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Dev Disco
 
PostPosted: Sun, Sep 13 2009, 22:49 PM 

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Joined: 02 Jun 2005
Location: Amsterdam

You miss that it's way better to do 2/2/2/1 when you maximise, though. This in effect means that you can do the whole start to exit line in one character.

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Cori
 
PostPosted: Mon, Sep 14 2009, 0:11 AM 

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

Personally, I'm quite happy to NOT be a master in all the jobs required to be an inventor - those jobs don't suit the character, whilst being an inventor does.

But I'd be a LOT more happy if I could actually...you know....invent anything. So far I've been able to make 1 invention, which took a week to get the materials for: A Wrapping Web - which i can't even figure out wtf to do with.

It took me a week to finally find a miller, to make sugar from some sugar cane I bought. And even then, i still can't use it, because I can't find a bloody apple picker!!!!! Apples should NOT be nearly impossible to find.

My biggest and only suggestion though, would be to make more job merchants though, and place them in more easy to reach and common places. Or better, just make 1 merchant type, who can allow purchasing from any job via a convo to open the right kind of shop.

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Xaviera
 
PostPosted: Mon, Sep 14 2009, 0:48 AM 

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Joined: 07 Aug 2006
Location: Temple of Love

Dev Disco wrote:
You miss that it's way better to do 2/2/2/1 when you maximise, though. This in effect means that you can do the whole start to exit line in one character.

There are lots of jobs you cant do with only four skills.

I want Xavi's daughter Xina to be a barmaid at Mayfield's. She can sell the drinks stocked by Bill Jordan but she needs certain skills to make various things in the kitchen. A meat pie requires the skills of a dairy farmer, butcher, market gardener, miller and baker, whereas whipping up a plate of fresh fish also requires the skills of fisherman and cook. This is simply not possible to RP.

Perhaps there should be an area in each city or town where the system has merchants who will buy and sell the various products so that PCs can 'go to market' as most people did daily prior to the invention of refrigeration. Some specialty merchants (eg. metals & materials traders) might do business in certain buildings in larger cities (commodities exchanges) as well as at the source (eg. lumber in Guldorand). An economy requires a lot of people to maintain it and it seems to me that much of the 'effort' involved in using the job system should be borne by NPCs if it is to be readily usable by PCs.

I'll give this some thought and see if I can come up with something a bit more specific.

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Galenson
 
PostPosted: Mon, Sep 14 2009, 0:57 AM 

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Location: Down Under, calculating your demise with blunt expressions.

There is so much text in this thread, its like trying to read a really poorly published book.

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J.G.
 
PostPosted: Mon, Sep 14 2009, 1:09 AM 

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Xaviera wrote:
Perhaps there should be an area in each city or town where the system has merchants who will buy and sell the various products so that PCs can 'go to market' as most people did daily prior to the invention of refrigeration.
.


cleaned it up....I think :D

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Selmak
 
PostPosted: Mon, Sep 14 2009, 2:03 AM 

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The way those massively multiplayer worlds handle the odds and ends for crafting is to have at least some of the mundane things supplied by a merchant. So okay, you still have to get hold of a bunch of iron ingots somehow, but you can pick up a commonly-made shaft made of yew so you don't need anything else to make a hammer for smithing.

It takes some of the strain off players so they don't have to continually supply the economy with stuff that NPCs should be able to make lots of anyway.


 
      
soundofastream
 
PostPosted: Mon, Sep 14 2009, 2:32 AM 

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Joined: 21 Sep 2007

So far, the biggest problem with the job system is, no one wants to use it, thus its impossible to find other people growing stuff for you to make stuff for instance.

Secondly, the job system has many jobs which, should work in the Underdark but don't because you have to keep coming up to the surface to actually get them to work.

Thirdly, I've put these things in shops, to get some RP interaction. PCs have rocked up, bought some of this stuff then, laughed at how useless and weak it is. They're looking for uber epic items to make them stronger. Players don't seem to get the idea of RP items. If its not going to make them god, they don't waste time talking with your merchant.

Having said that, I like RP items and I like the job system (Flaws and all). I'm not sure what to do with the attitude problem in 3 above. I'm sure 2 above can be fixed. 1, no one is using it because of issue 3 above and also, they don't realise you -can- actually level via the job system with the right jobs (not all of them).

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Cori
 
PostPosted: Mon, Sep 14 2009, 3:26 AM 

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

Well, I personally have tried to cut back on "RP Items" due to the large character file size issue.

And, really, it might be cool to have a job system sword and all, but it just wouldn't be intelligent OR ic to go out hunting with one, when your epic loot sword is ten thousand times better.

And to the last point, that's a big part of the problem. I'm gonna focus on big game hunter again, because it is the one i'm having the most trouble personally with right now. They supply many needed items, but have the absolute slowest (tied with other "hunting" class jobs) rate of doing the job, and the most troublesome, so few people seem to be interested in taking it up. The ONLY reason I put Mercenary rank on my one character, is because I like personally to be able to claim that I'm a merc, and my job log backs that up. Gods know i'm not getting any actual benefit from the job though. Half the time it sends me to places I simply dare not go due to them being rather fatal to me.

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soundofastream
 
PostPosted: Mon, Sep 14 2009, 6:20 AM 

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The hunting jobs are a lil bit interesting. Sure you get what, 50xp for gunning down your target, but you have to fight your way to it, giving you xp on the way from normal hunting.

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soundofastream
 
PostPosted: Tue, Sep 15 2009, 5:24 AM 

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How do I scrap the jobs I've taken? I'm finding I stuffed up, given that most of the jobs taken don't seem to work in the Underdark. I think I'll just have to choose jobs that -do- work in the UD.

Can a DM just reset it the job log book?

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TormakSaber
 
PostPosted: Tue, Sep 15 2009, 5:25 AM 

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Yep.

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corypx
 
PostPosted: Tue, Sep 15 2009, 5:51 AM 

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Joined: 14 Oct 2006

not sure if this has been asked, but when you rebuild do you still get your old job log with all your old ranks?

so level 30 gonig to level 1 still have his jobs that he had at 30?

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Yurell
 
PostPosted: Tue, Sep 15 2009, 6:27 AM 

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Joined: 06 Jan 2008
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I think it bugs if you have more jobs than your level allows.

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ticket
 
PostPosted: Tue, Sep 15 2009, 6:44 AM 

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Joined: 02 Jan 2009

corypx wrote:
Not sure if this has been asked, but when you rebuild do you still get your old job log with all your old ranks?

so level 30 gonig to level 1 still have his jobs that he had at 30?


Interesting... I wonder if it does, will you still earn job points as you level up?

Keep on rebuilding your toon to 30 to master all jobs!


 
      
corypx
 
PostPosted: Tue, Sep 15 2009, 6:46 AM 

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ticket wrote:
corypx wrote:
Not sure if this has been asked, but when you rebuild do you still get your old job log with all your old ranks?

so level 30 gonig to level 1 still have his jobs that he had at 30?


Interesting... I wonder if it does, will you still earn job points as you level up?

Keep on rebuilding your toon to 30 to master all jobs!


well I was thinking more, person has a trader job pre rebuild, has it all filled up with like 20 diffrent things, would he lose it all?

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Yurell
 
PostPosted: Tue, Sep 15 2009, 6:47 AM 

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ticket wrote:
will you still earn job points as you level up?


No AFAIK.

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ticket
 
PostPosted: Tue, Sep 15 2009, 7:02 AM 

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Joined: 02 Jan 2009

corypx wrote:
well I was thinking more, person has a trader job pre rebuild, has it all filled up with like 20 diffrent things, would he lose it all?


One of my toons re-did his jobs (pengiun ate the job log) and when he retook his trader job, all the stored resources still showed up.

I think it's tied to the character file.


 
      
Geld Yaztran
 
PostPosted: Sat, Oct 03 2009, 8:54 AM 

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Joined: 05 Jul 2006

I think the only thing that needs fixin is the end result product.....it should be useful. If the created items aren't useful or at least unique, no one will care to make them.

It is however, a really good idea. By having useful items tho, you'd be creating much MORE and DEEPER RP. There'd be a need for these items AND competing businesses. Without useful items, competition and other RP routes are lost. Make the items useful or unique...like furniture and stuff....and i promise more people will jump aboard and the job system may even take center stage.

One more important thing to note. Food merchants should be almost everywhere and this job system should be tied into how much things cost in any city in conjunction with the job item merchants. PLEASE PUT A FOOD MERCHANT IN ULTRINNAN....LOL


 
      
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