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Creeping decline - Professions


mmat

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Professions are garbage but so is PvP.

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31 minutes ago, Archipelego said:

Professions are garbage but so is PvP.

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RP default all the way, It's a ROLEPLAYING server for crying out loud 

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PvP default is fine when armour isn't totally stacked. This is a unanimous thing apparently. Blacksmithing, woodworking and enchanting are just aids.

 

Balance must be maintained

 

 

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2 hours ago, iMattyz said:

PvP default is fine when armour isn't totally stacked. This is a unanimous thing apparently. Blacksmithing, woodworking and enchanting are just aids.

 

Balance must be maintained

 

 

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Personally, I think PvP should only be default for raids, warclaims, and other things of that nature. There is nothing wrong with roleplay fights, and if someone doesn't know how to do it, then it's a perfect learning opportunity. 

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I was told last night that it wouldn't be removed because it makes the server money. Is this a mobile game now? It really isn't a good idea to make playing the game so cripplingly tedious without paying a fee.

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Gas the devs NOW

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44 minutes ago, Fyrste said:

I was told last night that it wouldn't be removed because it makes the server money. Is this a mobile game now? It really isn't a good idea to make playing the game so cripplingly tedious without paying a fee.

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That's one of the worst arguments I have ever heard for professions... How, by any stretch of the imagination, does it make the server money? The server would make more money if it had more players, amusingly enough something achievable by listening to said players.

 

I think skills systems are actually good but only if they add benefits and have no restrictions whatsoever. Any system that restricts a player is detrimental to roleplay. It should be simple benefits for non-combat skills (no combat skills) e.g. getting an extra log from a tree and that's the full extent of it. 

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1 hour ago, Danny said:

That's one of the worst arguments I have ever heard for professions... How, by any stretch of the imagination, does it make the server money? The server would make more money if it had more players, amusingly enough something achievable by listening to said players.

 

I think skills systems are actually good but only if they add benefits and have no restrictions whatsoever. Any system that restricts a player is detrimental to roleplay. It should be simple benefits for non-combat skills (no combat skills) e.g. getting an extra log from a tree and that's the full extent of it.

 

From what I've heard, the 10 bucks people use to switch from lumberjack or woodworker to blacksmith or miner, and the vip they get for that extra persona slot and the shops.

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5 minutes ago, SuperDuckyGamer said:

 

From what I've heard, the 10 bucks people use to switch from lumberjack or woodworker to blacksmith or miner, and the vip they get for that extra persona slot and the shops.

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If so, definitely not sufficient a reason to have a system in place that's detrimental to roleplay. Another reward can be made that can satisfy well enough.

 

Professions systems are inherently poor anyway, so if a reasonable benefit-based skills system is introduced there wouldn't be any need to pay for swapping professions. 

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Just now, Danny said:

If so, definitely not sufficient a reason to have a system in place that's detrimental to roleplay. Another reward can be made that can satisfy well enough.

 

Professions systems are inherently poor anyway, so if a reasonable benefit-based skills system is introduced there wouldn't be any need to pay for swapping professions. 

 

Never doubted that. Devs need to be a bit more careful going around EULA restrictions, but that's not hard with a server that doesn't- or shouldn't- use blocks. EULA doesn't bat an eye if you don't give away pixels for money. 

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1 hour ago, Danny said:

 

That's one of the worst arguments I have ever heard for professions... How, by any stretch of the imagination, does it make the server money? The server would make more money if it had more players, amusingly enough something achievable by listening to said players.

 

I think skills systems are actually good but only if they add benefits and have no restrictions whatsoever. Any system that restricts a player is detrimental to roleplay. It should be simple benefits for non-combat skills (no combat skills) e.g. getting an extra log from a tree and that's the full extent of it. 

2
 

abcabcabc

 

2nd part absolutely. A skill system should give you cool stuff, and take nothing away. It's so obvious

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Alright, I personally like Nexus, even the timers, but I am annoyed by the amount of straight upgrades grinding can get you in terms of combat.

 

Let's keep the cool stuff -- weird specialty items, all those gems that don't really have a use, the wacky million types of food, lances, warhammers, battleaxes, iron vs. flint arrows, even the different kinds of ingots if they are either actually made rare or changed to mostly cosmetic additions, all that cool custom stuff that sets us apart -- and take an axe to weapons with huge percentage bonuses (I don't even mind slight percentages)

 

Nexus could be so cool, but it's not really being used in a helpful way.

 

 

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20 minutes ago, Dry Crackers said:

Alright, I personally like Nexus, even the timers, but I am annoyed by the amount of straight upgrades grinding can get you in terms of combat.

 

Let's keep the cool stuff -- weird specialty items, all those gems that don't really have a use, the wacky million types of food, lances, warhammers, battleaxes, iron vs. flint arrows, even the different kinds of ingots if they are either actually made rare or changed to mostly cosmetic additions, all that cool custom stuff that sets us apart -- and take an axe to weapons with huge percentage bonuses (I don't even mind slight percentages)

 

Nexus could be so cool, but it's not really being used in a helpful way.

 

 

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Just a little note from a player who almost always has the Chef profession: The nexus representation of cooking is actually pretty amazing, for it allows you to make many different things not normally possible. I just wish that the required materials for some of the cooler foods weren't so bizarre and unique. Also, inept Chefs should still be able to craft normal, non stale bread, but currently that isn't the case.

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