impossible to sell ores, wood, etc.

- Grinding doesn't elevate your crafted items that much above the crafted items of others. Aengulic doesn't give +damage%s twice as good as adept.

 

I'll make a post soon on what I'd change / improve in nexus. Although, most I've already suggested / relayed to staff before.

 

And for the closing:

 

GRR NEXUS GRR

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Do take the time to read the whole post, if you have the time before offering criticisms, thanks.

 

Gathering Professions:

 

Breeding: No unique creatures worth breeding. With the hopes of the hunting plugin bringing along the chance of new mobs with unique stats and drops, this may change. Unique drops harvested from these mobs would be of special value to crafting trades. Crafting trades would develop items such that end result products can be made from other trades such as tinkering.

 

Besides vanilla mobs, there's nothing worth interacting with because custom mobs are restricted to either player model skin based creatures with custom AI or vanilla mobs with customized body parts. If lotc had a graphics artist with great talent, perhaps this could be changed, but I digress.

 

Breeding is quite redundant because it only relates to the ability to enable mobs to reciprocate, which is quite boring as we know from experience. What if we involve a subclass of breeding that enables players to adventure throughout the realm and discover species that are able to procreate based on the nexus plugin. However with unique requirements or conditions. For example, Hughs, a typical farm hand from Metz travels to the recesses of some forest and finds a special breed of white tailed deer. He then through trial and error learns that they will only breed during Malin's Welcome and rather than having to feed them, he must lure them to a specific biome, or a specific height, or some other clause that would engage in breeding. Redundancy in breeding lies in the fact that we use vanilla items to trigger breeding.

 

This is of course an idea. Criticize, develop, reiterate, execute.

 

Lumberjack: This profession is already very advanced, I see no need to change this profession. I wasted so much time lumberjacking from athera to vailor that I reached Illuminated...Regardless the only peeve I developed was that I had to actively chop wood. This profession is simply boring, it is of course necessary, but I cannot think of any solution.

 

Mining: Introduce a plugin that creates ore veins, and mines that have specific types of ore rather than all ores being available depending on ones level. These ore veins would regenerate based on a timer. Introduce consequences of mining similar to that of lumberjacking. For example, Chris the lumberjack gets attacked by an angry bird. Likewise, Bill the miner is swarmed by bats, or the area above him collapses, or he falls into a dungeon, or a coal mine explodes. Any causality that leads to a negative consequence such that auto miners can't enjoy the luxury of drilling vietcong tunnels. Yea that's right **** you, you know who you are!

 

Farming: Introduce consequences like mentioned before.

 

Crafting Professions: including alchemy

 

As for the crafting trades I must say I had the luck of finding a server that uses interfaces for trades like smithing and alchemy. Although I will not mention what the server is, I will freely inform any developer who wishes to witness how the interface works in person. 

 

So why is blacksmithing, tinkering and all crafting trades an utter disaster? Because it is a mindless, boorish, zombie like activity that requires no effort. I honestly cannot imagine how @Salvo does it! 

 

My proposition, is an interface unique to each crafting trade that requires the players to input ingrediants, actively and logically engage in a series of movements which would be available on the interface, which would eventually produce a output. In engineering, this is the simplest way to picture it:

 

INPUT -> SYSTEM -> OUTPUT

 

INPUT: Ingredients

SYSTEM: Series of logical actions that the player must do in order to process the ingredients

OUTPUT: The end result

 

This will require crafting trades to rely more heavily on gathering trades, although we're all aware that any one player can have up to several or all professions...

 

That is another issue! I believe that it is too early to make it such that all players must by some means find and trade with other players. The professions system, the ability to discover who does what and who has what, and the distance one must travel are all issues that would make a single profession and profession to profession dependence system fail.

 

Imagine being a blacksmith who lives in the outskirts of say, Oren, and being a new player. If this player has no reliable neighbors who would easily trade with them, they'd have to travel to another place or places to find trades. And on top of that there is no guarantee they may have what he seeks.

 

 

 

 

 

 

 

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Just now, Vamoose said:

Mining: Introduce a plugin that creates ore veins, and mines that have specific types of ore rather than all ores being available depending on ones level. These ore veins would regenerate based on a timer. Introduce consequences of mining similar to that of lumberjacking. For example, Chris the lumberjack gets attacked by an angry bird. Likewise, Bill the miner is swarmed by bats, or the area above him collapses, or he falls into a dungeon, or a coal mine explodes. Any causality that leads to a negative consequence such that auto miners can't enjoy the luxury of drilling vietcong tunnels. Yea that's right **** you, you know who you are!

 

Can I ask you to go down to andesite or granite level and mine a bit? Thank you.

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Just now, Medvekoma said:

 

Can I ask you to go down to andesite or granite level and mine a bit? Thank you.

You mean mobs? They've always been there. 

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Just now, Vamoose said:

You mean mobs? They've always been there. 

 

Considering that comment, can I ask you to go down and mine at /any/ level now, before commenting on the profession? 10 minutes, it'll take. Although, andesite/granite is still preferred.

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Just now, Medvekoma said:

 

Considering that comment, can I ask you to go down and mine at /any/ level now, before commenting on the profession? 10 minutes, it'll take. Although, andesite/granite is still preferred.

 

It would be easier to just explain it rather than throwing your weight around! Try to conserve your ego kid!

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Just now, Vamoose said:

 

 

It would be easier to just explain it rather than throwing your weight around! Try to conserve your ego kid!

 

1. Mobs no longer spawn

 

2. Caves were implemented to increase the "adventure part" of mining. With caves, it's more profitable to search for caves than to strip-mine with star mine pattern.

 

3. Lava lakes / rivers were added to prevent automining. If you automine too long, you fall into lava.

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Just now, Medvekoma said:

 

1. Mobs no longer spawn

 

2. Caves were implemented to increase the "adventure part" of mining. With caves, it's more profitable to search for caves than to strip-mine with star mine pattern.

 

3. Lava lakes / rivers were added to prevent automining. If you automine too long, you fall into lava.

Thank you I did not know that! But that does not include the other part of the mining causality I included in my post, so what do you think of that? In regards to ore specific mines, and extra consequences disregarding the ones you've mentioned?

 

I understand ore specific mines would be a nuisance but what do you think?

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Just now, Vamoose said:

Thank you I did not know that! But that does not include the other part of the mining causality I included in my post, so what do you think of that? In regards to ore specific mines, and extra consequences disregarding the ones you've mentioned?

 

I understand ore specific mines would be a nuisance but what do you think?

 

I once played on a semi-RP, semi-clan-war server that had a system where nations purchased mines that generated a set of ores every X hours that could be mined. Each mine had one diamond every day, 16 iron every 4 hours, etc. That'd be an interesting thing to involve, but would completely destroy the profession of mining.

 

On another hand, I /also/ played on a clan-war server for a while where instead of scattered ores, there were ore biomes with one kind present in single-block veins for a whole biome-sized thing. That could work, problem is mine entrances are allocated randomly and it'd be subject to GM bias and accusations of GM bias.

 

More underground structures? Sure. I'd support such. Abandoned mineshafts, strongholds, spider caves, etc. With special loot that aren't caskets, but items lumberjacks can get. Dark resin, strings, etc.

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32 minutes ago, Medvekoma said:

 

Can I ask you to go down to andesite or granite level and mine a bit? Thank you.

Quartz is fairly worthless. Like you said earlier, y 40ish is where all the iron spawns. There's no lava there. There are caves to fall into, but the fall's never very far.

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