|
jobs
Oct 29, 2013 19:13:31 GMT
Post by hunterkiller725 on Oct 29, 2013 19:13:31 GMT
so id like to talk about increasing the citys depthwith jobs ill make a quick example. ive recently started playing alchemists and they are good at well alchemy now i think it would be neat to be a shop owner selling what i make or working as a freelance making potions for shops this makes things more interesting in my opinion and adds something akin to "these characters are living people who work"
the biggest issue i see with this is that those people who choose to play in this way wont get almost and exp assuming we keep the crafting exp system there still needs to be an expansion of what people can get exp for because of this id like ideas on how this can be fairly implemented id like ideas for this such as good job ideas and social situations for those jobs to face basicly i want them to be fleshed out and have to face many challenges (to deter min maxing)
|
|
|
jobs
Oct 29, 2013 19:40:48 GMT
Post by Aegis Gram on Oct 29, 2013 19:40:48 GMT
i think crafting exp needs to be kept and having a job is a great idea.
|
|
Perkins
Blackwater Pirate
Always trust your spirit.
Posts: 234
|
jobs
Oct 29, 2013 19:42:21 GMT
Post by Perkins on Oct 29, 2013 19:42:21 GMT
Having a freelance job is good, I guess. Though I have to say that, quests do not only involve killing things. An alchemists guild may hold competitions on who can make potions faster, or the most effective ones, or even who sells the most.
|
|
|
jobs
Oct 29, 2013 19:42:33 GMT
Post by ceraton on Oct 29, 2013 19:42:33 GMT
Doesn't this also tie in with the profession skill?
|
|
|
jobs
Oct 29, 2013 21:11:11 GMT
Post by hunterkiller725 on Oct 29, 2013 21:11:11 GMT
Doesn't this also tie in with the profession skill? it does but with the profession skill you make a roll you get money thats as far as it goes to my understanding while i think profession skills could play a roll in the jobs i dont think it should be "you roll x you have x ranks you get x money"
|
|
|
jobs
Oct 29, 2013 21:14:39 GMT
Post by hunterkiller725 on Oct 29, 2013 21:14:39 GMT
Having a freelance job is good, I guess. Though I have to say that, quests do not only involve killing things. An alchemists guild may hold competitions on who can make potions faster, or the most effective ones, or even who sells the most. another advantage i just thought to a job system is that we could have a real economy with acually rolling values for ingrediants and such and another extension is "minor quests" where a shop need supply x and some players get it for compensation" i sorta have a goal that the player and npc economies can work together and thrive
|
|
|
jobs
Oct 29, 2013 22:15:22 GMT
via mobile
Post by Sentar(Spade) on Oct 29, 2013 22:15:22 GMT
What if I made quests where you had to adventure to gather rare materials for a special potion a noble wants?
|
|
|
jobs
Oct 30, 2013 3:46:12 GMT
Post by Abyssal Magistrate Bakrehna on Oct 30, 2013 3:46:12 GMT
Spade's suggestion is actually a good one.
|
|
|
jobs
Oct 30, 2013 4:06:18 GMT
via mobile
Post by Sentar(Spade) on Oct 30, 2013 4:06:18 GMT
We could make it a 3 week quest 1 week to gather 2 weeks to craft but I could draw out 1 week into 3 sessions then end with the crafting rolls so that your weekly session is more than rolling and hunting.
|
|
|
jobs
Oct 30, 2013 5:23:11 GMT
Post by hunterkiller725 on Oct 30, 2013 5:23:11 GMT
my issue is that doesn't support a combined economies and while i like a npc economies more than the player one we had id still like the option to not be an adventurer running around at others whims maybe i wanna run a shop or something else
|
|
|
jobs
Oct 30, 2013 5:55:33 GMT
Post by Sentar(Spade) on Oct 30, 2013 5:55:33 GMT
I think that we can make it such that player crafters will be able to stay ahead of NPC shops. Or make Shops very limited and having very general items and more specific ones need to come from PC crafters.
|
|
|
jobs
Oct 30, 2013 6:17:59 GMT
Post by Artorius on Oct 30, 2013 6:17:59 GMT
Just out of curiosity how would players attain funds to craft, without a faction to back a crafter supplies and money seem to be quite difficult to attain.
|
|
|
jobs
Oct 30, 2013 19:22:43 GMT
Post by hunterkiller725 on Oct 30, 2013 19:22:43 GMT
Just out of curiosity how would players attain funds to craft, without a faction to back a crafter supplies and money seem to be quite difficult to attain. i was thinking using start up money from your class or taking out a loan or other such things its probably not to hard to convince a shop owner fund me the materials to make 12 greatswords and you can sell 10 in your shop profits all around. getting the funding can be a quest in and of itself hell getting a shop going could be a quest to take over a month im not saying my level one alchemist will be a shop owner(unless i use rich parents) but later on after building wealth he can be
|
|
|
jobs
Oct 30, 2013 19:25:45 GMT
Post by hunterkiller725 on Oct 30, 2013 19:25:45 GMT
I think that we can make it such that player crafters will be able to stay ahead of NPC shops. Or make Shops very limited and having very general items and more specific ones need to come from PC crafters. my sugestion is players are the only ones who can make exotic and mwk weapons and armor while shops can sell any mundane item including weapons and armor this time and players already have the advantage of selling a less than full price or making better items suck as a level 4 alchemist can make cure light wound potions at a higher level and potency as that sold at a normal shop
|
|
Azx
Knight of The New Order
I'M BACK BABY!
Posts: 136
|
jobs
Oct 30, 2013 20:18:30 GMT
Post by Azx on Oct 30, 2013 20:18:30 GMT
How about instead of Crafting jobs having Crafting Contracts where you have to make X number of whatever a week and you get paid y for it., and the contracts can last anywhere from a few weeks to a few years! It would help the crafting economy grow, supply constant income and encourage multiple crafters to work with each other to complete larger contract.
Also we need a NPC criminal underground that acts as the main antagonist for good aligned characters or rivaling PC gang
|
|