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Creeping decline - Professions


mmat

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'I don't want to grind for hours just to be able to pick up a melon or make a door for my house' - how many times has this been said? We got rid of it 5 years ago and here it is again, exactly the same.

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As an enlightened miner, I don't care if grinding stays or goes, if it needs to stay however, just make the benefits for leveling up faster crafting times, not better weaponry, keep the floor of entry tier gear and the ceiling of end game gear reasonably close.

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lol they'll wait a bunch of months and then quietly deny you under the pretense that "they've heard it all before"

the devs will never listen. they don't care. tofuus himself said there is no motivation to remove/rehaul professions

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19 minutes ago, Gob said:

Grinding is quite literally garbage for RP, and here's why.

 

Grinding revolves around PvP, the benefits to leveling up your grinding are PvP benefits, if I make a sweet PvP item, i'm going to want to ******* use it in PvP, It's as simple as that. If I have a 40% War axe that has Sharpness and Unbreaking II, I don't want to RP with that ****, I want to use it and **** people who don't grind with PvP. If you want grinding to remain without being a huge detriment to the server, you need to remove all PvP items from grinding.

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((Nice signature :)

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21 hours ago, iMattyz said:

Disclaimer that I haven't been really involved in lotc for the last few months so the situation might have changed.

 

Crafting has become even more flagrant horseshit.

 

Not to mention things like diamond armor and alchemist's fire, we were promised several times in Vailor that a hard cap would be placed on weapon percentages. This 'cap' kept creeping upward until, like now, there are 40-50% weapons sitting around. Shields are completely useless, and it takes only a couple hits from a high percentage weapon to put someone out of commission. Arrows can be one or two-hit kills, drain hunger, destroy armor (what the ****?) or even knock you off your horse (please...). Most new players don't have the money to buy archer armor, or even know that it exists. Since autoshops are $50, nothing circulates. I've had a lot of trouble actually finding gear, even with the money to buy it. You can have four professions, and you can become a legendary blacksmith with $10 a few days of intensive woodcutting. The people with high profession levels are either producing exclusively for their group or are self-reliant and have no need to sell anything. This is not a sustainable model. 

 

You basically have to join a pvp faction to get high-quality gear, which is a shame because it stifles any attempt to be an independent fighting character. Want to be a bounty hunter and track down that brigand that has made life in your village hell? Better hope you have better gear than him, because chances are he'll defender default pvp you and rip you to shreds with a 40% "black ferrum" axe. Want to be a guard and protect your citizens? Well, better hope that guard force has an aengulic blacksmith! Because the faction dedicated to pvping sure as hell does. This arrangement isn't fun for anyone. It makes raiding and skirmishes incredibly one-sided. It robs PvP of that balance that made combat in the Fringe risky and fun. I doubt we'd need such extremely harsh  rules if gear was balanced and the almost certain numerical superiority of a populated city could be brought to bear against a few raiders. 

 

In real life, there aren't legendary magic weapons that cut people better than a decently-maintained sword made of quality steel. Even then, peasants in the middle ages fought with sharpened sticks and literal farming equipment. While hexagonal arrows with tapering points could pierce through platemail, they didn't wreck the armor entirely. 'Dismounting arrows' make no sense, as does the idea that 'frost oil' will slow you down on contact. Swords and axes glanced off of shields harmlessly. Cavalry charges were universally feared and horse archers were indomitable until the advent of guns.

 

In short, nexus fails at its every intended purpose: To create an economy, which it does not, to limit characters' crafting abilities, which it does not, and to add to roleplay, which is a joke.

 

Please at least listen to feedback and rework the crafting and combat system.  I hate to shout about 'dev hegemony,' but we've had the same complaints with this plugin for years. It's time for a drastic overhaul or outright removal.

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2 minutes ago, Tavern_Roleplay said:

 

Crafting has become even more flagrant horseshit.

 

Not to mention things like diamond armor and alchemist's fire, we were promised several times in Vailor that a hard cap would be placed on weapon percentages. This 'cap' kept creeping upward until, like now, there are 40-50% weapons sitting around. Shields are completely useless, and it takes only a couple hits from a high percentage weapon to put someone out of commission. Arrows can be one or two-hit kills, drain hunger, destroy armor (what the ****?) or even knock you off your horse (please...). Most new players don't have the money to buy archer armor, or even know that it exists. Since autoshops are $50, nothing circulates. I've had a lot of trouble actually finding gear, even with the money to buy it.

 

You basically have to join a pvp faction to get high-quality gear, which is a shame because it stifles any attempt to be an independent fighting character. Want to be a bounty hunter and track down that brigand that has made life in your village hell? Better hope you have better gear than him, because chances are he'll defender default pvp you and rip you to shreds with a 40% "black ferrum" axe. Want to be a guard and protect your citizens? Well, better hope that guard force has an aengulic blacksmith! Because the faction dedicated to pvping sure as hell does. This arrangement isn't fun for anyone. It makes raiding and skirmishes incredibly one-sided. I doubt we'd need such extremely harsh raiding rules if gear was balanced and the almost certain numerical superiority of a populated city could be brought to bear against a few raiders. 

 

In real life, there aren't legendary swords that cut people better than a decently-maintained sword made of quality steel. Even then, peasants in the middle ages fought with sharpened sticks and literal farming equipment. While hexagonal arrows with tapering points could pierce through platemail, they didn't wreck the armor entirely. 'Dismounting arrows' make no sense, as does the idea that 'frost oil' will slow you down on contact. 

 

In short, nexus fails at its every intended purpose: To create an economy, which it does not, to limit characters' crafting abilities, which it does not, and to add to roleplay, which is a joke.

 

Please at least listen to feedback and rework the crafting and combat system.  I hate to shout about 'dev hegemony,' but we've had the same complaints with this plugin for years. It's time for a drastic overhaul or outright removal.

0
 

this!!!!! 

 

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40 minutes ago, Raomir said:

As an aengulic blacksmith and legendary enchanter, nexus is absolute and utter trash. It has literally zero RP attached to it, please reinstate default iron armor and iron swords so we can have fun again. 

1
 

it'd actually work though

 

????  ????  the human mind ??? ???  

????????    ??     ??         ?? ????????

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i might actually play on the server again if this **** is removed, as it literally adds nothing to the roleplay to the server at all. it actually declines it quite alot

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I said it a year ago and I'll say it again. The skill system is stupid. It's unnecessary and goes around the whole point of the server.

 

Lord of the Craft is advertised as a Roleplaying server that is designed "with the specific aim of providing the most enjoyable roleplaying experience possible." It isn't. By a longshot. If LotC is/was being treated as a business, it is falsely advertising its wares. The homepage emphasizes roleplay but what do you see? You see skilling, grinding, and wasting time trying to get gear for the next raid on your enemy. Sounds a lot like a MMORPG to me. 

 

Listen, before I go back under my rock,

 

Get rid of the skill system. At its core, Minecraft roleplay is just forum posts in realtime and more interaction between players. Everything else is extra. If you add too much excess, it gets confusing and arbitrary. Listen to the damn community when it's making sense.

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If person a were to spend their time RP training their entire time here were to fight someone who did not RP one single emote before the fight and only grinded blacksmithing, who would win?

 

That's the damn problem.

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1 minute ago, zaezae said:

If person a were to spend their time RP training their entire time here were to fight someone who did not RP one single emote before the fight and only grinded blacksmithing, who would win?

 

That's the damn problem.

If a person were to spend their time RP training their entire time here were to fight someone who did not RP once single emote before the fight but googled medieval swordplay, who would win the RP fight?

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Agreed. As much as I enjoy reward I want rewards that aren't so ******* long and are actually in rp than this god forsaking grinding game where I afk and do something else whilst I'm crafting something. 

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Just now, James2k said:

If a person were to spend their time RP training their entire time here were to fight someone who did not RP once single emote before the fight but googled medieval swordplay, who would win the RP fight?

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Well it's difficult RP something that you don't know anything about as a player. Kinda like how it's hilariously obvious which players have never had a drink when they roleplay being drunk. 

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time to make an order without ANY kind of pvp oriented gear

 

sign up today!!1!

 

(i totally agree with you though)

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