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Maybe to improve the smelter higher ranks could have access to alloys. Which would then play into weapon and armor smiths who would have to have a higher level to work with the alloy. Also tying jewelers in by allowing them to encrust gems into the swords hilt or armor, ect.  

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I have suggestions for professions:
"Teacher"
-> Characters with blacksmith,smelter or prof. like that need the "teacher" Prof. to teach skills to other characters (just a thought)

"Tracker"

-> They have better sense of smell, can tell how long the target has been in a location, basically anything a tracker needs. (Again, just a thought)

"Assassin" (I know, I also regret this)
-> When a person has every VA related to assassination, He or she can receive the Prof. Assassin, which would be needed to be hired as an "Assassin" (Again, i just had the idea)

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Alright, so my farmer review and ideas. As I was thinking about this, I've kept in mind that you don't want to restrict players from any profession. But, also how a player of one profession will have his advantages over other player of another profession in that certain profession. Right, so...

 

Bread is already pretty much talked about earlier in this topic. Farmers farm wheat, with a percentage of getting a renamed item called "Bad wheat" (Or another, I know this one sounds awful), or even no wheat at all. Around 15-30% isn't that much considdering that wheat farms on this server are very big. Perhaps make it so players of farming profession would have a higher chance of getting the 'good' wheat, than the ones who do not belong to the farming profession. Later, from wheat you could craft flour (Would be fun for some players such as me, since I mostly go to windmills and make bread, to fill in the rp (By rp-ly throwing wheat into the spinner and later just craft the bread)) simply by putting the wheat harvested into a crafting box (1 wheat = 1 flour). I guess flour could be renamed sugar, as it looks very similar. Later, I think it would be fair that all classes could cook the flour in making some simple bread, but only a class of baker could make different kinds of bread with effects that normal bread doesn't have (By maybe after cooking normal bread, bakers could mix that bread with some other ingreedients in the crafting bench?). This system should be fair as it doesn't ruin limitations, but yet gives purpose to professions.

 

Carrots and potatoes aren't that much to be changed imo. Maybe just increase the chance of poisonous potatoes, as normal ones are too often, and carrots could be used for some sort of soups (bakers again, maybe?). Again, higher the chances of getting poisonous potatoes and less carrots to players who do not belong to the farmer profession.

 

Melons and pumpkins should certinly be nerfed. Both. They simply spawn too often and give too much. One player can survive alone with only 2 melon seeds placed. It's simply too easy. I think the number of melon slices should be reduced, as well as the spawnrate of both melons and pumpkins. Eggs and suggar are easy to obtain, so pumpkin pie is too easy to make as well.

 

Reed, in a way of farming is already fair and pretty much realistic. They aren't that hard to cut down (If you can cut down wood with your fists, reed should be no problem). But, what reed produces (paper and sugar) possibly could use a little tweak. I've had an idea even I'm not sure of. You know when you're crafting cake, you need to put 2 bucket of milk, but the buckets come back to you later. Similar situation. You put reed and shears in a crafting bench, and as an outcome you get sugar + the shears return to you possible with 1 damage taken on them per sugar made. Again, even I'm unsure of this. Paper, I didn't think about, doesn't seam to need much of a change (Books are already nerfed by jeb by having to use leather to make them).

 

Animal farming... No comment, I'm really not much into those, to be honest.

 

Miscellanious farming items (oranges, apples, rice etc.) Some of these should definetily exist, giving more diversity and good mixtures for bakers for them to explore. This would seperate one baker from another. One knows recepies another does not and vice versa.

 

 

I do not expect many, if not any, of these features to be implemented, but as a free user, I thought I should at least try and help as much as I can with the server idea. ^_^

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That sounds like an interesting idea. Much of what happens in the professions plugin is going to be modified, baking is, of course, going to be changed, might as well add flour, right? So is farming, it will become far more difficult than it is right now. (crop diseases <3)

 

As for bread, there's going to be different bread for every race, based on a certain lore post that I will use to make it.

I had a similar idea once, which was region restricted crafting. You could only craft logs into planks in an region marked as a sawmill, and wheat to bread in a region marked as a windmill. The change here is wheat -> flour would be in a windmill instead.

 

Encourages the construction of proper RP buildings.

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I'm simply hoping the following things are made sure of...

  • The 'professions' don't need to be grind to achieve the already role-played level of your current character.
  • The 'professions' do not encourage PvP and heavily mechanic based role-play.
  • These 'professions' only give bonus' for developing and do not restrict role-play like they did in Asulon.
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I'm simply hoping the following things are made sure of...

  • The 'professions' don't need to be grind to achieve the already role-played level of your current character.
  • The 'professions' do not encourage PvP and heavily mechanic based role-play.
  • These 'professions' only give bonus' for developing and do not restrict role-play like they did in Asulon.

I agree and disagree with some of these

First, one you and any others who didn't find out already will be happy to know it says in the Dev post that there will be absolutely no grinding ala the Vaq plug-in. 

As for the idea on not encouraging PVP/Mechanic based role-play I think improvements to the current PVP/mechanic system will make PvP more balanced, varied, and fun when it does occur but not drive all RP to that.

As for only giving bonuses, as I've suggested before, slight restrictions that the majority of the player base supports upon higher tier and more complex items help support specialized profession RP and a thriving economy where every player simply can't make everything. As long as it doesn't go crazy like Asulon one, restrictions are a great boon to RP!

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I was wondering if there were any plans for an acrobat profession. I know my main character is an acrobat by trade and it would be nice to have a sense of solidity to that.

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Musician! I forgot that!

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I'm simply hoping the following things are made sure of...

  • The 'professions' don't need to be grind to achieve the already role-played level of your current character.
  • The 'professions' do not encourage PvP and heavily mechanic based role-play.
  • These 'professions' only give bonus' for developing and do not restrict role-play like they did in Asulon.

 

If you'd spend like ten minutes of your time reading the professions plugin dev post (which I'll assume you did just didn't find this info) you'd have the answer to all of these.

But for the sake of having it here too, I'll clear a few things up! :)

 

 
  • The 'professions' don't need to be grind to achieve the already role-played level of your current character.

 

Now as to this one...

Here is one thing that I'm going to do. During the first week of release of the plugin, on first login since launch people will receive about 50 proficiency points to place into professions. (equal to about 80% mastery of one profession)

 

Otherwise, I would never want to just 'give' people professions. If I just give people mastery based on "Oh yeah, my character is beast in armorsmithing he's done it since he was a child". Anyone can say that, I'd rather have people work towards it.

 

Sure the first week of the release is going to be slow because people are going to be working towards getting their professions up, but that's about all. The only thing lacking will be economic goods, not roleplay.

 

 
  • The 'professions' do not encourage PvP and heavily mechanic based role-play.

 

Hah, don't worry about it! I know what to look for, so everything will be roleplay-oriented. :)

Sure for the people who love to engage in lots of combat there will be bonuses, but it'll mostly be focused on the other parts of LotC.

 

 
  • These 'professions' only give bonus' for developing and do not restrict role-play like they did in Asulon.

 

As far as this one goes, I'm not sure. This was my original intention, not to limit anything at all and only bonus-- However, it seems that everyone else wants there to be at least a few restrictions, so I will appeal to the community. There will be some restrictions.

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What I would like to see is the ability to have different sets of skills for different characters. Different "Pages." So to say, that maybe only GMs could change for you so people like me who can only afford one minecraft account would be able to roleplay different sets of characters instead of being stuck as a warrior over all your characters so you can keep that one originally character a warrior.

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Would it be possible to add a thief profession?

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I think that some skills should be intertwined, and be raised simultaneously. Like, if a person is a master Fletcher, wouldn't it just make sense that they are at least a half-way decent archer? But not the other way around. See what I mean? I think that would add a bit of realism. Like if you are a Fletcher, you get a boost in archery. 

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Actually, there was one thing I was wondering about...

What about those characters with medical professions (eg: Medic, Doctor, Healer, Nurse, ect.)? There's no profession for THAT... Of course, there's not much of a way to have profession bonuses for this, as a lot of medical RP is chat based. But I did hear rumors of bandages in the upcoming plugin... Perhaps add more healing power per bandage as your skills within the medical profession increase...? For example, a regular person could use a single bandage to heal one heart, but a skilled doctor or medic could use a bandage to heal 5 hearts after gaining enough experience points.

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Thank you Telanir, I appreciate your little summary. I actually did read the dev blog, but it didn't seem to be so precise.

 

However, I have another question... How would one increase proficiency in a certain profession? By doing actions that pertain to the profession? This may be seen as a need to grind to bring professions up...

 

And do not get be wrong, I am anxious to see how this turns out!

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