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Professions Plugin - Feedback. [RE READ FIRST POST]

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Lirinya

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If we had a stable shop plugin with some NPC shops that offered various essential items, I would be much more open to the idea of a profession system. I just dislike the idea of players wandering the map, literally for hours, in search of a decent sword or some planks. I would tolerate restrictions to our creativity so long as the role-play and item access remained fluid.

Vaq's system was tolerable only because orcs were so communal and literally shared everything. Our nation's food supply only survived as the result of three players grinding bread and meat constantly. Less priviledged and networked players got screwed. This was compounded by the fact that our shop plugins kept getting changed or removed on a weekly basis, for various reasons.

Stable shop plugins are a must if we are to consider a skill plug-in and an economy.

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If we had a stable shop plugin with some NPC shops that offered various essential items, I would be much more open to the idea of a profession system. I just dislike the idea of players wandering the map, literally for hours, in search of a decent sword or some planks. I would tolerate restrictions to our creativity so long as the role-play and item access remained fluid.

Vaq's system was tolerable only because orcs were so communal and literally shared everything. Our nation's food supply only survived as the result of three players grinding bread and meat constantly. Less priviledged and networked players got screwed. This was compounded by the fact that our shop plugins kept getting changed or removed on a weekly basis, for various reasons.

Stable shop plugins are a must if we are to consider a skill plug-in and an economy.

What was wrong with that chest shop plugin anyway? I liked it a lot.

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What about not restricting anyone but instead benefits people with certain proffesion. Let's say a miner get the double amount of cobble, and all ores. Lumberjackers gets double amount of raw wood. Blacksmither enchants with only the half cost of experience as a normal player. And so n, this will not restrict anyone but encourage you to seek out certain proffesion for more benefits.

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I like the way things are at the moment. Stop trying to change things, or else it will sometimes just get worse.

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What about not restricting anyone but instead benefits people with certain proffesion. Let's say a miner get the double amount of cobble, and all ores. Lumberjackers gets double amount of raw wood. Blacksmither enchants with only the half cost of experience as a normal player. And so n, this will not restrict anyone but encourage you to seek out certain proffesion for more benefits.

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If we have to force players to role-play professions and crafting, the role-play is going to be forced, diluted, poor quality and generally unenjoyable. Do not force it with a plug-in. Encourage it and allow players that enjoy that sort of role-play to do it freely when they please. Not every player has the time nor the desire to watch someone bake a cake for half an hour every time realism insists upon itself. Oftentimes, items are crafted notionally for the sake of brevity, thus allowing much more enjoyable role-play to occur when players are gathered online at the same time and have that slim window of opportunity to do something as a group. And when those support roles are later role-played out, freely, by choice, we enjoy them because there's a time and a place to finally enjoy them in the moment. Force those moments under threat of ban and you'll sow nothing but poor role-play and players that resent you.

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