Telanir 6975 Author Share Posted June 16, 2013 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. That sounds like quite a curious notion. I might as well implement a medic profession huh? :) 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! Mmhm... Well here's how 'grinding' works essentially. I don't want it to become grinding in the slightest, but there can be hints of it here and there. When someone logs on the first time they will get extra PP's that they can choose to instantly apply to their character. After that, it's all up to you. Player's will randomly get PP's, and while they're doing daily tasks they will randomly have their points assigned throughout the day. Proficiency points cap out at a certain time, when you have a certain amount they will just stop coming in, so you got to use them up on professions before you gain any more. I want the plugin to be based around what you do daily anyways. Say you work at Dawn's Bakery and serve as the cook-- by default you're going to be cooking and raising your skill in that art, aren't you? Or maybe you are a guard, and your main duty is to keep the streets clear and gates safe. You'd be kicking at the occasional mob, maybe killing off an intruder or two, and your PP's will be assigned accordingly. It's not supposed to be grinding, like 'oh do this because I want to be good at it', it'll be more like 'I do this every day anyways'. I don't want people to go out of their way to grind professions, which is why I'm trying to strictly close it down to what you do daily either way. Link to post Share on other sites More sharing options...
Telanir 6975 Author Share Posted June 16, 2013 Apologies for double, quotes weren't working properly. ^-^ 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. Unfortunately, I'm not going to include 'pages' in the professions plugin. It's far too much of a hassle, and if we don't include moderation then it will be easily abused. People will be stuck with what they choose first, so make good decisions everyone! Would it be possible to add a thief profession? That profession already exists. :3 It will be assignable by GM's provided you have the VA for it, and thieves will be able to lockpick and engage in pickpocketing. 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. I like this idea, it does make sense to group professions together. A capable blacksmith who has achieved mastery in armorsmithing, weaponsmithing, and smelting, would probably be a hardened fellow and at least a little capable with swinging a weapon around. But mostly the health bonus you get from being a blacksmith. But sure, I will definitely include grouping professions together. Link to post Share on other sites More sharing options...
Heff 2460 Share Posted June 16, 2013 When someone logs on the first time they will get extra PP's that they can choose to instantly apply to their character. If somebody has logged on for the first time since the plugin was introduced but has logged on before, like a few days before the plugin, will they still get extra PPs? Link to post Share on other sites More sharing options...
Telanir 6975 Author Share Posted June 16, 2013 If somebody has logged on for the first time since the plugin was introduced but has logged on before, like a few days before the plugin, will they still get extra PPs? Oh, I meant logs on for the first time after the plugin is added. x3 Link to post Share on other sites More sharing options...
TheNander 241 Share Posted June 16, 2013 Engineering. PLEASE FOR THE LOVE OF GOD ENGINEERING. My character will have no purpose in this world called Anthos without an Engineering profession. Link to post Share on other sites More sharing options...
Telanir 6975 Author Share Posted June 16, 2013 Engineering. PLEASE FOR THE LOVE OF GOD ENGINEERING. My character will have no purpose in this world called Anthos without an Engineering profession. No worries! There will be a 'Tinker' profession. :) Link to post Share on other sites More sharing options...
Cracker 4570 Share Posted June 16, 2013 I'm not sure how the combat professions will work, but I'd like to avoid % chance of effects occuring in PvP. For example, back in Asulon getting one-shotted by a crit axe wasn't very fun and lessened the level of skill in PvP, truly reducing it to mindless clicking and getting lucky. I really enjoyed the weapon system in Kalos and Elysium (some weapons doing less damage but had knockback, some which broke armor faster, more damage but no block, etc. ) over % chance we had with Vaq's coding. I'd rather see custom weapons which only certain professions can use, but these weapons aren't necessarily better. Normal people should still be able to fight as militia and in levies; they shouldn't be totally useless in combat if they do not specialize in a combat profession. In general, I wouldn't want too much to deviate from vanilla PvP aside from custom weapons and health while still have militas and levies be viable. Link to post Share on other sites More sharing options...
Telanir 6975 Author Share Posted June 16, 2013 I'm not sure how the combat professions will work, but I'd like to avoid % chance of effects occuring in PvP. For example, back in Asulon getting one-shotted by a crit axe wasn't very fun and lessened the level of skill in PvP, truly reducing it to mindless clicking and getting lucky. I really enjoyed the weapon system in Kalos and Elysium (some weapons doing less damage but had knockback, some which broke armor faster, more damage but no block, etc. ) over % chance we had with Vaq's coding. I'd rather see custom weapons which only certain professions can use, but these weapons aren't necessarily better. Normal people should still be able to fight as militia and in levies; they shouldn't be totally useless in combat if they do not specialize in a combat profession. In general, I wouldn't want too much to deviate from vanilla PvP aside from custom weapons and health while still have militas and levies be viable. Of course, normal militia would be less effective since they probably spend most of their day baking bread instead of swinging swords. :3 I was thinking along the lines of having extremely rare PvP events such as momentarily tripping on a rock or fumbling your sword, etc. Nothing will be like CRITICAL HIT INSTA DEAD, PvP fights will last about 4x as long as they do right now. Death will have less of a strong punishment unless Knockout is disabled in a certain region. Link to post Share on other sites More sharing options...
Dizzy771 900 Share Posted June 16, 2013 I did not read everything else so sorry if this is a repeat question for you. My question is, will smiths be able to name and add a description to custom weapons themselves? You could add it as a feature on the anvil or something like that and based on your smithing skill it would be quied and would take a varying duration of time based on said skill level. This would relieve some of the modreq's being preformed and make many smiths very happy. It would also add a bigger purpose for anvil's Link to post Share on other sites More sharing options...
Telanir 6975 Author Share Posted June 16, 2013 I did not read everything else so sorry if this is a repeat question for you. My question is, will smiths be able to name and add a description to custom weapons themselves? You could add it as a feature on the anvil or something like that and based on your smithing skill it would be quied and would take a varying duration of time based on said skill level. This would relieve some of the modreq's being preformed and make many smiths very happy. It would also add a bigger purpose for anvil's No sorry, players won't be able to name items. But as always, you will be able to get a GM to rename items -for- you. The thing is, when an item is modified by a GM in professions plugin, it goes out-of-sync with the rest of the system, and would essentially be unusable for crafting recipes and the like. Link to post Share on other sites More sharing options...
Davern 21 Share Posted June 16, 2013 I don't now if someone has already said this but what can spot someone from just afking for a couple hours and letting the points roll in and distribute them when they come back? Over all I'm pumped for the plugin it's just that little thing that I am concerened about for the plaguing. Link to post Share on other sites More sharing options...
Telanir 6975 Author Share Posted June 16, 2013 I don't now if someone has already said this but what can spot someone from just afking for a couple hours and letting the points roll in and distribute them when they come back? Over all I'm pumped for the plugin it's just that little thing that I am concerened about for the plaguing. Yeah that has already been discussed. Proficiency points won't work like that. As in, you literally can't get a bonus from AFKing all day. You still need to fill out the actions to gain proficiency. Proficiency points are there to restrict players from spending hours on end grinding as that is far from what we want. We want people to roleplay. :) Link to post Share on other sites More sharing options...
Jistuma 1996 Share Posted June 16, 2013 I don't understand how the points work... say I pass my day... rp'ing.... like really, no mc mechanics involved, just moving one side to another rp'ing. Would I get the points and able to use them on what I want? [edit] only mc mechanics would be changing tools, walking and eating. All else would be text. Link to post Share on other sites More sharing options...
Telanir 6975 Author Share Posted June 16, 2013 I don't understand how the points work... say I pass my day... rp'ing.... like really, no mc mechanics involved, just moving one side to another rp'ing. Would I get the points and able to use them on what I want? [edit] only mc mechanics would be changing tools, walking and eating. All else would be text. Okay. Here's how it will work. Proficiency points are gained at random during the day as long as you are online. As long as you have -any- proficiency points, when you do a certain task there is a chance to use a proficiency point and add skill to a profession related to that mc activity. If you somehow don't perform any actions at all the points will stay unused. However, I'm sure that it is pretty difficult not to perform at least -some- kind of task during the day. Be it crafting something simple or baking up some quick goods, or hitting a mob along the way to your destination... Every single MC mechanic will be tied to a profession, although probably apart from walking and eating. x3 Link to post Share on other sites More sharing options...
Jistuma 1996 Share Posted June 16, 2013 Okay. Here's how it will work. Proficiency points are gained at random during the day as long as you are online. As long as you have -any- proficiency points, when you do a certain task there is a chance to use a proficiency point and add skill to a profession related to that mc activity. If you somehow don't perform any actions at all the points will stay unused. However, I'm sure that it is pretty difficult not to perform at least -some- kind of task during the day. Be it crafting something simple or baking up some quick goods, or hitting a mob along the way to your destination... Every single MC mechanic will be tied to a profession, although probably apart from walking and eating. x3 A lot of people actually... just kill mobs, and buy everything else. Lots of players, like me on my thief character, don't have perms, and many don't even have a house. They just rp, and kill the mob that appears sometimes. I also believe this would make people grind, as right now for example, in VaerHaven, I do everything, from building, cooking stone, making tools, making brews, cooking potatoes, lumberjacking, farming, but one thing that I don't do, is kill mobs, because I don't have mobs around the town. On the other hand, I have started to IC train a lot, since I become the leader of a militaristic guild. Will this mean that I will have to leave VaerHaven and search for mobs to be able to use up the points? Because all the rest I do is OOC, all building, and the farming lumberjacking, is just a skill that I would not want better than the minimum required. I am also studying magic on that same character, which means I pass lots of times just writing on a book and looking at things. In the end with all this, IC I'm training in magic and fighting, and OOC'ly I can use the points on everything but that. Link to post Share on other sites More sharing options...
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