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Yes of course. But doesn't every profession need a reason to be chosen?

Since everyone can make glass and glass panes (albeit it would take longer), what is the big reason to choose the glassmaker profession? Do you make... -better- glass? How would this work? Keep going, we're getting somewhere. ^-^

Hate to give you more to do however what of coloured glass? Would be nice to have on the server.

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Ah, I'm not really updated on the most recent incoming Minecraft versions.

 

Stained glass would be nice to have glassmakers work on.

As for the carpets, will give tailors some nice business as well.

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Yes of course. But doesn't every profession need a reason to be chosen?

Since everyone can make glass and glass panes (albeit it would take longer), what is the big reason to choose the glassmaker profession? Do you make... -better- glass? How would this work? Keep going, we're getting somewhere. ^-^

Perhaps you could make it so only the Glassmaker's can make Glass/Glass Panes/Bottles?

Or, as stated in the other posts Stained Glass?

Or maybe they could make stronger glass? So glass could maybe have some sort of...durability?

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If I may, perhaps a glassmaker's glass could be better fortified, better for keeps and castles. Or it could be picked back up after placement. Personally though, I would just put it under masonry.

A glassmaker would probably have multiple jobs and masonry seems to be a likely choice. I agree that glass making should just be put under masonry as well.

 

As for the stain glass I think that would be a great addition to have.

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Hmm, but remember guys, we don't want to be limiting the community. Remember that much of the community is against having a professions plugin that restricts you from crafting certain things. People want to have freedom in what they do.

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Maybe a feature than tells you the percentages of each profession logged in, so when creating a new character you can go for an underused profession, balancing out the numbers of each.

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You know skills in games like Fallout? You can put certain points in one skill, but it will reduce the number you can put on another. I think a similar system can be done with professions. If you have 0% on one profession (ie. Smithing), you can still do that job, but with limited success (ie. 30% of item breaking apon creation). The system requires a bit of coding, but I think it's menagable.

 

(I don't know much about java, I'm a c# person (not even that much of that, only signed for collage recently), but my idea would be)

 

srand(TimeStuffOrWhatever)

randomNumber = rand() %2 //although this would be a 50-50, you can limit this, syntaxes in java are different anyway

if(itemCreated == created)

{

   if(randomNumber==0)

      successful;

   else

      itemBroken;

}

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Professions plugin... Well, I'll just say what I think of all the things that were named in the DEV blog. I will consider item time making, and crafting limitations for important things.

Let's start then:

Baker - Good start of one. I would say first that without being better than adept at baker you can't cook those good things. Those things would be pies, cakes and cookies, maybe mushroom soup as well. without it, cooking meat and potatoes would also take time, as well as bread would take more time to be made in the furnace, which I think you said bread would now be done in a furnace, which I think it's pretty nice. Then those that are even better, those almost masters, would have the new recipes that could be done. These could be different pies, like meat and apple pie, different soups, like vegetable and meat soup, different cakes, like carrot and cocoa cake, and new things, like icecream, fruit drinks (melon, pumpkin, apple). Also, it would come into combination with the fishing plugin, where the better cooks would receive better things for the same fishes.

Fisher - A better fisher would be able to fish more than one fish with the fishing rod, and with the net get better things. Also, better fishermen would be able to have more chances at better and rarer fishes.

Engineer - Nothing... I don't think engineer should exist, I don't know what can be done with it. Redstone mechanics are more of OOC knowledge than IC ones, and for example, I know a lot about redstone, I asked for others to build IC, but in the end, I was the one who made the circuit. I don't believe a player which is good at redstone be able to spend the skill points on engineer when his character is something else. Redstone work is most of the time OOC work. On the other hand, I don't know if the engineer is one to make better furnaces, music block things, and tools? I would need to know more.

Fletcher/bowmaker - This would go with the idea of different arrows and bows. There was a thread about this. Non bowmakers/fletchers, on the other hand, only adept, would be able to create the simple bow and simple arrows. The more advanced ones would be able to create the short bow and the simple crossbows, maybe even the longbow. The master ones would be able to make the composite bows, and the good crossbows. The arrows would be simple as well. Adept only the normal arrows, good fletcher would be able to create long arrows, and normal bolts. Master fletcher would be able to create incendiary arrows, and iron tipped arrows and bolts.

Tailor - I think Tailor would be pretty nice. I think that making the leather colored should only be done by tailors. Also someone gave the idea of carpets, but I don't really know how that would work. Maybe good tailors could do things like leather armor with fire protection/protection/incresse durability.

Weaponsmith/Armorsmith - I think both of these should be the same. This is pretty simple one. The adept can create iron weapons and armor, but it takes a lot longer and it comes with half or less durability. The very good ones could have incresse durability enchant. Also, I would add various new weapons, like the warhammer, the spear, the battleaxe, and so forth, I think that would be the great thing about this job. I don't know what you are thinking of the types of ores thought, but I think you can find a good combination.

Jewler - Oh, I love this one. Adepts would maybe create crappy jewls and things like that, and master ones would be able to work with diamond and emeralds, and create necklaces, rings, tiaras, and so forth. I think this would be a great profession.

Smelter - I don't know much about Smelters, I think you have an idea on how they would work together with the smiths.

Miner/Mason - Miner and masson, I think should be together. Those which are adepts, would just do the normal thing of MC, mine and create the bricks. The good ones would be a bit better, getting perhaps more ores, and be able to make the different types of stones, like the ones that can't be made through MC which I forgot the name of. I would just leave it at that I guess.

Ranger, Martial, Exotic Melee, Tank - Remove them... If you want, just place "Archer" and "Melee Fighter". I think this will just be for the heart system, which I will say right now, it's a horrible one. If you raise the amount of hearts of players, raise of everyone, not just of the fighters, fighters die just as easily as the others.

Lumberjack/Carpinter - Get more logs, can make more things of wood, like more quantities, maybe special, like chairs, to replace the plugin we have now and not make the roofs into chairs.

Scribe - Makes more books, and can use that printing press you want to make, can make the printing press, uses less ink to make the copies.

Farmer - No idea what to do with this one... What like to know what you want to do with it.

Animal caretaker/hunter - These would receive more meat/leather/feathers/wool than the non advance ones. If possible, also make the master able to breed and get two babies instead of one.

Glassmaker - Glass makers would be able to make better the bottles, the brewing tables, the glass panes, and people talked he colored glass that would appear.

Brewer - You have to add this one, brewing is quite a hard thing to do, maybe the masters can create more brew from less hops, or maybe they can get better hops, and also, they would be the keg makers.

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I really like the plugin so far, but I think there's an addition that myself and many others would enjoy...

 

Exploration.

 

A profession based around exploring the world, whether it be on the back of a horse, deck of a ship, or using the two feet the Creator gave us to beat track and venture the lands.

 

You'd level it by completing maps, exploring ruins around the world and finding artifacts. The staff could place regions that award exploration exp when the player enters them (if this is possible), giving people who love to see the world an incentive to do so.

 

Also, there could be a "proving system" incorporated into the plugin, where you either have to find a hidden message or code in each ruin and enter it in with, say /prove afjujuedij. Doing this awards you Exploration experience. Players could also profit off of this by selling "maps" to ruins - basically, selling the codes to other players so they can find the ruins themselves and gain experience.

 

Staff can bury artifacts in the desert that award experience, too, or maybe run events that award it?

 

Benefits from Exploration could possibly be reduced hunger drain (endurance and tenacity are two valuable traits of any explorer!), reduced fall damage perhaps, and maybe a fancy title or something - this is a profession where the goal is the reward itself.

 

I know that I LOVE exploring ruins, and having incentives and rewards based around that would be amazing.

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Hmm, but remember guys, we don't want to be limiting the community. Remember that much of the community is against having a professions plugin that restricts you from crafting certain things. People want to have freedom in what they do.

 

Being unable to create items like doors and tools was the issue with Vaq's plugin. Creating colored glass is a rather specific thing to be able to do and such a limitation doesn't decrease functionality of the server, which was the main problem with restrictions. 

 

 

On two different notes, me and SuperSodaPops are writing up some gem lore for a few more additions to the current LOTC gems and stones. You alright with this? I don't want to jump over what you've already prepped to program. 

 

The second note being my question about Brewing. Will this not be a profession? It would be nice to have something along the lines of a way to test the viability and quality of brews the higher level you are. Perhaps also the ability to 

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I've got more ideas on farming. I'll post them here later, I'm interested in your opinion. :)

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Will the combat system have a bunch of random percentages while hitting someone or will it be a level to damage type thing.

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Being unable to create items like doors and tools was the issue with Vaq's plugin. Creating colored glass is a rather specific thing to be able to do and such a limitation doesn't decrease functionality of the server, which was the main problem with restrictions. 

I tend to agree and while I know there are a number of members of the community that wants absolutely no restrictions upon crafting/gathering the poll on the topic showed the majority favoring minor restrictions to encourage an economy. I mean specialty items like stained glass, golden swords, cakes, or gourmet brews really won't hurt anyones RP by not allowing them to craft them without skill in the requisite profession. While the benefits system is good, I would advocate for actual restrictions about valuble and specialized items to help encourage economy RP and discourage masters of all things. Just don't stop us from making planks and bread ;p

In addition, you said earlier when we were discussing maximum mastery levels that with enough time folks could be a master of every single one of the professions. To be fair you did also state that with each skill mastered the time to level up the next one increases exponentialy, but this still leaves us with everybody being masters of everything on the server in a long enough amount of time. Correct me if I misinterpreted what you said! I think that it would be better if everyone could only achieve mastership in one or two professions and I really like the idea on the dev blog of losing points in another to become clumsy.

And a last tangential question. Have you done demo playtesting on the various magic profession tiers and types in pvp situations to see if they are balanced in combat situations to their appropriate power level? 

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I tend to agree and while I know there are a number of members of the community that wants absolutely no restrictions upon crafting/gathering the poll on the topic showed the majority favoring minor restrictions to encourage an economy. I mean specialty items like stained glass, golden swords, cakes, or gourmet brews really won't hurt anyones RP by not allowing them to craft them without skill in the requisite profession. While the benefits system is good, I would advocate for actual restrictions about valuble and specialized items to help encourage economy RP and discourage masters of all things. Just don't stop us from making planks and bread ;p

 

+1

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