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Dervish
 
PostPosted: Thu, Dec 03 2009, 13:43 PM 

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Joined: 16 Dec 2005
Location: on the couch (-6 GMT)

If I want to have my PC be an Alchemist, it looks like he needs a bunch of other jobs to obtain the materials for his alchemy. It's all very involved, but sifting thru the job/resource matrix, I've come up with 10 or more jobs he'll need. He won't have enough points for all that, so I've narrowed it down to 8 jobs.

With a total of 30 points, I'm thinking the following is a good way to spend them:

Alchemist- 2 ranks/9 points
Dairy Farmer - 1 rank/3 points
Gardener - 1 rank/3 points
Herbalist - 1 rank/3 points
Miner - 1 rank/3 points
Orcharder - 1 rank/3 points
Refiner - 1 rank/3 points
Stonemason - 1 rank/3 points

Does this sound reasonable? I'm wondering what other Alchemists have done about this.


 
      
Jes
 
PostPosted: Thu, Dec 03 2009, 13:54 PM 

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DM

Joined: 23 Aug 2006
Location: Camriiole

I imagine they've looked for people to buddy up with to get their resources from other people. I think that's the whole point behind the job system. :wink:

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-Cloak-and-Dagger-
 
PostPosted: Thu, Dec 03 2009, 13:57 PM 

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Joined: 09 Feb 2009
Location: England

My character is a cook. Not the same as alchemy, but its very similar in that the ingredients needed to make stuff come from all sorts of different jobs. Several different types of Farmer, Butcher, etc. I would advise against trying to do everything yourself. Not only is the 50% success rate very frustrating for a rank 1 job, but its kind of boring not having anyone to deal with. Instead I would look at the alchemy matrix and just pick something you want to focus on and get multiple ranks in the jobs required for those ingredients. Like Rank 3 Alchemist Rank 2 Herbalist Rank 1 Something else. You can still make the other things, but that will involve other players (or an alchemy trader NPC, if there is one?) getting ingredients for you.


 
      
Dev Disco
 
PostPosted: Thu, Dec 03 2009, 14:02 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

There are quite a few miners/refiners and herbalists around. It shouldn't be too hard to start a trade. Mind this little toy, btw:

http://www.amiaworld.net/about/ds_j_stocks.php

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Dervish
 
PostPosted: Thu, Dec 03 2009, 14:14 PM 

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Joined: 16 Dec 2005
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That all sounds fine in theory.

But in practice, I imagine it'd be even more frustrating trying to find someone who has the jobs I need to obtain resources -and- who happens to be online and playing -and- not already preoccupied doing something else so they can meet up to give me what I need.

Now that would truly be a job and not the fun kind.

It makes a lot more sense to me to be able to have the jobs to obtain most of the resources I need. I'm content with a 50% success rate. That seems a lot higher than the odds of finding someone who has what I need.

And what does the Stock List mean? I don't understand it at all.


 
      
Dev Disco
 
PostPosted: Thu, Dec 03 2009, 14:44 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

Go to the proper NPC merchant and you can buy the stuff in store. You need gems? Go to the Gem merchant.

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Dervish
 
PostPosted: Thu, Dec 03 2009, 15:10 PM 

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Joined: 16 Dec 2005
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That's interesting. I'm curious as to why there are so many more stocks on B than on A? Do these stocks stay around after reset or will they all be 0 once reset occurs?
It's good to know about that. I can see how it would save on having to have so many resource-providing jobs if those merchants have reliable supplies.

edit: However, after looking over the stock list, I see I'd still need all of my resource jobs, as the stocks in what an alchemist needs are very low to non-existent. I think I'll stick with my original plan.


Last edited by Dervish on Thu, Dec 03 2009, 17:55 PM, edited 1 time in total.

 
      
Nekhy
 
PostPosted: Thu, Dec 03 2009, 15:14 PM 



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The stocks update as players trade items with the merchants, and thus the variations in stocks are entirely because of player behaviour. They don't reset at resets. I doubt there'd be much anything to sell if they did.


 
      
-Cloak-and-Dagger-
 
PostPosted: Thu, Dec 03 2009, 15:29 PM 

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Joined: 09 Feb 2009
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Also, I'd recommend getting the Alchemy Trader job. I have rank 1 Food Trader, and its a life saver. I wouldn't make any job system crafter without the associated Trader Job. Especially if you plan on producing large quantities. Trader jobs effectively mean you can carry around infinte amounts of your produce with no effect on your inventory. Only 10 different things, but any number of them. ie Hundreds of bottles of medicinal wine.


 
      
Grymia
 
PostPosted: Thu, Dec 03 2009, 17:22 PM 

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Joined: 14 Dec 2004
Location: Kohlingen, and a Basement in Canada

Yeah, I think I might end up with Ogamai actually having to grab the ingredients trader job at that. *murmurs*

I definitely found that it was needed as Clenalia.


 
      
Dervish
 
PostPosted: Thu, Dec 03 2009, 17:47 PM 

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Joined: 16 Dec 2005
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Good info, thanks. I never considered the Trader job, but I'll take your advice.


 
      
TormakSaber
 
PostPosted: Thu, Dec 03 2009, 22:20 PM 

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-Cloak-and-Dagger- wrote:
Also, I'd recommend getting the Alchemy Trader job. I have rank 1 Food Trader, and its a life saver. I wouldn't make any job system crafter without the associated Trader Job. Especially if you plan on producing large quantities. Trader jobs effectively mean you can carry around infinte amounts of your produce with no effect on your inventory. Only 10 different things, but any number of them. ie Hundreds of bottles of medicinal wine.


That's YOU?!

You are the ONLY Food Trader in all of Amia! Be proud!

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Grymia
 
PostPosted: Thu, Dec 03 2009, 22:23 PM 

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Location: Kohlingen, and a Basement in Canada

(Is an Ingredients trader with one character at least) :)


 
      
-Cloak-and-Dagger-
 
PostPosted: Thu, Dec 03 2009, 22:28 PM 

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TormakSaber wrote:
-Cloak-and-Dagger- wrote:
Also, I'd recommend getting the Alchemy Trader job. I have rank 1 Food Trader, and its a life saver. I wouldn't make any job system crafter without the associated Trader Job. Especially if you plan on producing large quantities. Trader jobs effectively mean you can carry around infinte amounts of your produce with no effect on your inventory. Only 10 different things, but any number of them. ie Hundreds of bottles of medicinal wine.


That's YOU?!

You are the ONLY Food Trader in all of Amia! Be proud!


*Doubles prices*


 
      
linlan
 
PostPosted: Thu, Dec 03 2009, 22:39 PM 

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Joined: 24 May 2009
Location: South of Grumdek Murr

Dev Disco wrote:
There are quite a few miners/refiners and herbalists around. It shouldn't be too hard to start a trade. Mind this little toy, btw:

http://www.amiaworld.net/about/ds_j_stocks.php



oooh, great ! Thanks Disco, this is most useful.
Probably worth adding to http://www.amiaworld.net/about/ds_j_system.html the Job system page ?

Just curious... can you track in the database the current stock of individual PC Traders as well ?

Would it be interesting to reflect that as well ? (looks like my toon is holding 99% of Empty Pages in both A & B at the moment. He would love this kind of free advertising !)

err... probably a source of metagaming ?

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Sylfwe
 
PostPosted: Thu, Dec 03 2009, 23:15 PM 

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linlan wrote:
err... probably a source of metagaming ?


Probably, considering some PCs don't sell to just anybody.

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Torzeng
 
PostPosted: Fri, Dec 04 2009, 2:44 AM 

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Joined: 27 Jul 2008

My PC has intentionally:

Not Put his name in the Job Log book on the Forums

And Would Not provided his trader job stocks.

Why? Because he doesn't do that kind of work.

There would be a lot of trouble stirring if suddenly his stocks were out on the market for people to know about. Because that means somebody is spying on him. His trader rank is for the chest for storage and basic ideas for a future buisness thought; but not currently an active open-market trader to anyone.


Anyways, as for the OP's observations-

Ouch.

Some jobs really need a lot of other interactions. I think the more-self reliant you are the harder it all is actually; however. 50% rolls and too low for my personal patience, so I have rank-2 for all the major component jobs my PCs will be utilizing.

So I have had to pick out
3 jobs rank 2 (27 points used)
1 job rank 1 (in this case, trader for storage- 3 points used)

Mathematically you gain:
1st job rank is 50% chance for 3points.
2nd job rank is +20% chance for 6 points.
3rd job rank is +20% chance for 9 points.

In math, your best ratio of increase is 10 jobs at 1 rank. But you need more time and patience for those when put to practice. But I would never go with a 3rd ranked job because it's a dead loss in terms of gain ratio for success rate. (I consider it uneconomical margin)

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Dev Disco
 
PostPosted: Fri, Dec 04 2009, 7:47 AM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

Sylfwe wrote:
linlan wrote:
err... probably a source of metagaming ?


Probably, considering some PCs don't sell to just anybody.


Way too hard on the server anyway.

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Dervish
 
PostPosted: Sun, Dec 06 2009, 15:33 PM 

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Joined: 16 Dec 2005
Location: on the couch (-6 GMT)

A question about the Trader job.
Quoting the Job System:
Quote:
Use your Job Log to spawn a Merchant Chest. This can be used by PCs to sell their surplus good (of the relevant category)...


How is the 'relevant category' determined? Is that listed as the 'category' in the 'Resource' list?

For example an Alchemist needs ingredients from many other jobs: Refiners, Gardeners, Orcharders, etc.. Can an Alchemist Trader store these ingredients in his chest? Or is it just for the items he creates?

Would an Alchemist need Trader jobs for each ingredient category to store them?


 
      
Cori
 
PostPosted: Sun, Dec 06 2009, 17:24 PM 

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Joined: 10 Aug 2005
Location: Ottawa, Ontario, Canada

A job for each category.

This is why I've repeatedly stated that the trader jobs should be amalgamated, to simply "Trader". Rank 1 could get 1 chest, Rank 2 could get 2 chests, and rank 3, yep, 3 chests, each chest holding the number of variety as what *specific* trader rank 3 gets you right now, but of anything.

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Dervish
 
PostPosted: Sun, Dec 06 2009, 17:32 PM 

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Joined: 16 Dec 2005
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Wow, so that would cut in half the number of jobs a PC could have, if he needs a Trader for each one. Hm...that's frustrating.

I support Cori's suggestion. That makes more sense to me.


 
      
maglorine
 
PostPosted: Sun, Dec 06 2009, 17:40 PM 

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Joined: 13 Oct 2006

We'd have a second food trader pc if I could find the damnable trainer. Yes, I know, look IC. I am and will continue doing so. Probably in a "not hard to find" location if my luck is any gauge.

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