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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 18 posts ] 
Jyro X
 
PostPosted: Sat, Jan 16 2010, 6:37 AM 

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Joined: 04 Dec 2009
Location: North Carolina (EST/GMT -5)

Not sure if there's a pre-existing thread for this or not... I know there's one for reporting bugs. But I wanted to make one for asking mechanical (OOC) questions about the job system so that we as players could get a better understanding of how best to utilize them and take advantage of them for our RP purposes.

Someone just let me know if this isn't the right place or if this topic shouldn't exist at all.

I'd like to start out by asking a question about the Refiner job before I invest too many points in it and have to wipe my job log...

If you increase your rank in the job, does it increase your standard roll for success at all? Or just the bonus roll for extra XP? I couldn't find anything about that in the job description on the website or in any in-game materials. I know with Journeyman Mining, I have a 70% chance for success but I'm not sure if that's the same % as an apprentice gets.

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TormakSaber
 
PostPosted: Sat, Jan 16 2010, 7:56 AM 

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Joined: 16 Dec 2004
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It increases both success roll and bonus roll chance.

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LetumLux
 
PostPosted: Sat, Jan 16 2010, 8:01 AM 

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Joined: 31 May 2007
Location: Amia IKEA

If you haven't looked through it already, the Job System pages should have a lot of answers.


 
      
Jyro X
 
PostPosted: Sat, Jan 16 2010, 8:33 AM 

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Joined: 04 Dec 2009
Location: North Carolina (EST/GMT -5)

Oh wow. Now I feel really dumb. ><

I never look at that page. Just the job matrix and the links to the individual jobs from there. :oops:

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Dev Disco
 
PostPosted: Sat, Jan 16 2010, 8:42 AM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

For once I put a lot of effort in documentation... and he doesn't read it.

The Horror!

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Jyro X
 
PostPosted: Sat, Jan 16 2010, 10:57 AM 

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Joined: 04 Dec 2009
Location: North Carolina (EST/GMT -5)

Dev Disco wrote:
For once I put a lot of effort in documentation... and he doesn't read it.

The Horror!
Forgive me almighty poultry. :cry:

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Dev Disco
 
PostPosted: Sat, Jan 16 2010, 11:29 AM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

*sniff*

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Dakotaen
 
PostPosted: Sat, Jan 16 2010, 11:32 AM 

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Joined: 21 Mar 2007
Location: Denmark

He'll get over it if you swear on this hole Coding for Dummies book. Repeat after me.

I Jyro, will not eat chicken for a month.

There, he's good again.

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Pony
 
PostPosted: Sat, Jan 30 2010, 23:30 PM 



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Joined: 07 May 2005

Can we make ale not weigh 5.5 lbs? As you cant take the drink merchant job, its rather anoying to produce this on such a low level as you dont have bags of holding.


 
      
chefwudan
 
PostPosted: Sat, Jan 30 2010, 23:54 PM 

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Joined: 01 Mar 2006
Location: Miami, FL

Phearnun wrote:
Can we make ale not weigh 5.5 lbs? As you cant take the drink merchant job, its rather anoying to produce this on such a low level as you dont have bags of holding.


If I'm not mistaken, if you take the drink merchant as well, you can store them in the crate with no weight penalties and then spawn them when you need them. But I don't have it so I'm not 100% sure I just know that's how the other merchants work.


 
      
soundofastream
 
PostPosted: Sun, Jan 31 2010, 1:43 AM 

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Joined: 21 Sep 2007

End of production line merchant jobs, you can't actually take. Some examples are:

Stolen Goods Merchant
Melee Merchant
Armour Merchant

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Dev Disco
 
PostPosted: Sun, Jan 31 2010, 9:21 AM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

Would they be any use?

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Pony
 
PostPosted: Sun, Jan 31 2010, 11:08 AM 



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Joined: 07 May 2005

They would. On Juliette I could store all the tailor stuff I make and on Theoderic I wouldnt have to be weighed down with extremely heavy bottles of ale.


 
      
Dev Disco
 
PostPosted: Sun, Jan 31 2010, 11:11 AM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

There is a food merchant, so Theoderic just needs to find the proper trainer.

http://www.amiaworld.net/about/ds_j_jobs.php?job_id=100

Mind that no tailoring option would be retained for the armour. It just spawns a new copy of the resource. I doubt that's much use.

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Pony
 
PostPosted: Sun, Jan 31 2010, 11:16 AM 



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Joined: 07 May 2005

"Ale is not a commodity this merchant trades in". Seems its only good for materials, not the end product.


 
      
Dev Disco
 
PostPosted: Sun, Jan 31 2010, 11:18 AM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

Mmm... you mean the usual ale or the job system product?

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Pony
 
PostPosted: Sun, Jan 31 2010, 11:21 AM 



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Joined: 07 May 2005

Job system product.


 
      
Dev Disco
 
PostPosted: Sun, Jan 31 2010, 11:38 AM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

Hmm.. that should work. Is it just ale that fails?

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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 18 posts ] 


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