I am working on something that's been in the back of my head for over a year now. Read the before PDF you comment and mind that if you include a version of "I couldn't be arsed to read the document but I want to show that I have an opinion anyway" in your answer I'll delete your suggestion right away. I know it's 11 pages, but you only have to read it. I invested a lot of time in this so I don't think it's unreasonable to expect serious comments or questions.
Pay attention to the part which explains the ideas behind the system. It makes no sense whatsoever to suggest combat-oriented things, or stuff that works from feats, skills, or classes. This system is as separated from the usual DnD systems as possible and this is done on purpose.
Anyway, enough of this grumpy stuff: the stage is yours.
Joined: 22 Jun 2007 Location: Ubiquitous, -0800 GMT
I like this! This will allow characters to have a function other than 'adventurer' within the world of Amia, or in addition to being an adventurer! Kobolds can be miners, prospectors, etc. Religious organizations can go about hunting witches and preaching the good word. This has limitless potential! I fully endorse it!
Here's one that caught my eye:
Merchant Not done yet, not sure what to do with it either. Category: Various
I have suggestions for this one! Simple suggestions, sure, but suggestions nonetheless!
1. Sell baubles, trinkets, or miscellaneous wares to certain NPCs using the job tool. Success means they buy it and you gain some gold. Bonus means that they buy multiple items at once, resulting in more profit. Failure means that you sell at a loss, or don't sell anything at all.
2. Investing in merchandise as its value changes based on the current markets using an NPC merchant value tracker. Success means that you chose wisely and invested in something whose value had gone up, allowing you to cash out or stick with it to see if its value keeps climbing. Bonus means that you chose multiple somethings whose value had climbed, and can choose to cash out or stick with them to see if they continue to increase in value. Failure means that you invested poorly into something whose value dropped dramatically, resulting in a loss of funds.
Perhaps Appraise can assist in a very, very small manner in both of the above suggestions. Granted, I'm not 100% sure how appropriate these suggestions are, but I figured that it might be helpful for inspiration, if nothing else.
_________________ "Worship me, and you shall know wealth. To guard your funds is to venerate Waukeen and to share them well seeds your future success. Call on me in trade, and I will be there. The bold find gold, the careful keep it—and the timid yield it up."
I think this proposed job system is a needed addition to actually make characters even more believeable. I mean, I'd love to play a tombraider (Laura Croft-esque or Indiana Jones-esque) or a mercenary, but I wouldn't get the same feeling out of it. I'm not one for extended reviews, so I'll just leave this review as is.
_________________ Leonid Sergey - Manager of the Crafting Branch, Copper Industries Valignatir Xarzith 'Burning Ice' - Kobold Cleric of Istishia Gideon Krauss - Lucky dirt-poor pauper
1.) will these jobs/task be generaic? ie an elf that goes to winya and gets a job of say as an assassin would it be the same as if a human went to cordor?
2.) would certian cities/regions get access to certain jobs? ie jobs that are mainly available in cordor and some that are mainly in the UD, and others that are mainly available in winya? Take lumberjacks, would say it be available in cordor but not in winya?
3.) would the items be unique? by that I mean would it be something you couldn't get otherwise?
4.) how many jobs can you have?
hopefully these questions can be answered. It does sound like a really neat thing.
I really like the concept you put foward here as it will indeed greatly expand the sphere in which you can evolve your character.
But I have a few concerns with the system you are proposing now, chiefly;
# The amount of jobs. There's simply too many of them I fear. Keeping the current large amount would cause a lot of confusion for the player tryng to figure out which proffession to take.
#In the Winya party Islvin (not sure about his forum id) suggested something interesting. What about some sort of "job tree" where you choose a general proffession direction and then you can choose different proffesions from within that specific "branch" but not something very different. That way you get some degree of experts on a certain area instead of a "know it all" type of person.
#Some of the jobs I fear are largely unsuitable for the simplfied role they are given in the system. Say assassin, witchhunter exocist and some others. Making them a proffession like this would make say assassinations an every day thing and long term players would have killed hundreds within a few weeks. And perhaps even lessen the chance of an actual pc vs pc assassination taking place.
Though finally.. I really like your idea of using a d100 instead of the classic d 20 system. Also you rank system is lovely and easy to understand.
All in all it is fantastic to see this development taking place. Great work Disco!
Edit: Spelling and expanded
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Last edited by Maias227 on Sun, Feb 01 2009, 20:35 PM, edited 1 time in total.
I'm curious about the interplay between jobs. For example if someone (S) has an outlaw job, and mugs NPC Q, If player P is walking by and is a man-at-arms or some such, are they allowed to persue S?
Also. Do this soon. I want to make a barber.
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Crafters make stuff. It's fun, but I undestand the end products will be pretty mundane and not worth a lot. So! Have merchants sell the stuff someone else has crafted, to NPCs, for more profit. I mean, you could have a business of three people: a miner/prospector, a refiner/blacksmith and a merchant. Let them actually make profit from selling your typical mundane armor the blacksmith makes. Making the merchant work with the crafters/resource gatherers will add a whole new level to the organization of the ATCF.
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Last edited by IronAngel on Sun, Feb 01 2009, 21:02 PM, edited 1 time in total.
Joined: 10 Aug 2005 Location: Ottawa, Ontario, Canada
IronAngel wrote:
On the merchant:
Crafters make stuff. It's fun, but I undestand the end products ill be pretty mundane and not worth a lot. So! Have merchants sell the stuff someone else has crafted, to NPCs, for more profit. I mean, you could have a business of three people: a miner/prospector, a refiner/blacksmith and a merchant. Let them actually make profit from selling your typical mundane armor the blacksmith makes. Making the merchant work with the crafters/resource gatherers will add a whole new level to the organization of the ATCF.
This would be my preference. Stop posting things I agree with Iron.
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1.) will these jobs/task be generaic? ie an elf that goes to winya and gets a job of say as an assassin would it be the same as if a human went to cordor?
Yes, but I am going to place the trainers at sensible places, and some jobs get a double that's context dependent. Makes little sense to plant barley in the UD, for instance.
herkles wrote:
2.) would certian cities/regions get access to certain jobs? ie jobs that are mainly available in cordor and some that are mainly in the UD, and others that are mainly available in winya? Take lumberjacks, would say it be available in cordor but not in winya?
Yes, most jobs will have one instructor a server (which answers Peruppi's question as well). So, you'd probably find the Lumberjack near Amia Forest and for example near Chillwyck. They should be in a place that can be reached by low level characters, though.
herkles wrote:
3.) would the items be unique? by that I mean would it be something you couldn't get otherwise?
In a way, yes. I am planning to use the new Material and Quality properties. They don't do anything at all but it's rather fancy that you can create a Superior Quality Gold Emerald ring for your chick. For the rest... without chopping the Mythal system it's rather hard to make unique stuff.
herkles wrote:
4.) how many jobs can you have?
Up to 10 level 1 jobs at character level 27. Or 3 level 2 jobs and one level 1. Or 1 level 3 jobs and 2 level 2 jobs. Or any other combination not exceeding 30 job points.
Maias227 wrote:
# The amount of jobs. There's simply too many of them I fear. Keeping the current large amount would cause a lot of confusion for the player tryng to figure out which proffession to take.
Well, Mahtan is making a nice list with background. A quick preview can be found here. This page is already obsolete, btw, but the idea is to provide some IC background for each job and an explanation of how it works. http://staff.science.uva.nl/~dcslob/jobs/
Maias227 wrote:
#In the Winya party Islvin (not sure about his forum id) suggested something interesting. What about some sort of "job tree" where you choose a general proffession direction and then you can choose different proffesions from within that specific "branch" but not something very different. That way you get some degree of experts on a certain area instead of a "know it all" type of person.
Well, after some comments from the DMs (with which I completely agreed) I ditched any and all restrictions. Your job points are the limit.
Maias227 wrote:
#Some of the jobs I fear are largely unsuitable for the simplfied role they are given in the system. Say assassin, witchhunter exocist and some others. Making them a proffession like this would make say assassinations an every day thing and long term players would have killed hundreds within a few weeks. And perhaps even lessen the chance of an actual pc vs pc assassination taking place.
Well, that's not really any different from what we have now, is it?
Maias227 wrote:
Though finally.. I really like your idea of using a d100 instead of the classic d 20 system. Also you rank system is lovely and easy to understand.
Once you played WFRP you stop bothering with d20s.
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Last edited by Dev Disco on Sun, Feb 01 2009, 21:02 PM, edited 1 time in total.
Joined: 10 Aug 2005 Location: Ottawa, Ontario, Canada
What about, combining your random-gear scripts from those random-merchants, like the Fence in Cordor South, with the crafting professions?
Ie/ A jeweller could create either a basic no-property necklace, or rank-dependant, a "randomised" necklace, say, +2 spot, +1 AC, for a low-ranked jeweller? This would allow for unique items, just like your random shops, which could then be used as a base for mythalling some nice and useful gear.
_________________ Role with the Punches...
Elan: A 10% chance is pretty unlikely, but everyone knows that a one-in-a-million chance is a sure thing!
Yes, I try to keep 'usefulness' out of the picture. You shouldn't get a situation where 90% of the server has the same job because you have a disadvantage if you don't. Take them because it fits you, or because you simply enjoy toying around, or ignore the whole system. It's all fine by me, as long as it isn't used as another munchkinmaker.
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Found out what was wrong. Vista didn't like firefox trying t open the PDF, and so stopped it at the php.
So I told Vista where to shove it.
All in all looks pretty good I was thinking for the Healer job, quests like finding the antidote for Djedet work well, and for the generic jobs, finding and nursing NPC's labelled as 'sick' might work.
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Would be neat if the crafting jobs could add a power, nothing big of course, that didn't take up a powerslot. Something like +2 in some skill, or 1 Negative/whatever damage.
As said, nothing big.
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I love you Disco, marry me?
This would be so useful, something to actually do when the down times of RP set in. Which has been regularly for myself, something to do other then hunting. It gives a whole new purpose to having a character, right up past 30 even. Also means you can survive with a low level character that may be more RP based, rather then designed specfically with hunting in mind.
I've seen the job point system down simiarly on other servers, it seems to work well. I love the inclusion of military based jobs. Though I'm at odd's on my opinion on the assasain job type, as it's more of a class. Maybe if some bonus to this job was given to those whom take the assasain class it's self. That would also give benefit to taking the class, and hopefully promote it's use. Otherwise any tom dick and harry could become an assasain, which is painful to think about honestly.
Perhaps in terms of the assasain thing, if a PC pisses off a high ranking NPC or something, they can then place a bounty on that PC, and when a PC of the same level goes to the trainer, he gets a special assignment to take out that PC. Alternatively, man-at-arm's of the same level of an outlaw, may get the same type of job, to take out a PC outlaw.
I approve, and it takes quite a lot these days to get my approval lol. I'm usually insanely argumentive.
_________________ I keels u with my axe!
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I also called the assassin job 'Hired Killer', just to make a difference with the class. The class itself is actually one of the few DnD classes that actually resembles a job.
I like the idea of Alchemist, I was going to make a DC request to learn it and make potions off of reagent you would get off of killing NPCs, is that how it might work?
Troll skin/blood = potions of Regenerate
Basilisk eyes = potion of stoneskin or Flesh to stone bomb like alchemist
fire
Mindflayer brain = Mind blank or Dominate person potions
Lizardfolk blood = Neutralize poison potion
With lots of other types of potions people could come up with, maybe even add a fall back to potions made this way, potions of Regenerate from trolls blood might have a chance too poison or Disease you seeing how its something foreign is trying to invade.
I think it would make a lot of sense in terms of the amount of potions people buy if we knew where they were coming from and what they are made from.
((quick side note, how does brew potion even work it needs you to be a caster and have the spell but you dont cast like a liquid spell of it, I assumed potions worked like chemystery))
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With the ranking system, would that be influential to IC rankings in the profession?
Say if you're a mage, and you've got thirty points in that job, and you want to become a Archmage... Would that be then taken into consideration when deciding leaders, or high ranking character material?
I hope this question isn't obsolete, it works with all the professions as well.
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Suggestion: some sort of a "guard" job. Perhaps the task could be to go use your Job Log on a "guard post" placeable (or a series of placeables), maybe something along the lines of:
Quote:
Guard You go to your Instructor and ask for a task. You can only have one active task at any moment. If you are free to take a task the Instructor gives you an area name and the name of a post. Go to the post and activate your Job Log on it. On success you prevent petty crime (or prevent petty crime from anyone who hasn't give you a payoff). Bonus gives a gold drop. Category: ???
Or maybe instead of treating it like a mission, the post could be treated more like the Agriculture jobs:
Quote:
Guard Use your Job Log to establish a guard post. You can use your Job Log on the guard post after a cooldown time to complete the task (and get whatever). You can only create a guard post in city areas. Category: ???
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corypx wrote:
I like the idea of Alchemist, I was going to make a DC request to learn it and make potions off of reagent you would get off of killing NPCs, is that how it might work?
Troll skin/blood = potions of Regenerate Basilisk eyes = potion of stoneskin or Flesh to stone bomb like alchemist fire Mindflayer brain = Mind blank or Dominate person potions Lizardfolk blood = Neutralize poison potion
With lots of other types of potions people could come up with, maybe even add a fall back to potions made this way, potions of Regenerate from trolls blood might have a chance too poison or Disease you seeing how its something foreign is trying to invade.
I think it would make a lot of sense in terms of the amount of potions people buy if we knew where they were coming from and what they are made from.
((quick side note, how does brew potion even work it needs you to be a caster and have the spell but you dont cast like a liquid spell of it, I assumed potions worked like chemystery))
Only problem with letting people create useul potions would be that the balance between jobs would be stuffed, as everyone with half the sense would take that job to get free potions. Also the lowbie area's would be getting spammed to hell by epics wanting items to make pot's with.
Brew potion is obsolete, there is another system already in place.
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I've mixed thoughts for the healer profession because healers I've always imagined to be like a general practitioner: they make a diagnosis, patch you up or refer you to a specialist healer such as a herbologist. They're the doctor's Jack-of-all trades but master-of-none so to speak.
Really all I can suggest is a tiny bonus to saving throws vs disease or poison or perhaps a once-reset remove poison/disease ability.
Only problem with letting people create useul potions would be that the balance between jobs would be stuffed, as everyone with half the sense would take that job to get free potions. Also the lowbie area's would be getting spammed to hell by epics wanting items to make pot's with.
Brew potion is obsolete, there is another system already in place.
could make it work off gold per kill as you dont need to leave town and people dont need a any training to bring back a dead body to the potion maker and they take whats needed.((this works with potions as the reagents would all be things they would have to have eyes,skin,blood,brain..ect))
lets say mind blank costs 800 gold from a NPC, and mindflayers give you 100 gold a kill and the store needed to make money so it only costs about 700 to make so then you lose 700gold and get the potion.
you could have gone out and kill mindflayers RPed taking the part so when you make the potions you lost no real gold seeing how you got the gold per kill, or you could RP buying the parts off one of the million people who go out and kill stuff and they brought the body back to you and you payed them for the parts.
_________________ ================-<Cory ShadowFlame>-================ Risenlord-Shifter(OMG a Non-Dragon Shifter that can hold his own in PvE)
Suggestion: some sort of a "guard" job. Perhaps the task could be to go use your Job Log on a "guard post" placeable (or a series of placeables), maybe something along the lines of:
Quote:
Guard You go to your Instructor and ask for a task. You can only have one active task at any moment. If you are free to take a task the Instructor gives you an area name and the name of a post. Go to the post and activate your Job Log on it. On success you prevent petty crime (or prevent petty crime from anyone who hasn't give you a payoff). Bonus gives a gold drop. Category: ???
Or maybe instead of treating it like a mission, the post could be treated more like the Agriculture jobs:
Quote:
Guard Use your Job Log to establish a guard post. You can use your Job Log on the guard post after a cooldown time to complete the task (and get whatever). You can only create a guard post in city areas. Category: ???
I really like this idea. Perhaps something where a character reports to the head guard of their respective city to get a task, then they have to report to wherever they're told and click the guard post a certain number of times and the post is on a cooldown?
All in all, awesome work Disco!
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Great idea, I love it. I would like to suggest a Bounty Hunter or Manhunter class; basically the same as Hired Killer, except for instead of killing your target you subdue them and bring them back to the quest giver.
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I look forward to it. I think it will add an interesting dimension to characters. I've already picked Masseuse (3) and 2/1 Preacher/Performer for Xavi, though I'm not sure which is which yet.
In the PDF, you say '3 job points on character creation and then one per character level'. Elsewhere, you say that you can have a maximum of 10 rank 1 jobs. So I take it it's not 3 + 1/level, but just 1/level? As it stands, the highest rankings you can get with 30 pts is 3 + 2 + 1, or 3 jobs. That seems reasonable, I guess.
Can you cash in DCs for extra job points (I'd say 1/DC)? It would then be possible to get rank 3 in two different jobs by being 30th level and paying 6 DCs. And if someone wants to pay 24 DCs to get rank 3 in 3 jobs, hey, why not? That should be decided ahead before you institute the system, because it will affect what jobs one picks as one levels up.
For jobs like dairy farmer, or shepherd.... Will using the job widget produce a cow or musk ox, then 5 min later you use it again to produce milk or wool? Do the animals stay there (eg. for use by the butcher)? Are they placeables or actual animals (ie. will monsters attack them)? Do they despawn after a while? Having lots of oxen and cows wandering around could produce significant lag. Perhaps they should only be spawnable in small rural or 'outskirts' areas (Cordor outskirts, Bendir Dale, Kohlingen West, Wharftown, Uhm, etc.) - but then you might have oxen in the streets of Uhm.
I guess crops for the Gardener would disappear on being harvested. Is a garden a placeable? Will it prevent people from walking through it?
I suppose the target NPCs for Exorcist, Witchhunter, Hired Killer, etc. will be a specific few? Or will people be exorcising Mikey or killing Tristana?
What about Lumberjack? I guess only certain trees will be choppable? Are you going to add 'choppability' to a dozen or two trees on each server? Same with things like beehives and such. I assume there will be several per server? How will this affect lag?
Given that each NPC instructor is only in one place on each server, and that certain materials (ore, beehives, choppable trees) may only exist in small numbers, I foresee steady traffic through those areas. I can imagine, for example, 6 people lined up in the Thieves Hideout after reset to get their assassination jobs.
Also, I suggest that the lines for the Town Crier be prescripted if they go through the NPC criers (like Mikey).
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Last edited by Xaviera on Mon, Feb 02 2009, 0:42 AM, edited 1 time in total.
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I loved it!
I have questions and worries similar to Xavi's, quoted below:
Xaviera wrote:
For jobs like dairy farmer, or shepherd.... Will using the job widget produce a cow or musk ox, then 5 min later you use it again to produce milk or wool? Do the animals stay there (eg. for use by the butcher)? Are they placeables or actual animals (ie. will monsters attack them)? Do they despawn after a while? Having lots of oxen and cows wandering around could produce significant lag. Perhaps they should only be spawnable in small rural or 'outskirts' areas (Cordor outskirts, Bendir Dale, Kohlingen West, Wharftown, Uhm, etc.) - but then you might have oxen in the streets of Uhm.
I guess crops for the Gardener would disappear on being harvested. Is a garden a placeable? Will it prevent people from walking through it?
I suppose the target NPCs for Exorcist, Witchhunter, Hired Killer, etc. will be a specific few? Or will people be exorcising Mikey or killing Tristana?
I am assuming that they will be randomly spawned on the area once you enter it, but I am not sure either. How will that work?
Quote:
What about Lumberjack? I guess only certain trees will be choppable? Are you going to add 'choppability' to a dozen or two trees on each server? Same with things like beehives and such. I assume there will be several per server? How will this affect lag?
Given that each NPC instructor is only in one place on each server, and that certain materials (ore, beehives, choppable trees) may only exist in small numbers, I foresee steady traffic through those areas. I can imagine, for example, 6 people lined up in the Thieves Hideout after reset to get their assassination jobs.
Seems it will need a lot of randomized scripts, wouldn't it - the many jobs to many PCs? Just like Xavi asked, will this affect lag in any way or do you already have a counter to that?
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corypx wrote:
Selvec Darkon wrote:
Only problem with letting people create useul potions would be that the balance between jobs would be stuffed, as everyone with half the sense would take that job to get free potions. Also the lowbie area's would be getting spammed to hell by epics wanting items to make pot's with.
Brew potion is obsolete, there is another system already in place.
could make it work off gold per kill as you dont need to leave town and people dont need a any training to bring back a dead body to the potion maker and they take whats needed.((this works with potions as the reagents would all be things they would have to have eyes,skin,blood,brain..ect))
lets say mind blank costs 800 gold from a NPC, and mindflayers give you 100 gold a kill and the store needed to make money so it only costs about 700 to make so then you lose 700gold and get the potion.
you could have gone out and kill mindflayers RPed taking the part so when you make the potions you lost no real gold seeing how you got the gold per kill, or you could RP buying the parts off one of the million people who go out and kill stuff and they brought the body back to you and you payed them for the parts.
I see what your saying, but as Disco stated above, it's not meant to give you any combat/hunting advantages, no real ones anyway. Doing that would make this particular job much much more favourable over any other in general power. Thus ruining the balance.
It would be like tossing one RDD into a server full of Harper Scout players. Unbalanced and overpowered.
@Disco and other people:
I've actually seen a system already made that is extremely similar to this. If it can be tracked down, perhaps it can be modified and thus cut down on the amount of scripting and work needed.
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It looks like a much more sophisticated system though somewhat similar to Arelith's craft system (or Aertheca's for that matter). But its a LOT better! I like it a lot.
The roleplayer element on Amia finds that just hunting alone is kind of dull and boring. I really love what's been done to Djedet with the figs, sisha's, well, rentable houses and other such roleplay aids and the NPCs with their comments add to a real sense of Middle Eastern Bazaar or Timbuktu (Mali) or Morroccan feel to it.
Adding depth like this whilst not getting stupid about it (forced food eating I think sucks) adds to the game and gives people like me something other than hunting to do. Combined with Quests, its great! If you need more module space, cut down hunting areas so we get a balance of options instead.
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From what I've read, it gives you -up to- thirty job points based on level... But the way to lower the points is to take jobs. So, when you complete a job, you're given those points back? Therefore, in theory, you could end up with just about all jobs except Service & Care, which you can only get one of?
Also, I've been hearing recently, something about "Jobs and Titles" having been brought up a while back ago. I was wondering if the jobs are the 'Job Titles' or if there's going to be a separate plan to make a 'Title' system, as well, like in Neverwinter 2 which grants a 'Background' option?
could make it work off gold per kill as you dont need to leave town and people dont need a any training to bring back a dead body to the potion maker and they take whats needed.((this works with potions as the reagents would all be things they would have to have eyes,skin,blood,brain..ect))
lets say mind blank costs 800 gold from a NPC, and mindflayers give you 100 gold a kill and the store needed to make money so it only costs about 700 to make so then you lose 700gold and get the potion.
you could have gone out and kill mindflayers RPed taking the part so when you make the potions you lost no real gold seeing how you got the gold per kill, or you could RP buying the parts off one of the million people who go out and kill stuff and they brought the body back to you and you payed them for the parts.
I see what your saying, but as Disco stated above, it's not meant to give you any combat/hunting advantages, no real ones anyway. Doing that would make this particular job much much more favourable over any other in general power. Thus ruining the balance.
((the numbers I used were quick and easy to look at))it would not give anyone a advantage anymore then having a high amount of appraise and geting a discount from the NPC and then reselling the potions to people. the same amount of money is gone all that changes is its players buying potions from players and not running up to a NPC who has a never ending pocket of coin and sack of never ending potions.
The potions they make they could sell in bulk to player merchants who could then open up shops. It would be good for players who dont like to kill stuff and would rather deal with players. I dont see the problem in more RP based off your skills.
Selvec Darkon wrote:
It would be like tossing one RDD into a server full of Harper Scout players. Unbalanced and overpowered.
I play a shifter I know about Unbalanced and underpowered
_________________ ================-<Cory ShadowFlame>-================ Risenlord-Shifter(OMG a Non-Dragon Shifter that can hold his own in PvE)
Last edited by corypx on Mon, Feb 02 2009, 3:30 AM, edited 1 time in total.
Joined: 01 Jul 2006 Location: The City of Fallen Angels, Ca
Very cool, love it. Although Physician and Healer could be combined don't you think? They're close enough. If not, Physician can be a more... magic and invention based practice and Healer could be the more nature based one. Just to give them their own flavor.
Also, once you take a job, can you drop it for a different one?
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
o0GuNz_N_RoSeZ0o wrote:
Very cool, love it. Although Physician and Healer could be combined don't you think? They're close enough. If not, Physician can be a more... magic and invention based practice and Healer could be the more nature based one. Just to give them their own flavor.
Also, once you take a job, can you drop it for a different one?
I think we could afford for physician and healer to be fused, although to me 'healer' sounds like the magic one, and 'physician' the scientific approach
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Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
TormakSaber wrote:
Urgh, no buying job points with DCs..
Can I ask why? Even if it is capped, and can't spend more than 'x' DC's on it, it can still be useful, and t could be placed in the same category as DC item requests, except with more RP needed, screenshots etc.
Edit: Argh, sorry for double post. I accidentally opened this up in two tabs and didn't realise I was the last to post.
_________________ 2009's Second Most Overall Contributing Player
Well, for one, it would involve Disco recoding the entire job point system to allow for it. You convince him it's a good idea. He's been playing with this for months.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
And just no. "I wanna specialize in everything." You already get to choose several jobs, you shouldn't get to become an expert in everything. You can't get to level 30 in every class.
_________________ Born to a [wealth level] family, you spent your early years doing [early activity] in [town type]. Your father was [father status], while your mother was [mother status]. You left your homeland at the age of [chosen age], seeking [reason for leaving].
I think forcing the player to grind for job points is a bad idea. I already have to grind for class levels.
_________________ Born to a [wealth level] family, you spent your early years doing [early activity] in [town type]. Your father was [father status], while your mother was [mother status]. You left your homeland at the age of [chosen age], seeking [reason for leaving].
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