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Professions Plugin - Feedback. [RE READ FIRST POST]

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Lirinya

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Okay. Good. Feedback!

The thing is, we want players to RP their skills more so, for example, we want a chef to RP a chef, not having them able to make their own diamond armor, you know?

I actually disagree with this. Honestly, I don't mind everyone being able to make everything. There's nothing wrong with a chef making it, and RPing as if he had a blacksmith make it for him. I've done it before.

As I said in my last post, there should still be incentive. Perhaps Blacksmiths can make armor with unbreaking or something similar.

The issue with restrictions isn't the fact that we have to limit our crafting to what we could do in RP, it's that we're screwed if our town blacksmith isn't online when we need something, even though RPly he would be there.

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I know if this were my scenario I would do so out-of-character and claim that a responsible adult provided IC, as there's often very few people online during my play sessions.

That's understandable in the scenarios if there is nobody online. Shop plugins would also, hopefully, combat that.

I actually disagree with this. Honestly, I don't mind everyone being able to make everything. There's nothing wrong with a chef making it, and RPing as if he had a blacksmith make it for him. I've done it before.

As I said in my last post, there should still be incentive. Perhaps Blacksmiths can make armor with unbreaking or something similar.

The issue with restrictions isn't the fact that we have to limit our crafting to what we could do in RP, it's that we're screwed if our town blacksmith isn't online when we need something, even though RPly he would be there.

I mean moreso a player who can do everything. Somebody who can craft perfect armor, cook perfect meals, things like that. It's more common sense. A young female chef of the age of, let's say 23, would not have had near enough blacksmithing training to be able to craft the finest, perfect armor AND be able to cook the most perfect cakes.

Again, there's the common sense rule that, I think, would need to be enforced more.

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There are way too many specific things in here. Make it so that we can pick a profession such as soldier then someone can pick the sub profession "archery." Then they can craft everything related to archery and their archery will be better

It's getting to the point where it's the same system as Vaqs. Let us craft the basics like chests, wood planks, etc. and when we craft stuff please don't make them already be damaged. That is the stupid part of Vaqs system.

And screw the no healing from full hunger. DON'T DO THAT!!! It's the stupidest thing ever and is taking it WAY too far.

I personally don't like it and I really think there shouldn't be any professions. Just let us play the game and have fun.

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I feel the task to get items is way more tedious, yes it allows for more RP but it's a pain in the ass sometimes to get to people when they might be logged off. The healing part...it makes the game way to restrictive, cutting into RP just to heal, idk about anyone else, but when I see even just a heart missing, I need that fixed and fixed now.

This is by far the most restrictive plugin I've ever seen.

People would practically be useless unless they had 30+ people around them. Entire organizations probably couldn't run.

We might be able to pull it off, lol.

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I mean moreso a player who can do everything. Somebody who can craft perfect armor, cook perfect meals, things like that. It's more common sense. A young female chef of the age of, let's say 23, would not have had near enough blacksmithing training to be able to craft the finest, perfect armor AND be able to cook the most perfect cakes.

Again, there's the common sense rule that, I think, would need to be enforced more.

I'm not saying everyone should rp making it, I'm saying that we should be able to craft it using game mechanics, but if our character couldn't RPly make it, we RP that they got it from a skilled crafter. It's what I do now, and it's what I did in Aegis.

Back before skills were removed, I would very often log in, wanting to go find RP, but just log off after seeing that I didn't have enough food or bandages to spare. In Role-play sense, there is zero reason why my Manor's cook or herbalist would have been anywhere different than when they logged, but I had no access to them all the same.

Mechanics are tedious, and restricting them just makes it worse. The skills should ONLY give you role-play items with none or little mechanical use and buffs to mechanics.

I... think this is your second idea in the OP, though I am unsure. I am not a morning person, I'm afraid.

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I'm not saying everyone should rp making it, I'm saying that we should be able to craft it using game mechanics, but if our character couldn't RPly make it, we RP that they got it from a skilled crafter. It's what I do now, and it's what I did in Aegis.

Back before skills were removed, I would very often log in, wanting to go find RP, but just log off after seeing that I didn't have enough food or bandages to spare. In Role-play sense, there is zero reason why my Manor's cook or herbalist would have been anywhere different than when they logged, but I had no access to them all the same.

Mechanics are tedious, and restricting them just makes it worse. The skills should ONLY give you role-play items with none or little mechanical use and buffs to mechanics.

I... think this is your second idea in the OP, though I am unsure. I am not a morning person, I'm afraid.

Pretty much this, and I think Relgard's explanation is enough to say why I don't like the First idea much. I'm ok with a system that only provides RP items though. Not things that will make it harder for you to survive without having them. I don't have the problem of lacking food or armor or weapons but that's simply because I have 15 people who will rob for me if I give the word.

As long as it's only RP items who provide RP and don't constraint you in an OOC fashion, and thus make RP unenjoyable I'm ok with this.

Unless I completely missunderstood something in the post. Which I don't think I didn't :P

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Ahem, would it be possible to put the "Enchanter" and "Mage" profession on hold so that the M-Team can talk about it? It was not quite in our plans to have magic as a skill or profession and it conflicts geatly upon the current magic system.

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My opinion of the skills system is this: You're trying to make it FAR too complicated, and too restrictive. I can't come up with a skills system better than not having one. So I'll have to stand by that.

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I also agree with Relgards idea of no restrictions just bonuses if it's your profession. Also 100% no to the food doesn't heal It took me 8 tries to get home from cloud temple without dying before.

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Look at my idea for a professions plugin. No restrictions but bonuses to those who have the job perk.

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Here comes my opinion: I think that this is perfect. It is terrible not to have any skills or professions. As long as we don't have Skills, there will always be the Powergaming outside of skills. No one would be willing to be a perfect Rp'er without restrictions, for there would always be a "I don't have this, no one is online to help, and no one is around to see me do this thing that is outside my characters ability", and doing something in ooc and saying that someone else made it for you IC'ly? What if someone walked up to you and asked you who made that for you and where would they go to have it done? How would you answer something like that?

With restrictions like this, it would give people chances to actually build a life on the server. I mean, Rp isn't supposed to be "Fun excitement" all of the time. You have to take it in both strides, as it is inevitable that down times will happen.

And, with all of these skills, I can see shop keepers being friends with one another, giving special deals to one another and stuff of the like. The thing that I am disappointed by, is there is an absence of a "Bartender" profession.

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I think the best way would be to have players be able to craft all standard items, but special items like waraxes and long bows and everything the requires a custom recipe would use the professions plugin.

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