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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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Just now, James2k said:

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.

 

I can show you an auto-mined shaft I found. Had a good laughter over it in TS. If you start automining and don't pay attention, caves will gradually have you fall 1-5 blocks every now and then until you eventually submerge in lava.

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I apologize to anyone who it may confuse to me voting to leave option 1 "As is" as there is not option that says "Any crafting time that take more than a day is ******** stupid and the person creating such a thing should have been executed publicly"

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Just now, Enyahs V. said:

I apologize to anyone who it may confuse to me voting to leave option 1 "As is" as there is not option that says "Any crafting time that take more than a day is ******** stupid and the person creating such a thing should have been executed publicly"

 

I agree with that. Make them require more materials, or special materials instead of making them long crafts. EG, add alchemical fuel to gunpowder, or blaze powder to gunpowder.

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In real life, you don't get better at chopping trees, nor unlock the ability to cut new lumber down. You may get faster and more experienced, but it does not require you to deforest small countries before you are able to break a new type of log. In addition to this idea, you don't craft thousands of swords in order to learn to make them a bit sharper, cook thousands of pies in order to simply learn a new recipe, and mine tunnels large enough to fit every dwarf mentioned in literature in. 
Another thing to mention is the lack of ability to be well rounded. As of now I could be a the burliest miner you have ever seen, the best blacksmith in the history of LOTC, and even know how to farm with the best of them; but if I have a dark oak tree in my backyard I need to cut, forget it, I am screwed. I grab my Iron axe and somehow I am physically incapable of holding the axe correctly and end up breaking the damn thing in 4 hits. Meanwhile the lumber I just spent 5 mins cutting down has just vanished now? Suppose I wanted to craft a gate out of it....oh wait I cant, because I only know how to make oak fences, not a slightly darker version of it...

In conclusion, get rid of em, no body needs them, or at least implement something that requires players to actually preform activities involving skill to increase their trait like some kind of mini game, not reward the person with the most free time to sit there and grind.

 

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5 hours ago, Malgonious said:

Please stop yourself right there, 

W-What?

 

5 hours ago, SuperDuckyGamer said:

I simply stated that the profession system should be entirely removed for all three sections. Now, I know it's not much of a useful advice, as it's not very viable; but, the system needs a massive tweaking. It needs to revolve around roleplaying, not constant grinding and percentages. Make the system more interactive, with options to, perhaps, let others be involved when large objects are being crafted, or make the system have to be emote-based with keywords being taken from the emote to make the item. This is an rp server, after all.

I think that they should add that, but... Give people an option on whether or not to use it.

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Just now, sdm said:

you don't get better at chopping trees

 

Uhm ...

 

Just now, sdm said:

you don't craft thousands of swords in order to learn to make them a bit sharper

 

Ehh...

 

As far as I have learned, apprentice smiths spent years if not more than a decade under a master to learn, mostly crafting nails, tools and fittings. Would you prefer a system where a blacksmith can't craft thousands of swords to make them sharper, but has to craft doors, studs and chainmail rings first?

 

 

Just now, sdm said:

Another thing to mention is the lack of ability to be well rounded.

 

That's a balancing choice. You are free to remain with only one chosen profession and be able to do almost anything to a fair degree. Or choose no profession and do everything to a decent degree.

 

In fact, humans can reach the level where they can attain all materials and craft black ferrum axes on their own.

 

So the better-phrased issue is:

 

"I made the choice to have multiple professions and therefore I lack the ability to be well rounded."

 

3 minutes ago, sdm said:

reward the person with the most free time to sit there and grind

 

What's the reward?

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I used to roleplay making boots with nexus professions, it was fun; It will probably still be fun without nexus professions c:

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I'd just like to point out: if you add up all the time I spent actually doing things for getting chef to aengulic you'd end up with just under 3 1/2 hours.

 

So. Yeah.

 

And @Medvekomahas a point:

 

It's not like 4/5 chef's I ever meet claim that they can bake a near perfect pie or cook near perfect cut of meat, while being an apprentice chef or something. 

 

It's just plain lazy tbh

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Many of you mention minigames / activities to level professions. Ever thought about doing your gathering profession while leveling your crafting one? Kind-of the reason why I originally supported the suggestion of pulling them together.

 

The only issue I have with nexus professions is that there's too little RP related crafts, and that there isn't any incentive / reward on the system's side for RP crafting.

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I've had some players approach me RPly to craft for them, stating that they had heard I was one of the best woodworkers in the land. Confused the hell out of me the first time, til I remembered the whole /sk skill top bit. I'd like to be able to take Event items, like this Wyvern bone that "Looks like it would make a great weapon" and the golem shard that's as long as my arm, take them to Med (in the top ten with both Mining and Blacksmithing) and have a unique, named item with some history. When crafting, I'd say use the input, item, item, bonus items option, and the more unique signed parts one adds (up to say three) the better the weapon is (say slightly Durability, small damage % boost, slightly better reach). After crafting is complete, the description includes the items added to the weapon, say my golem shard and wyvern bone, cooled in the cold flesh of a long dead Kha or something depending on whom it is for, and the item can have it's description changed once by either the smith, who then signs it afterwards (and adds the smithing level to the signature, so Med would be the Aengulic smith or some such) or the person who receives the item (owned by Eandyil). 

 

There's no reason that we can't RP stuff like this now, but it rarely happens. As for long crafting time... Yeah, I'll put on something that takes a few hours to 'cook' or craft, then rush off to Linandria or Urguan, RP a little... But what do you do at three am when there's all of 20 people on the server? I don't know about you, but I grind. Passes the time profitably, instead of running around Oren hoping there's someone actually wanting to RP, or searching Axios for people to play with. No thanks, LEAVE MY GRINDING ALONE YOU! Cheers.

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Just now, Teegah said:

Rp crafts are usually weapons or armor, and doesn't blacksmithing already have a lot of those(daemon blades, witchhunter armor, thanhium studded armor etc.? )

 

They are unnecessarily complicated to craft and therefore people place preferences over them (keeping thanhium studs in inventory instead of having thanhium studded armor crafted). Same for staves (devilish and gnarled staves need pure aurum ingots ... plain waste).

 

I was more so referring to smaller, less-relevant things. Carved wooden figurines (player heads), iron ornaments (player heads), more detailed chef food. And you already heard my suggestion of items that receive a free /edit to them when crafted. Could make the unnecessarily-complicated crafts have that. Daemosnteel/aengulaurum swords, gnarled/devilish staves.

 

And you could add editable clock and compass items to tinker, adding flawless quartz as a material.

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Speaking of, it would be nice if the staffs I craft, aside from Windswept and Upright of course, ACTUALLY had a use.

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Just now, Teegah said:

editing item names and adding lore to their descriptions are the most valued donor perks so giving them for free to high level skills is kind of iffy

 

But by making them a donor perk you're putting a big-big stop sign on RP crafting, or at least a big-big limit on RP crafting for the vast majority of players.

 

And I'm pretty sure more would prefer Nexus to accommodate for RP crafting more than it does for warclaims and PvP.

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Just now, Teegah said:

it comes down to whether donor perks or rp crafting are prioritized first, I don't do much with donor stuff but i'll bring it up with the person that does

 

 

What's your opinion on the terribly long crafts? The ones that take days with pretty-much cheap materials?

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