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Hexx_stonebeard
 
PostPosted: Mon, May 04 2009, 19:33 PM 

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TormakSaber wrote:
555444333 wrote:
The Job system is meant to be a viable alternative to grinding. It's not just a mechanism to make blades and boobies.


I'm fairly sure I've seen Disco post that this was never meant to replace fighting sincce you are all still adventurers.


Is it possible then a new adjective of wanton disgust might enter our vocabularies?

PowerFarmer...... :shock:

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maglorine
 
PostPosted: Mon, May 04 2009, 19:45 PM 

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Does the XP get set to zero or one when you hit max ECL? Not sure I noted that anywhere.

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StandingBehindYou
 
PostPosted: Mon, May 04 2009, 19:47 PM 

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maglorine wrote:
Does the XP get set to zero or one when you hit max ECL? Not sure I noted that anywhere.


Does it matter? O_o


 
      
TormakSaber
 
PostPosted: Mon, May 04 2009, 20:03 PM 

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Yes, actually.

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Torzeng
 
PostPosted: Mon, May 04 2009, 20:16 PM 

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Whoohoo!

I knew it, days after I left the job system would be plugged in.

Thank-you all you loons who get to test and break it for me so, by the time I'm back, it works fine and dandy ;)
Saves me all the pain!

*snicker*

Naw, seriously, whoohoo!

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Xaviera
 
PostPosted: Mon, May 04 2009, 20:43 PM 

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StandingBehindYou wrote:
maglorine wrote:
Does the XP get set to zero or one when you hit max ECL? Not sure I noted that anywhere.

Does it matter? O_o

TormakSaber wrote:
Yes, actually.

I actually noticed that one of my job dialogues said something to the effect that "As you are now maximum level you dont get 0 xp, you get 1 xp". I'll have to check and see which activity that was.

I just assumed it was the wrong variable being quoted, but I'll check it anyway.

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Dev Disco
 
PostPosted: Mon, May 04 2009, 20:52 PM 

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It gives the original amount for now (I am not 100% sure the capping fucntion works). You definitely should be capped.

I soon have to work through about all scripts that deal with XP, unfortunately. While making the Job System I discovered that the function that is said to give ECL/Multiclass corrected XP does exactly the opposite. Fun fact to find after 3 years, and it does explain why people pass their max ECL now and then.

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Dev Disco
 
PostPosted: Mon, May 04 2009, 20:55 PM 

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555444333 wrote:
Fine, if we get swamped with dairy farmers, I'll put my hands up and admit it - but honestly I rather like the differences. So it's not perfectly balanced? Meh so what?


Mind that I got a list of all the jobs characters take and no qualms with tweaking my own stuff at all. If I find out that a certain job is suspiciously popular I can and probably will lower the XP it gives you within minutes.

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ticket
 
PostPosted: Tue, May 05 2009, 1:26 AM 

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maglorine wrote:
Does the XP get set to zero or one when you hit max ECL? Not sure I noted that anywhere.


Nope, my level 30 character had 70-150 xp doing his assignment. Now that is an exploitable thing for ecl +1 & +2 subraces.


 
      
TormakSaber
 
PostPosted: Tue, May 05 2009, 4:20 AM 

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It's not hard for us to track your levels, and you will get a hand smack and delevelled back to your proper ECL max.

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Dev Disco
 
PostPosted: Tue, May 05 2009, 7:02 AM 

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ticket wrote:
maglorine wrote:
Does the XP get set to zero or one when you hit max ECL? Not sure I noted that anywhere.


Nope, my level 30 character had 70-150 xp doing his assignment. Now that is an exploitable thing for ecl +1 & +2 subraces.


Which job/race/task etc?

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Maias227
 
PostPosted: Tue, May 05 2009, 7:28 AM 

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ticket wrote:

Nope, my level 30 character had 70-150 xp doing his assignment. Now that is an exploitable thing for ecl +1 & +2 subraces.


I get around the 75 xp when I use weaponsmith to make weapons, at least I did last time I tried, before the update to the system.

Sun elf, ECL 30, class wm/bard/fighter, master weaponsmith. Did it at the forge in Kohlingen

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ticket
 
PostPosted: Tue, May 05 2009, 7:33 AM 

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Mercenary. Tuigan on Bmia, he's a Captain Mercenary. Asked to kill something in Abyss: Deep waste, Alamber Sea Cave: Chasm's Edge, and Manor.

Also I just got a "ERROR: Can't find a spawnpoint in Alamber Sea: Sea Cave: Depths!."


 
      
Ts_
 
PostPosted: Tue, May 05 2009, 15:24 PM 

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A general question: Are there NPC traders for items like books, weapons, furniture? Or are these ment to go to players (and failing that: regular merchants)?

Thanks!
Ts

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Dramatic_Prince
 
PostPosted: Tue, May 05 2009, 15:33 PM 

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There's a merchant for everything in the category as listed in the matrix.
http://www.amiaworld.net/about/ds_j_matrix.php

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Ts_
 
PostPosted: Tue, May 05 2009, 15:37 PM 

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Ah, so there isn't a job "furniture trader" or any other job that let's you buy furniture, but there is an NPC. Thanks!

Ts

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Dramatic_Prince
 
PostPosted: Tue, May 05 2009, 15:39 PM 

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There should be. Disco might not have added them yet. Waiting for his clarification.

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Dev Disco
 
PostPosted: Tue, May 05 2009, 16:03 PM 

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They are in, but you can't take the job. End products are kinda flushed away by the book, furnitue, weapon, etc merchants. Doesn't make a lot of sense to create PC jobs for those.

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Dramatic_Prince
 
PostPosted: Tue, May 05 2009, 16:41 PM 

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Fair enough. There are a huge glut of jobs as it is. A few less merchant jobs won't make a difference.

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Dev Disco
 
PostPosted: Tue, May 05 2009, 20:56 PM 

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Anyway, how do you think it's going? Ignore the obvious bugs but look at the general picture. Does it add something? Do you think the XP is sensible?

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Dramatic_Prince
 
PostPosted: Tue, May 05 2009, 21:10 PM 

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It adds some spice to everyday life and opens up opportunities to form working relationships. XP is pretty balanced. Anyone who wants to powerlevel are better off grinding monsters.

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Grymia
 
PostPosted: Tue, May 05 2009, 21:26 PM 

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GOtta agree. Between the potential for cross-job interaction and trade as a result of need.. plus the fact it provides nice XP as an alternative to just hunting monsters, I'm liking it so far as a whole.


 
      
ticket
 
PostPosted: Wed, May 06 2009, 1:05 AM 

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The job system is absolutely a nice addition that creates more RP. The XP is just perfect, giving ~ 500-2000 xp per real life hour (depending on the job) is enough for some to hunt a little bit less and do something more by interacting with other Amians. Rewarding.

As Dramatic_Prince says grinding monsters is the better, faster, and profitable path for leveling than the job system. I can't see people choosing to shepherd his way to 30 any time soon, maybe just to get that "2k tnl".


 
      
Ts_
 
PostPosted: Wed, May 06 2009, 11:48 AM 

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I like it. A lot.

Impressions:
* Cordor East was almost empty when I came through it, despite 65/65. On the other hand, I met people RPing in usually empty spots because of the job system. :)
* It can be hard to find a specific trainer. For some everyday jobs that just seems weird. Though all of the placement I've seen made sense in the end.
* The implemntation is nice and not intrusive.
* XP is nice, and the "2k tnl" really is a good use for it.
* Seeing new things in well-known hunting areas (mostly trees and ore deposits, I guess) is also nice and gives people something new to do while hunting.
* I plan on being level 30 soon. ;)

Thanks!
Ts

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QPR
 
PostPosted: Wed, May 06 2009, 12:30 PM 

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I do enjoy the job system immensly as a brewer, even got my human character on friendly foot with the winya elves, and thats quite the feat considering what an arrogant bunch of arses they usually are ;)

I got a question though; how can I reset the job points if I find out the job I have taken is not the one I want? Is there a sort of tool for that, or must I ask a DM to do it?

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Dev Disco
 
PostPosted: Wed, May 06 2009, 12:44 PM 

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Go to server B and look in the Entry. Taking one specific job isn't gonna work, btw. You strip all, or none.

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Delarwyn
 
PostPosted: Mon, May 11 2009, 20:12 PM 

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I am trying to do the tailoring part of the job system. Do I need to find recipes in game to be able to create something?

I have silk, I tried to weave it and I failed the three first attempts, losing the silk. Is it because she is a level 1 weaver? Meaning I will need loads and loads of silk to be able to get one good roll?

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Nekhy
 
PostPosted: Mon, May 11 2009, 20:45 PM 



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50% chance on a suit at rank 1. You seem to have been unlucky.

Like me. :(


 
      
Ts_
 
PostPosted: Mon, May 11 2009, 22:06 PM 

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Maybe I did the right thing when I sold you those 10 silks? ;)

On a more serious note:
Hexx_stonebeard wrote:
PowerFarmer......

The numbers on the job system call for either specialists or large quantities. And large quantities cost a lot of time with the cooldowns. So specialists it is if you want to get anything done. It also looks nicer when your clothes say "Quality: Excellent" as opposed to "Above Average". They do have their name on them, you know!

Of course, if you just want the job system to pick up a few apples or herbs once in a while, rank 1 with its 50% success chance will suffice. But the difference is quite noticable for the processing jobs that destroy ingredients ...

Regards, Ts, who is totally not a powerfarmer ...

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Dervish
 
PostPosted: Sat, May 23 2009, 17:26 PM 

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I've read the job system pages and I don't comprehend it.
My questions so far:

1) If you pick a job you don't like, can you get rid of it and re-use those ranks to pick something else?

2) What's the price column mean in the matrix? If it has to do with selling the item to a merchant, and for example diamond ore is worth say 1000 and a cut diamond is worth 1200, it hardly seems worth it to take gem cutting. So I'm not understanding what this is about.

3) What's the XP multiplier and longer cool down time for some jobs? Is that info available somewhere? I don't want to pick a job that takes forever to do; that'd just be too boring to bother, so it'd end up being a wasted job.

4) If you take a job that finds some raw material used by another job, what do you do with it, how do you get rid of it? If you take a job that needs some raw materials to make a final product, where do you get the raw material, and what do you do with the finished product?

5) The instructions mention selling to 'the system' or to an NPC merchant. What's 'the system'?

I'll be adding to this list as I look into it more.


 
      
Yurell
 
PostPosted: Sun, May 24 2009, 0:35 AM 

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1) Yup, there's a penguin in the entrance to B

The others I can't answer

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Dev Disco
 
PostPosted: Sun, May 24 2009, 8:30 AM 

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Dervish wrote:
2) What's the price column mean in the matrix? If it has to do with selling the item to a merchant, and for example diamond ore is worth say 1000 and a cut diamond is worth 1200, it hardly seems worth it to take gem cutting. So I'm not understanding what this is about.

Well, you can't use uncut diamonds for crafting.

Quote:
3) What's the XP multiplier and longer cool down time for some jobs? Is that info available somewhere? I don't want to pick a job that takes forever to do; that'd just be too boring to bother, so it'd end up being a wasted job.

Still being balanced, but at this moment harvesting resources gives you 80% of the normal XP and getting stuff from animals 90%. That has been done to make the general XP income the same as the other jobs. Hunting jobs generally get double XP. Cooldown time is almost always 2 minutes, the ones with 5 minutes are mentioned in their job description.
Quote:
4) If you take a job that finds some raw material used by another job, what do you do with it, how do you get rid of it? If you take a job that needs some raw materials to make a final product, where do you get the raw material, and what do you do with the finished product?

You can get rid of anything the job system produces by selling it to an NPC merchant. You need to secure the stuff you need yourself by either taking the producing job as well or bartering with PCs.
Quote:
5) The instructions mention selling to 'the system' or to an NPC merchant. What's 'the system'?

Those are the same. You simply sell stuff to an NPC and it gets taken out of the game. Money comes therefore from the game (aka 'system').

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Ts_
 
PostPosted: Sun, May 24 2009, 8:32 AM 

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Dervish wrote:
1) If you pick a job you don't like, can you get rid of it and re-use those ranks to pick something else?

No, jobs are final. However, while the system is still in the testing phase, the penguin in the entrance to B will take away your job log, so that you can start out from scratch again. That penguin will go away, though, at some point in the future.

Dervish wrote:
2) What's the price column mean in the matrix?

Yes, it's the basis for the sell price to the special NPC merchants and to PC merchants that took the appropriate trade jobs. And you're right, the price increase from unprocessed to processed items isn't always logical.

Dervish wrote:
3) What's the XP multiplier and longer cool down time for some jobs? Is that info available somewhere? I don't want to pick a job that takes forever to do;

You should ignore the XP the job gives unless you want to click the same object for hours. I don't know in detail about all cooldowns, but most jobs don't take "forever" in general. Of course, the more complicated things you produce, the longer it will take to obtain all resources.

Dervish wrote:
4) If you take a job that finds some raw material used by another job, what do you do with it, how do you get rid of it? If you take a job that needs some raw materials to make a final product, where do you get the raw material, and what do you do with the finished product?

Everyone can sell off stuff to the "system" through the NPC merchants. However, the material is gone afterwards. So it is better to sell stuff to PC merchants that can store them and later sell them to those that need this resource. The convenient solution is to be a bit of a trader yourself. A Miner would simply take 1 rank of Metal Trader as well. The metal trader job give almost unlimited storage for metal (totally independent of the inventory).

Dervish wrote:
5) The instructions mention selling to 'the system' or to an NPC merchant. What's 'the system'?

It's the bank in monopoly.

Hope that helps, Ts

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Dev Disco
 
PostPosted: Sun, May 24 2009, 8:34 AM 

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Ts_, would you mind to make a FAQ for this? I guess it would be a nice addition to the manual.

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Ts_
 
PostPosted: Sun, May 24 2009, 9:47 AM 

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Umm, what do I do for it and where do I do it? Should I clean up questions and answeres and put them in this thread or some new thread?

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Dev Disco
 
PostPosted: Sun, May 24 2009, 12:42 PM 

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Whatever you like, I'll just copy/paste from whereever you place it. PM is also fine.

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Dervish
 
PostPosted: Sun, May 24 2009, 14:20 PM 

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Thanks for the info. Since, at least for the meantime, jobs can be tried on for size and taken back if it's not a good fit, I'll go ahead and give it a shot.

Ts_ wrote:
....So it is better to sell stuff to PC merchants that can store them and later sell them to those that need this resource. The convenient solution is to be a bit of a trader yourself. A Miner would simply take 1 rank of Metal Trader as well. The metal trader job give almost unlimited storage for metal (totally independent of the inventory).


OK, that makes sense. In looking over the jobs, I see a Building Materials Trader. I'm wondering what sorts of items he stores/trades? Would that job work in conjunction with a Carpenter?


 
      
Ts_
 
PostPosted: Sun, May 24 2009, 18:09 PM 

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Dervish wrote:
OK, that makes sense. In looking over the jobs, I see a Building Materials Trader. I'm wondering what sorts of items he stores/trades? Would that job work in conjunction with a Carpenter?

Click the "matrix" link on the website about the job system. There are some items that have category "Building Material". All those can be traded by the building material trader.
On the same page, you can search for "Carpenter" with your browser and then click on it. You will see all the items a carpenter can make. They are in the "Furniture" Category, so a building materials trader will not help with them. (Furniture trader is not a job available to players. You can sell furniture only to specific furniture trader NPCs or, since they are real furniture, to other players for whatever price you agree on.)

However, the materials used to make the furniture are combinations of different kinds of wooden planks, some metal and some textile stuff. The wooden planks are a "Building Material", metal belongs to the "Metal" category, and Bolt of Cotton for the Couch is "Textile". While possible, maybe you don't need to take all the associated trader jobs, as you won't need nearly as much cloth as you need wood.

Regards, Ts

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Dev Disco
 
PostPosted: Sun, May 24 2009, 18:52 PM 

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Building Trader will have quite a niche. From now on we will demand actual resources if a faction wants some building project.

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GreatPigeon
 
PostPosted: Sun, May 24 2009, 18:55 PM 

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This post has 2 parts. The First a question about the job, the 2nd a request/idea about a certain job.

My character is a Cleric Of Kelemvor so Undertaking makes sense. I can collect a corpse from a house with my "bring out yer dead" routine, but I have yet to figure out how to bury the body in an open grave/

The idea I had is this, the corpses weigh 65 pounds, while light for a corpse its heavy for a character to carry. Might I suggest reducing the weight so one can actually carry the body without being encumbered or having high STR? The reasoning for this would be for RP purposes, You wont see an undertaker shoving a body in a bag, he'd have a wheelbarrow of sorts (hence the reduced weight). With a wheel barrow i can carry several hundred pounds, provided i have a solid tire and not the inflatable crap. As long as it will fit inside I can carry it. (Im a construction worker and I also have to carry bricks for the masons this equtes to a hell of a lot more then a dead body or 4 even)

Just a thought for Disco to fix or help with?
And Someone tell me how to do the undertaker thing thanks

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Dev Disco
 
PostPosted: Sun, May 24 2009, 19:16 PM 

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You put the corpse in an empty grave and close the grave. I think you get a convo then, but it might work automatically. Empty graves are found in graveyards.

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GreatPigeon
 
PostPosted: Sun, May 24 2009, 19:19 PM 

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Yeah but i cant dump the body in teh grave the body gets transparent and then does nothing. So im not sure about that either, i tried to dump the body but wont let me do it in grave

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Uncle-Opustus wrote:
Just before I fall asleep, I like to pretend it's just a public feat so Pigeon can succeed in politics and save the world from poverty... with his unicorn and shining armour and Excalibur.


 
      
Dev Disco
 
PostPosted: Sun, May 24 2009, 19:22 PM 

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The orange "Empty Grave" blots?

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GreatPigeon
 
PostPosted: Sun, May 24 2009, 19:23 PM 

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I went to the graveyard island via the ferry, i just saw the empty graves tehre with mounds of dirt next to them and will try another graveyard, think there is one in hobbitland

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Uncle-Opustus wrote:
Just before I fall asleep, I like to pretend it's just a public feat so Pigeon can succeed in politics and save the world from poverty... with his unicorn and shining armour and Excalibur.


 
      
Dev Disco
 
PostPosted: Sun, May 24 2009, 19:29 PM 

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The ferry one should have one or two empty graves. Use 'tab' to highlight the orange ones.

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Dervish
 
PostPosted: Mon, May 25 2009, 0:18 AM 

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I'm amazed and bedazzled at the complexity of the Job System. I'm figuring out little by little.

1) So I'm looking at the matrix. The Alchemist makes things that fall in the Clothing and Alchemy categories. This isn't intuitive to me, but so be it. So that must mean the Alchemy Trader trades clothing, right? Are there other clothing traders?

2) And what's the "price" associated with each item in the Resources list? Is that the GP you would receive if you sold it to an NPC? Or is that the price you would pay to buy the resource from a Trader?


 
      
Dev Disco
 
PostPosted: Mon, May 25 2009, 7:04 AM 

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1. Each resource has a category. The resource list is actually sorted in categories. For each category there's a merchant. You don't see the categories in the matrix, though. It became a bit too crowded.

2. When you sell it. I had this idea to make resources buyable as well, but that was exploited within an hour or so. So, if you want stuff you can't produce you need to barter with a PC that has the right job.

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-Dark Faith-
 
PostPosted: Mon, May 25 2009, 7:46 AM 

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So, I'm curious, why are gathering and animal jobs far more profitable than hunting jobs?
Speaking from experience, and giving practical examples, my hired killer job used to net me a glorious 20xp every 10-20 minutes, depending on how quick I was to find the target. On the other hand, being a rothe herder gives me 16-160 EXP every minute (or two minutes).

Also, about the armor/weaponcrafting jobs, can you actually use the items crafted? And if so, are they even any good? Or just meant to drop in a merchant's chest and sell away?


 
      
Dev Disco
 
PostPosted: Mon, May 25 2009, 9:18 AM 

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HRM Chicken I of Amia

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Your hired killer should give you double XP. Mind that success and XP depends on the ranks you take. If you take 3 ranks of Hired Killer you should get 150 or 300 (bonus) XP a hit.

Why is one more profitable than others... dunno, it's just the way it is. Needs a bit of balancing, I guess.

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Dead
 
PostPosted: Wed, Jun 03 2009, 22:31 PM 

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Joined: 26 Apr 2009
Location: Tarkuul

I have one problem that bothers me. I don't want my name attached to the items I craft by job system (weaponsmith). Is there a way to change this? It is important for my RP. Thank you. :wink:


 
      
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