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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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14 minutes 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.

People are just gonna use the keywords there and not even bother with coherent emotes.

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Just now, James2k said:

*CRAFTS SWORD WITH HAMMER AND ANVIL OVER [LONG PERIOD OF TIME]

 

*'s hand lowered down, his palm smoothly sliding into a small gap hidden within the wall; he pulled out a bronze key, shoving it into his chest's lock. Twisting the key with a metalic cling, the lock fell to the ground; the man grabbed it, prying the chest open and pulling out a pair of large iron bars before locking it back up- then returning the key to it's hidden location.

 

*then leaned down, tossing a few coal bars into the lower part of a large forge; and he carefully placed the iron bars at the top part of it, before looking at the polished wooden hilt he had recently purchased. The man gripped a coal-black mold, with a sword's pattern engraved within it, and carefully placed the hilt within it; before grabbing a bronze bowl, pouring the now liquid iron into it. He carefully sled a small layer of melt iron into the mold; repeating the process a fair amount of time, before pouring water upon it. He then raised his newly created blade, placing it upon a rack and walking over to create another one!

 

 

It can go either ways. Depends on how much effort you put into it.

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Just now, SuperDuckyGamer said:

Twisting the key with a metalic cling, the lock fell to the ground

 

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.

 

 

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Just now, SuperDuckyGamer said:

 

*'s hand lowered down, his palm smoothly sliding into a small gap hidden within the wall; he pulled out a bronze key, shoving it into his chest's lock. Twisting the key with a metalic cling, the lock fell to the ground; the man grabbed it, prying the chest open and pulling out a pair of large iron bars before locking it back up- then returning the key to it's hidden location.

 

*then leaned down, tossing a few coal bars into the lower part of a large forge; and he carefully placed the iron bars at the top part of it, before looking at the polished wooden hilt he had recently purchased. The man gripped a coal-black mold, with a sword's pattern engraved within it, and carefully placed the hilt within it; before grabbing a bronze bowl, pouring the now liquid iron into it. He carefully sled a small layer of melt iron into the mold; repeating the process a fair amount of time, before pouring water upon it. He then raised his newly created blade, placing it upon a rack and walking over to create another one!

 

 

It can go either ways. Depends on how much effort you put into it.

Putting the bare minimum effort in would be advantageous though because you'd level faster.

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Just now, 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

 

I don't like you.

 

Just now, James2k said:

Putting the bare minimum effort in would be advantageous though because you'd level faster.

 

 

Thus allowing grinders to do their things, and people who came to this server for a reason to enjoy crafting.

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Just now, SuperDuckyGamer said:

 

I don't like you.

 

 

 

Thus allowing grinders to do their things, and people who came to this server for a reason to enjoy crafting.

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.

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Just now, 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 don't know if you're aware, but people love renamed items. Giving more lore to an item the more detail (AKA 'Keywords') will put the better roleplayer in an advantage.

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Just now, SuperDuckyGamer said:

 

I don't know if you're aware, but people love renamed items. Giving more lore to an item the more detail (AKA 'Keywords') will put the better roleplayer in an advantage.

People also love high stats. So that Aengulic guy's renamed sword is worth a hell of a lot more than yours. The Aengulic guy can give the items good names and descriptions without having to emote properly while he's grinding.

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Just now, James2k said:

People also love high stats. So that Aengulic guy's renamed sword is worth a hell of a lot more than yours. The Aengulic guy can give the items good names and descriptions without having to emote properly while he's grinding.

 

  • Make improper emotes in crafting bannable.
  • Stop the percentage-based swords.
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Death to professions. Or remove the long grind I'd rather play runescape when it comes to grinding but I feel safer here because I'm not allowed to roleplay there anymore.

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I am for professions, however I think there needs to be stuff done to make it more roleplay oriented, because, believe it or not, this is a roleplay server, not Guild Wars. What if you could get bonus XP modifiers to professions as a reward for good RP. The way this would work, since we can't expect a GM to be constantly on the lookout and reward everybody who might deserve it if he isn't around, is that people would fill out a form, like how you do with ban appeals or any sort of application, saying who they are, what profession they should get the bonus for (if it is not directly related to a profession already), providing screenshots or descriptions of the RP and hopefully elaborating on the RP and why it is good enough to merit the bonus. The bonus can range from a few hours to a few days and, if the person is consistently doing exceptional RP, maybe permanent? The system would have a preference toward RP that relates to a profession, since that will be the easiest to determine what profession to apply the bonus and as a way to encourage people to RP out crafting stuff, but if you do some particularly exceptional RP, you might be able to get the bonus, but it will be a bit harder than profession-based RP. I think this would go a long way to encourage people to roleplay crafting and try and make the whole experience feel more involved.

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49 minutes ago, SuperDuckyGamer said:

 

  • Make improper emotes in crafting bannable.
  • Stop the percentage-based swords.
  • Form the server Schutzstaffel
  • Make the blacksmithing skill pointless
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Keep xp, but remove professions. They have failed their original purpose. I will say, bravo on the plugin, doesn't look easy at all to build. Unfortunately it missed its mark. If you want to force co-operation, you'd have to more severely limit what someone could do. Let people have two professions only but make all end products require three professions. (Miner, smelter?, weapon-smith). 

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