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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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I honestly like the plugin and would rather not see it removed, but it's quite obviously needs work, revisions, and in some cases an entire overhaul might not be entirely a bad thing. It's not fully fun or rewarding as it is, and can sometimes rather get in the way of things depending on the situation.

 

The idea of crafting professions does not appear an antithesis of roleplay, as I've been in RP-centered games with such systems that worked rather successfully.

 

The idea of making everything as far as gathering skills base-obtainable with increased rewards or abilities as you level seems like a pretty good approach. If you removed the level restrictions on tree-cutting, it would likely become the most interesting and well-balanced of the gathering professions in as far as its abilities and drops, and a wood market would continue to exist (if you care about the economy), so it'd be the easiest tweak, and farming may not need much more than that, either (though the ability to till whole fields like the character in the SNES version of "Harvest Moon" can with the golden hoe would be nice at masterful, ey?). Mining would need to reassess its drops to be more useful, and some mini events might not be bad. Fishing... seems to not work at all right in its upper levels. It should be given better casket drops, but it pales next to farming. And the non-stacking nature of the fish is frustrating. It may need the drop change to scale properly.

 

Breeding is a pain to level unless you break the RP breeding farm rules and know how to get around things, in my experience. I have a hard time balancing a good RP breeding pen with functionality, and I'm honestly clueless as to the breeding cooldowns of the animals to add to the frustration, which... may or may not change with levels? I would just be happy if the XP gathering were fixed so that there can be a harmonious way to RPly keep animals without my patented Sheep Elevator or causing a stress on the server due to the number of entities.

 

As for crafting... I would, honestly, really like that as you gained levels, you no longer had to wait for certain crafts at all, instead of the craft capping at 1 second. Or this can pull back so that every short craft starts out instant/no craft time. At the very least, make chests and trap doors instant crafts again! I can't tell you how frustrated I was to discover chests were suddenly timed when I was in the middle of a build and had a timed craft running. I don't hate the idea of timed crafts as a whole (setting something up and running off to RP doesn't hurt anything), but anything with a short craft doesn't need to be waited on or shouldn't force you to stop your other timed craft just to belt out real quick.

I'm not going to make much comment about alchemy except that it's a pain to grind at upper levels and alchemist's fire's nerf makes it incredibly unimpressive for the amount of work you have to put into it.

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13 hours ago, James2k said:

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Oh look, over 70% voted to keep crafting professions! Guess we should keep them exactly the way they are then. That's how polls work, right?

 

Just because 1/3 of people wan't something gone, doesn't mean that's what we'd do because it's the most popular option, on a multi-select poll. Almost the same percent of people are happy with things the way they are, much closer with gathering professions. We want to make the largest proportion of people happy - that's our goal. Looking at these results we will likely end up modifying things to make them less restrictive - to try to make the most people we can happy. Meeting in the middle is always better than decisive decisions that lean heavily towards one side of a spectrum.

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Look, I personally don't want professions, but from the polls it clearly shows only 30% want it removed, and 20% want it kept the same, meaning 50% want some sort of edits to be made to the system.

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2 minutes ago, Kowaman said:

 

Just because 1/3 of people wan't something gone, doesn't mean that's what we'd do because it's the most popular option, on a multi-select poll. Almost the same percent of people are happy with things the way they are, much closer with gathering professions. We want to make the largest proportion of people happy - that's our goal. Looking at these results we will likely end up modifying things to make them less restrictive - to try to make the most people we can happy. Meeting in the middle is always better than decisive decisions that lean heavily towards one side of a spectrum.

1.8 PVP

1.9 PVP if x thing that's never gonna happen happens

1.9 PVP if y thing that's never gonna happen happens

1.9 PVP if vague promise happens

1.9 PVP

Just because you manage to make the option you prefer win by giving it more options doesn't mean it's the most popular choice. Of course if you promise the moon people will choose that over the realistic choice. With swing timers you told us that it's physically impossible to remove the lag caused by them since you don't have control over the packets, and yet you still gave "1.9 PVP with 0 lag" as an option even when realistically it wasn't one.

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2 minutes ago, James2k said:

1.8 PVP

1.9 PVP if x thing that's never gonna happen happens

1.9 PVP if y thing that's never gonna happen happens

1.9 PVP if vague promise happens

1.9 PVP

Just because you manage to make the option you prefer win by giving it more options doesn't mean it's the most popular choice. Of course if you promise the moon people will choose that over the realistic choice. With swing timers you told us that it's physically impossible to remove the lag caused by them since you don't have control over the packets, and yet you still gave "1.9 PVP with 0 lag" as an option even when realistically it wasn't one.

 

I will entirely admit, the data interpretation of that poll was done awfully. It was also a multiple-choice, poll - limiting you to one option. This poll is structured differently, and the results are looking much different. People could have selected both remove, and 'change' options. And to clarify, when with 0 lag we had been referencing the general lag on the server that coincided with the 1.9 update, which we did fix during our 1.10 update for the most part, and have been working on improving since.

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Time is merely a fragment of our own imagination, the world is only the way it is because of the way we perceive it. After taking your first psychedelic you will soon realize this and your view on the world will be substantially different. We are only what we perceive, life is an illusion we are all just an illusion of our perception; a prisoner of our own mind if you will.
 

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Just now, joey calabreeni said:

make xraying legal selling meat isn't profitable because illegals just kill my cows anyway

 

9cd315b2ee50f658c0186b51ddd95a6a.jpg

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4 hours ago, joey calabreeni said:

make xraying legal selling meat isn't profitable because illegals just kill my cows anyway

giphy.gif

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19 hours ago, Sythan said:

As someone who got the 2500 hour perk back in Vailor to which I did the grind to nearly all Aengulic, and looking back at it now, I'm quite against nexus professions. Grinding is simply not fun and doesn't encourage RP. If anything it might encourage merchant RP in some aspects but, let's be real. Everyone just PM's people to get their goods. And if you don't do this, it is inefficient and results in boring RP tbh. 

 

The only reason I've done any sort of grinding this map is to get my alchemist's alchemy skill up, and that has been anti-fun. So much so, that I gave up on trying to grind it out. Too time consuming. Get Alch shears. Get lots of alch shears. Oh wait. Nobody is online to make them for you? Stalls are empty? Switch to miner/blacksmith persona. Can't find gold. Give up on life. Log out. I mean, to be honest, the skills with the consistent long wait times are probably better for RP, since you don't need to check up on them very often. An example of this is Enchanting. Before you go to bed, glyph! Wake up, claim it, another glyph! Repeat.

 

So nexus professions would be fine if a grind wasn't required. I don't want to spend a week of stonemason grinding just to make a red sandstone slab yo. I wouldn't be against keeping the actual nexus recipes, but just get rid of leveling and time used to create them. And perhaps, allow personas to specialize in certain professions and then that unlocks certain recipes that are only for those who specialize. I understand this will create an issue of 'multiple personas will let me specialize in everything!', but that already happens, but just with more time being consumed in doing so.

 

Just to note. I have no intention to argue with anyone over this thread. If anyone would like to speak in regards to this specifically, feel free to poke me on skype or discord. Details are on my profile page.

 

Pretty much what I proposed back on page 2.

 

The grind is the problem. Consumes time and does not really help. As Sythan noted, we can't prevent multiple persona picking up multiple professions, but we can reduce it with the system I proposed. Aether VIPs (such as me) can have a maximum of four professions then, racial professions should be removed then too, bringing everyone onto equal grounds in that part.

 

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I agree that it requires tweaking. But really I don't think there is much of a problem with it. It's what kept me on when there was little to no roleplay to be had.

 

I think it would be nice if there was an official system set out on how to create RP items and guidelines and such.

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On 11/9/2016 at 7:42 PM, TheLemonHead said:

Fix the mines and you'll have one less profession to worry about.

 

Could you elaborate what is 'broken' with the mines?

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