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Wyjyn
 
PostPosted: Mon, Feb 02 2009, 11:46 AM 

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I think my way would generate more roleplay for the server in general.

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The Peacock
 
PostPosted: Mon, Feb 02 2009, 12:13 PM 

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Wyjyn wrote:
I think my way would generate more roleplay for the server in general.


I love you Wyjyn.

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Xaviera
 
PostPosted: Mon, Feb 02 2009, 12:45 PM 

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IronAngel wrote:
The occasional mythalling of an epic armor is not a day job, but crafting normal chainshirts for the Cordorian scouts is.

I'm in agreement with this. Epic adventurers dont make money shoeing horses. Elminster probably doesnt teach readin' 'n 'ritin' to commoner's kids for a living.

Dev Disco wrote:
- job points, ranks, levels. Mind that you start with 3 job points at character generation, and one is added for every level you gain.
A level 1 rank costs 3 points. These three points are lost when you purchase the job. So, at level 2 you can buy 1 rank 1 job and have 2 job point left. [...] you can only have 30 points ever.

You're contradicting yourself, O Chicken, which is why I asked the question about total points previously.

First, you say 3 + 1/level, and give the example of a 2nd level character with 3+2=5 points. Then you say you can only have 30 points (which would thus occur at 27th level). Which is it? 1/level or 3 + 1/level? It's the difference between having 10 rank-1 jobs or 11 at 30th level, or between having 3-2-1 and 3-2-1-1 if you max out.

Another point: I assume you would not be able to use your job on hostile PCs? "Xaviera ties the necromancer to a chair and gives him a nice massage while her companions hone their blades and prepare their spells." Will there be a consent dialogue for non-hostile PCs? "Vyashir mercilessly subjects the unfortunate rogue to a mind-numbing explanation of the occult meaning of the number XXXXII."

Can someone else milk your cows or harvest your crops, or only you? Can someone fry your musk oxen with a flame strike? Will a wandering monster attack them? It would be interesting if the animal spawns were actual creatures (but didnt move so they wouldnt run away). I can see legal RP where someone claims that his cows were milked or slaughtered without his permission. I would suggest that spawned items (cows, plots of land, sawhorses, etc.) despawn if not used for, say, 15 minutes? So we dont have people running off and leaving their gardens untended or cows unmilked.

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Dev Disco
 
PostPosted: Mon, Feb 02 2009, 13:20 PM 

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Xaviera wrote:
Dev Disco wrote:
- job points, ranks, levels. Mind that you start with 3 job points at character generation, and one is added for every level you gain.
A level 1 rank costs 3 points. These three points are lost when you purchase the job. So, at level 2 you can buy 1 rank 1 job and have 2 job point left. [...] you can only have 30 points ever.

You're contradicting yourself, O Chicken, which is why I asked the question about total points previously.

First, you say 3 + 1/level, and give the example of a 2nd level character with 3+2=5 points. Then you say you can only have 30 points (which would thus occur at 27th level). Which is it? 1/level or 3 + 1/level? It's the difference between having 10 rank-1 jobs or 11 at 30th level, or between having 3-2-1 and 3-2-1-1 if you max out.


Just like I said: You start with 3 at level 0, and you gain one a level, but you can only have up to 30 job points. So, it is 3 + 1/level with a cap of 30. Without this ECL races wouldn't be able to get to 30 job points.

Xaviera wrote:
Another point: I assume you would not be able to use your job on hostile PCs? "Xaviera ties the necromancer to a chair and gives him a nice massage while her companions hone their blades and prepare their spells." Will there be a consent dialogue for non-hostile PCs? "Vyashir mercilessly subjects the unfortunate rogue to a mind-numbing explanation of the occult meaning of the number XXXXII."

You could massage a hostile PC, no problem. Don't see any reason to block that. The descriptions that go with these jobs are really descriptions, not some quality references. So, the massager works on your neck muscles, then loosens your right shoulder, etc. The driller tells you not to be a sissy, the hairdresser does his job with pommade and rose water, etc.

Xaviera wrote:
Can someone else milk your cows or harvest your crops, or only you? Can someone fry your musk oxen with a flame strike? Will a wandering monster attack them? It would be interesting if the animal spawns were actual creatures (but didnt move so they wouldnt run away). I can see legal RP where someone claims that his cows were milked or slaughtered without his permission. I would suggest that spawned items (cows, plots of land, sawhorses, etc.) despawn if not used for, say, 15 minutes? So we dont have people running off and leaving their gardens untended or cows unmilked.

No, you can't use somebody else's NPCs, with one exception: the Butcher can butcher any animal spawned. Without this all the farmers would need to be butchers as well. I guess I'll make a simple respawn routine.

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Blackdragon12121
 
PostPosted: Mon, Feb 02 2009, 13:56 PM 

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There are some good and bad points to this. Maybe im missing something here but...why? What is this going to achieve? Can not most of these jobs just be RP'ed as part of your character? How does having a hair cut give you +1 charisma? Im sure +1 dex symbolizes more than just a really good massage. I just dont see why there has to be some mechanical benefit to getting a hair cut for example.

Im sure a lot of work has gone into this and i dont want to sound overtly negative but, surely being a "sage" and giving lectures is what wizards do anyway in the mages tower. If I want to be a Baker, can I not just go to one of the food stores near boinar and pretend to work there? If you want to play a Thief character or a spy you play a rogue. How can being an Outlaw be a job? the whole point of an outlaw is that you've shunned society and live by your own rules. Its not a job its a way of life. How can Necromancer be a job or even a mage? Can a fighter also have a mage job? Or a necromancer job? Similarly with the Town crier. I just dont see a town crier also being a 10th level figher or even a 3rd level fighter. Its something commoners do, not adventurers.

There are some good points to this. The performer job is really fitting for a bard and will likely hence bardic rp. The healer is also a good job for clerics and palidins etc. I think someone mentioned it earlier but the list of jobs needs to be greatly refined. Some could be combined into one like driller and physician for example.

On a side note, if all this is being implemented, can the pickpocket xp calculation at least be fixed as well so i can get some xp while RP my thief job?


 
      
Dramatic_Prince
 
PostPosted: Mon, Feb 02 2009, 15:13 PM 

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I think everyone wants to know what these jobs can produce.
What kind of sword can a weaponsmith forge? The basic craft system already lets you create all sorts of base weaponry. Will the basic system be scrapped and replaced with this new one?

A miner mines ore with a 5 min cool down period. How is this any better from the current Brog mines which you can mine like a bullet train on nitro? On top of that you have NPC smelters who will extract the ore for you for free. How is the new system going to improve or replace this?

Meat, eggs, wheat and all sorts of food. What are we supposed to do with all this?

Don't get me wrong, I love the idea of playing the Sims, but I think some of these jobs need to have special functions, like a reputation meter or be able to craft novelty items like potions of polymorph, to keep people interested in playing out their jobs. How cool is it to be the number one pig farmer on Amia :lol:

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Dev Disco
 
PostPosted: Mon, Feb 02 2009, 16:01 PM 

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It is not meant to be a crafting system. If you look at it from that direction you will be disappointed.

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Halikarnaso
 
PostPosted: Mon, Feb 02 2009, 16:18 PM 

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I love this already.

May I suggest adding in a locksmith? That would make me very happy.

I also wonder why the executioner/hangman is missing from under "Service & Care". The demand is huge. :wink:


 
      
Grymia
 
PostPosted: Mon, Feb 02 2009, 16:21 PM 

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*thinks*

Here's something I think folks can take away from this as pause for thought:

Certain aspects of RP can be added to through the use of this system so long as it's cleverly implemented, and integrated into RP. I know my first adventure after running this could make good use of such things, as I have done adventures in the past DMside which involved somehow finding a way to secure a certain amount of resources. *usually to help rebuild something but I imagine there's lots of oppritunities*.

Also, during special events such as large scale wars, the Military type Jobs could be used to emulate the successes of one sides force against one side's conventional troops, and that way you don't HAVE to worry about pesky things like running server-busting armies against one another in a pitched battle. There will be some battles you'll still want to run that way, but a couple of specially set up 'tasks' if it's possible for the DM crew to temporarily create additional targets for the job , could help in figuring out how well one side over another is doing.

Implementing it that way means PCs who want to be able to play a reasonable quality military character but can't @*#%^ powerbuild or don't like grinding for bossloot like monkeyfolks, can still play a valued role in such conflicts.


 
      
Xaviera
 
PostPosted: Mon, Feb 02 2009, 16:22 PM 

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Dev Disco wrote:
So, it is 3 + 1/level with a cap of 30. Without this ECL races wouldn't be able to get to 30 job points.

Ah, gotcha. I didnt catch that there was a cap of 30. So you max out your jobs at 27th if your ECL is 0.

Dev Disco wrote:
Xaviera wrote:
Another point: I assume you would not be able to use your job on hostile PCs?

You could massage a hostile PC, no problem. Don't see any reason to block that.

The reason I mentioned it is that if PCs are forced to sit in a chair for 6 seconds or 15 seconds or whatever, then you could potentially immobilize a foe for a brief period prior to PvP, allowing the rest of your party to buff while you massage or lecture or cut the hair of the hapless soul. Even if the person can immediately get up, you might still be able to interrupt someone's action by attempting to force-massage them. :shock: I'm sure this would merit a DM smack as an exploit/abuse, but I thought I'd point out a potential issue before it's instituted.

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Dev Disco
 
PostPosted: Mon, Feb 02 2009, 16:24 PM 

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Good point. Will put a check on that.

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Uncle-Opustus
 
PostPosted: Mon, Feb 02 2009, 16:25 PM 

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How much will this lag the server?

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Xaviera
 
PostPosted: Mon, Feb 02 2009, 16:27 PM 

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*immobilizes the forces of evil through the practice of the ancient martial art of Shiatsu* :P

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Dev Disco
 
PostPosted: Mon, Feb 02 2009, 16:27 PM 

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Immensively. I expect at least one CPU to melt.

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Uncle-Opustus
 
PostPosted: Mon, Feb 02 2009, 16:29 PM 

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I discourage it.

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Anade_Evriana
 
PostPosted: Mon, Feb 02 2009, 16:38 PM 

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I truly love this idea and have been looking forward to something like this since it was mentioned a while ago. Two suggestions:

:arrow: Leave the Physician and Healer separate and make the Healer more like the military jobs, but instead of attacking someone, you have to heal them. (Thinking along the lines of the Salandrans who would go out if they'd heard about people being injured in a specific area.)

As a player of a Salandran who's always called herself a Healer specifically, I'd really like to have that job separate from the one that works on PCs once a reset for a CON bonus.


:arrow: I'd like to also say that "Tailor" should be added. Two of my characters call themselves tailors and I know of many other PCs who do as well. It could be like Armoursmith, but makes gloves, belts, and clothing.


//EDIT: I just noticed that I even call my characters "Healer" and "Tailor" in their descriptions in my sig. Just to show that they do call themselves that.


 
      
feycourtier
 
PostPosted: Mon, Feb 02 2009, 16:43 PM 

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Hmm..didnt want to mention this but I did (I think ) see it.

at the time i thought I,d done something wrong and nearly died of a heart attack!

was a mistake really

But..in mho..an I was only there for about two mins...if that!

It looks good..sounds better..and was very intuative and FUN!

which is the point really .....isint it?

personally i cant wait to try it,i want a Fey chef....with a +2 Bain Marie!


P.S. if Iwas wrong and its not..please dont delete me!


 
      
aurelius311
 
PostPosted: Mon, Feb 02 2009, 17:03 PM 

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It seems like a great system, and once again, Disco’s contributions to amia are immeasurable.

I am just worried that with little reward or even recognition, most players will ignore it. That being said, if it’s a way for people to level, other than grinding, I think it will work for that, and be fantastic. I am just worried that you could be putting in piles of effort and hours, Disco, for a system that might go largely unused.

Note: i am not saying it needs great rewards. i understand its not for that. i am just worried about Disco doing a lot of work for little payoff.

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Anade_Evriana
 
PostPosted: Mon, Feb 02 2009, 17:16 PM 

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aurelius311 wrote:
i am not saying it needs great rewards. i understand its not for that. i am just worried about Disco doing a lot of work for little payoff.


As it's for RP, I think it will be used. I, at least, know of a bunch of people who will use it with great joy--me included!!


 
      
Dev Disco
 
PostPosted: Mon, Feb 02 2009, 17:54 PM 

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Well, I am not stupid, so I route all the XP and rolls through one central function. That way I can easily tune the rewards till we are at a point that everybody is equally (un)happy (it's the developer's equilibrium).

I did a quick calculation on the current setup and this is what you'll get on average while doing a task.

Average XP at rank 1: ( 0.35 * 25 ) + ( 0.65 * 10 ) + ( 0.35 * 0.10 * 25 ) = 16.1
Average XP at rank 2: ( 0.60 * 50 ) + ( 0.40 * 10 ) + ( 0.60 * 0.20 * 50 ) = 37.0
Average XP at rank 3: ( 0.85 * 75 ) + ( 0.15 * 10 ) + ( 0.85 * 0.30 * 75 ) = 141.4

The calculation is based on the 35/60/85% chance on getting 25/50/75 XP, and a futher 10/20/30% chance of doubling that. On a failure you get a flat 10 XP. As you see it's not a lot at level 1 and 2, but at level 3 you can make yourself quite an income.

Not sure if I keep it this way, though. It's a bit drastic. Then again, you pay as many job points for rank 3 as you pay for rank 1 and 2 together.

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Zante
 
PostPosted: Mon, Feb 02 2009, 18:03 PM 

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I like this a lot, jewel crafter would be perfect for Valas, as he specializes on enchanting and creating trinkets, and I saw a few more jobs that really interest me. Supporting this so far.

I agree about the jobs not having mechanical benefits. These should be for rp purposes, if one job suddenly becomes better than others, everyone would just pick it instead of less useful ones, defeating the purpose of the system.

A idea that I liked but not sure if it could be implemented would be to be able to set the name, appearance and description of items made this way. If that would be too much of a hassle... make items created by a character be marked as his? Example... a ring created by John Doe could have a description like... An exquisite ring, bearing the trademark of the jewel crafter John Doe. Can be totally generic, just referencing the crafter in some way.

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Dramatic_Prince
 
PostPosted: Mon, Feb 02 2009, 18:14 PM 

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Dev Disco wrote:
It is not meant to be a crafting system. If you look at it from that direction you will be disappointed.

In the direction of arts and crafts, it looks like there's some kind of crafting involved.
According to your list, Carpenters make furniture. To make furniture, sensibly, you'll need leather and wood. To be a self sustaining Carpenter, I would need to build: Carpenter3/Lumberjack1/Sawyer1/Tanner1
Yarrr, Carpenter powerbuild! :lol:
Seriously though, it'll be nice if carpenters could make placables for sale. Like a couch or a signboard.

I think we need more info so as to make suggestions to whatever system you have in mind. Else people are just gonna keep grasping at straws.

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Dev Disco
 
PostPosted: Mon, Feb 02 2009, 18:18 PM 

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That's exactly the way I want to go. Leatherworkers can make scabbards, for instance. These widgets put a scabbard on/off your PC. Armourcrafters will be the only people that can craft Crusader helmets, etc.

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DarkAngelGirl
 
PostPosted: Mon, Feb 02 2009, 19:14 PM 

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I still think its a good idea to add more fun to the server. Sure, it may not be perfect, but I'm sure Disco intends on fine tuning it and whatever, so, give it a shot.

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Jan Busta
 
PostPosted: Mon, Feb 02 2009, 19:24 PM 



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Dev Disco wrote:
That's exactly the way I want to go. Leatherworkers can make scabbards, for instance. These widgets put a scabbard on/off your PC. Armourcrafters will be the only people that can craft Crusader helmets, etc.


I wrote a reply and then I read this and I'm starting to think that I like the idea more and more

So anyway, here's an edited reply.

I was with Soas and Wijyn but because I thought the idea could be pushed further….promote more rp …and not have anything to do with munchkining and powerbuilding

Let’s take one of the ideas I read….mining….leading to smelting…leading to a pc smithing an item – just a simple one – and then said smith selling it - put it this way if in the market hall of Cordor there were pc’s selling simple swords or bows they’d made themselves I would buy from them every time rather than go to the npc shops..I’d get to interact with a player, discuss the quality of his goods, the origins of the ore, etc. Beats shopping with an npc EVERY TIME. How powerful and well-crafted the weapons that a smith might be able to make is another issue, a different debate…I’m trying to talk about the potential for rp if pc’s were allowed to make the goods that one normally buys from an npc. Similarly with healing kits and potions. Why trade in the Temple of Waukeen if there’s a herbalist on the corner I can have a chat and flirt with when I’m stocking up.

Disco said that under his proposal pc’s will be able to make their own adamantium armour…and I just read the above quote so maybe the plans include what I’ve just talked about, if it doesn’t, I’d love to see it. Like someone above me mentioned...pc's making and selling placeables...again I'd buy from a pc instead of an npc . It doens't have to be about more skill means better crafted goods. But allow us to make items and see what happens…..give the power to the pc’s. I’m sure we’ll use it.
:D

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Xaviera
 
PostPosted: Mon, Feb 02 2009, 19:44 PM 

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Dev Disco wrote:
Leatherworkers can make scabbards, for instance. These widgets put a scabbard on/off your PC. Armourcrafters will be the only people that can craft Crusader helmets, etc.

Will the items be saleable or will they be marked 'stolen' and the cash given at the time of crafting? If cash = xp (25/50/75 depending on rank), then you'll probably get the same or more for a successful crafting attempt than you would for the cost of a new item of the same type, btw.

Similarly, does the butcher who kills a cow get the 25/50/75 gp and a non-saleable cut of meat? Does the cook who begs, buys, borrows or steals that piece of meat get 25/50/75 gp automatically for successfully cooking a succulent but non-saleable plate of rosemary braised beef roast?

I dont have a problem with this, since it's basically a RP thang, but the pricing of prerequisite items (eg. intact cows, cuts of beef, logs, leather) will definitely be subject to negotiation amongst the players, since the items can be assumed to be already paid for when cash is awarded at the completion of crafting. In other words, if players charge others for resources, only the first player in the chain reaps the full benefits of the system (and possibly more). Frankly, one could spend an entire reset breeding and milking cows and then at the end of it, charge the butcher 10 gp a head to slaughter them.

Let's see... if it takes 6 sec to do a job, a rank-3 shepherd can produce 0.85 x 3 x 60/6 = 25 musk-oxen in one minute, or 150 in 6 minutes. Each musk ox produces an average of 1.1 bags of wool per shearing (0.3 x 0.85 x 2 + 0.7 x 0.85). He then spends the next 3 hrs and 40 minutes frantically shaving those 150 beasts, one every 6 seconds, for an average of 141 gp each (according to Disco).

3 hr 40 min = 220 min / 5 min = 44 cool-down periods
5 min / 6 sec = 150 job attempts
44 x 150 = 6600 job attempts in 3 hr 40 min
6600 x 1.1 bags of wool = 7260 bags
6600 x 141 gp = 930,600 gp???

Obviously the limiting factors are the duration of the crafting attempt and the number of attempts per day/reset/whatever, but if the former is as short as can be and the latter unlimited, there's potential for some serious cash here.

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Dev Disco
 
PostPosted: Mon, Feb 02 2009, 19:48 PM 

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I am planning to keep the money virtual (as far as it isn't virtual already). The items themselves aren't worth much if you sell them to a regular merchant. Specialised NPC traders will buy your goods for a set fee, and change their prices depending on offer and demand. I am planning to make a job that basically works like that as well. Good thing with thsi is that I can monitor and adjust sell/buy rates on the fly.

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fireprooftroll
 
PostPosted: Mon, Feb 02 2009, 20:14 PM 

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One of the most important things that is missing in this system, which is meant to generate RP, is the fact that the master-apprentice guild system of the middle ages is completely being ignored.

The Master-Apprentice system was THE way people worked during medieval times. A master would take an apprentice, who would progress to becoming a journeyman. After a few years, he would then become a master himself, and take in new apprentices. Obviously, not everyone can be a master. Therefore I propose the following additions to the sytem as is.

1. PCs who have established themselves as having the minimum required Roleplay Ability to allowed to undertake the roles of PC Trainers.
2. In order to start the quest, PC A, a Novice Healer, approaches PC B, a PC Trainer who is also a Master Healer.
3. PC A uses his JOB widgit on PC B, essentially a QUERY REQUEST that tells PC B that PC A is looking for a job, while revealing essential information such as JOB RANK, JOB NAME, etc.
4. PC A RPs with PC B, who uses his TRAINER widgit on B, and is given the standard information that PC A would usually get if he were talking to an NPC. From there, PC A can do two things.
4a. Quick: Give PC A the information as if, and send him on his way.
4b. Long: Investigate, speculate, retrieve documents from a safehouse, or otherwise engage in longer-term RP, revealing the Quest Information in bits and pieces, before sending PC A off.
5. PC A completes the job, and returns to EITHER PC B, or an NPC Trainer, in case PC A has logged off/has no time.
6. PC B has a possibility of receiving some bonus XP/GP for his work.

Added:
1. PC Trainer given quests should give a larger return than NPC Trainer quests.
2. PC Trainers are DM appointed.
3. A Player Liason is responsible for keeping a list of the PC Trainers, to save time for DMs. This should be posted on the boards. Presumably, masters are well known enough to be recognized. Illegal/PvP-possible jobs like Necromancer or the like would be discover-ICly.
4. Bi-monthly, this list is sent to the DMs, who may put up new Trainers, or request that Trainers be stricken from the list. I am presuming the server has a way of tracking activity. Inactive players will automatically be stricken from the list.

Remember. This is ALL suggestions and conjecture. I sort of expect this to be ripped apart and dessicated for the best, and all the fat trimmed off.

Knives out! I'm fireproof!


 
      
Yossarin
 
PostPosted: Mon, Feb 02 2009, 20:20 PM 



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fireprooftroll wrote:
2. PC Trainers are DM appointed.


You may be fireproof, but we are not. As has been proven. Countless thousands of times.


 
      
Dev Disco
 
PostPosted: Mon, Feb 02 2009, 20:22 PM 

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The NPC trainers are the masters. They will train you. Ironically most of the ranks are called Apprentice-Journeyman-Master, so I doubt I have completely ignored the guild system

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fireprooftroll
 
PostPosted: Mon, Feb 02 2009, 20:41 PM 

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Yossarin wrote:
fireprooftroll wrote:
2. PC Trainers are DM appointed.


You may be fireproof, but we are not. As has been proven. Countless thousands of times.


I had to read that 3 times before my mangled brain deduced the meaning. Darn this 12-inch monitor.

If that suggestion is untenable, then we'll have to come up with some sort of substitute or improvement.

Dev Disco wrote:
The NPC trainers are the masters. They will train you. Ironically most of the ranks are called Apprentice-Journeyman-Master, so I doubt I have completely ignored the guild system


No doubt about that, but I was thinking on encouraging a more PC to PC interactive state rather than static conversation with NPCs. My proposal is additive rather than substitution. I don't want to take anything out, but I want to add stuff in.

On Daggerford/Haze, an old server long gone, a quest and approval by a Player Trainer was required on various versions of the server before a PC could advance past X level, preventing people with no roleplay ability from going past a certain level.

In this case, I merely am proposing that PCs have an alternative source of Job Quests; PC Trainers, who would be able to provide long-term RP Interaction, rather than static conversations. My main reasoning is to promote Roleplay between the various PCs, and even between PC trainers.

The sheer fun of having dwarven smiths interact with dwarven smiths, one learning from the other about the smelting of ingots, the temperature required, how to prevent bubbles from forming, the use of various cooling liquids and the benefits of each, the proper protective gear, the shape and size of the forge, the best suppliers for raw materials, the most generous buyers.

The list goes on and on and is infinate, Roleplay without end!


 
      
Basin
 
PostPosted: Mon, Feb 02 2009, 20:48 PM 

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I think you have better things to work on, Personally.

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fireprooftroll
 
PostPosted: Mon, Feb 02 2009, 20:58 PM 

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From a coding point of view, its technically not that hard I think. The scripts firing would be almost exactly the same. The real hassle would be in running this in the server, more than anything else. That is where my idea would hit a brick wall, unless Disco and the DM team like it enough. I'm fine with that really, every idea can fly, but only a few fly very long before gravity kicks in.


 
      
Dev Disco
 
PostPosted: Mon, Feb 02 2009, 21:42 PM 

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It would be a hassle. All my scripts work from the trainer tags, and PCs have no tag. Variables are also cached on them from the database, which would be erased and recached when a PC logs out/in. I doubt the effort would be worth the gain.

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Dev Disco
 
PostPosted: Mon, Feb 02 2009, 21:52 PM 

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About item creation.. take a look at this. Top picture is your Job Log.


http://www.science.uva.nl/research/amst ... ge_id=1385

Quality is based on your rank and roll, material on the stuff I mined and refined.

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aurelius311
 
PostPosted: Mon, Feb 02 2009, 21:56 PM 

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Dev Disco wrote:
About item creation.. take a look at this. Top picture is your Job Log.


http://www.science.uva.nl/research/amst ... ge_id=1385

Quality is based on your rank and roll, material on the stuff I mined and refined.


looks solid man.

also, dig the pictures from the lake. haha.

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Basin
 
PostPosted: Mon, Feb 02 2009, 22:49 PM 

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Dev Disco wrote:
It would be a hassle. All my scripts work from the trainer tags, and PCs have no tag. Variables are also cached on them from the database, which would be erased and recached when a PC logs out/in. I doubt the effort would be worth the gain.


It all depends on whether you feel strongly about it and such! Im sure it will pay off in the end but IMO it sounds abit like "Runescape" right now.

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soundofastream
 
PostPosted: Mon, Feb 02 2009, 23:14 PM 

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There is a crafting system on Arelith that lets you build and place furniture semi-permanently. It doesn't look like this is the same system for a carpenter at a guess?

Personally, I'd love to be able to make rugs/carpets for Jayani. If there's the ability to actually make stuff that adds to rp, I'm all for it!

:)

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Zanthair
 
PostPosted: Mon, Feb 02 2009, 23:33 PM 

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how are drow getting treated in all of this? Sorry if this was already answered, but i didn't see anything like it in my skim of the thread.

Just wondering, because my cleric of selvetarm probably wouldn't be going up to the surface to get the preacher job.

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TormakSaber
 
PostPosted: Tue, Feb 03 2009, 1:02 AM 

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You will have reachable Drow equivalents. Have faith.

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Grymia
 
PostPosted: Tue, Feb 03 2009, 1:12 AM 

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Trust in the Chicken, for he is all Knowing and all Seeing.


 
      
blackvswhite
 
PostPosted: Tue, Feb 03 2009, 1:18 AM 

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hence the mention of the mushroom related jobs... and tunnel warrior or whatever.


 
      
Anade_Evriana
 
PostPosted: Tue, Feb 03 2009, 3:10 AM 

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Oh! When I was looking at the pictures of the armourcrafter, I had an expanded idea for the tailor: the tailors can make gloves (gauntlets, not bracers), belts, cloaks, boots, and clothing.

The way the armourcrafter implements the "This item was created by..." would also be extremely useful for the characters that currently are only able to edit outfits bought/found other places and, at most, change the name. Then the outfits would have an equivalent of a maker's mark which, for a tailor (and any crafter I suppose), is a good thing.


 
      
FA_Frey_XC
 
PostPosted: Tue, Feb 03 2009, 4:16 AM 

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When Frey makes items for someone, I always edit the title of the weapon to have a [FAM] in front of the description.

That's how I represent his personalizing his items.

Regards,

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Xenos
 
PostPosted: Tue, Feb 03 2009, 6:10 AM 

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For necromancer perhaps something that let you summen a few 1HD NPC factioned undead.. for flavor. You have no control over them beside the RP prespective.. but it would be GREAT to be able to have more then one thing.. for someone in the Necro job.. another option is something that effects undead.. like.. +1 DC vs undead.. or.. something along that line.

For the Scribe, id like to see that link into the Scribe scroll ablity. Perhaps if you are a Scribe, the job, there is a chance that you wont have to pay the fee to make the scrolls?

Id like to see Infusing as well, which would link into Wand Crafting.. again, like the scribe idea.. perhaps make the fee less or none at all with roll? Perhaps change the equasion from CL+1d20 to CL+10+1d10.. or a chance to have that, rather then the defult.

Alchmist can work along the same as well, having it tie into the Craft Potion.. perhaps unlocking things that normal people with Craft Potion cant make.. such as Fire Bombs.. Acid Bombs.. require 10 Alchmist Fires and Acid Flasks to make the bombs.. but only a Alchmist can actually make them.. or something along that line.

Another idea, Tinker.. someone that makes little bits and things.. springs, gears, pullies.. clocks? Whatever.. its the Gnome Job for sure though. Perhaps alow them to make things out of Sand.. such as Glass.. and with a few things of Glass, they can make a Potion bottle.. which they can in turn trade to an Alchmist.

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Guxx
 
PostPosted: Tue, Feb 03 2009, 6:38 AM 

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I'm noticing a trend here... people keep suggesting making new, and useful items.

To go more along the guidelines of what's being suggested I think anything created should follow a few simple rules.

1) Can you get it (or something close to it in function) another way? The simple armor you can make as a smith is a good example, so is food.

2) Does it cost more then say a thousand gold? Again, armor and food are good examples, so are the once a reset buffs as you can get them in the form of weak stat potions.

Things like new potions with useful abilities likely don't conform to either of these.

Remember, it's not about making new items/effects, it's only roleplay flavor.

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ticket
 
PostPosted: Tue, Feb 03 2009, 6:38 AM 

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Xenos wrote:
For the Scribe, id like to see that link into the Scribe scroll ablity. Perhaps if you are a Scribe, the job, there is a chance that you wont have to pay the fee to make the scrolls?


That's nice. Make the benefits mostly monetary. Crafters pay less gold when crafting, etc..


 
      
Selvec Darkon
 
PostPosted: Tue, Feb 03 2009, 6:39 AM 

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May I suggest Taxman and Lawyer as jobs? Taxman can go around all the NPC's of a town, collecting Tax's from shops and such.

Lawyer could have one choosing the correct conversation piece when defending a minor criminal. Every successful defence gains one point shift towards evil <_<.

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Yossarin
 
PostPosted: Tue, Feb 03 2009, 6:48 AM 



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Selvec Darkon wrote:
May I suggest Taxman and Lawyer as jobs? Taxman can go around all the NPC's of a town, collecting Tax's from shops and such.


Come to think of it, how could Disco have possibly forgotten the Taxman? :)


 
      
StandingBehindYou
 
PostPosted: Tue, Feb 03 2009, 8:46 AM 

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Selvec Darkon wrote:
May I suggest Taxman and Lawyer as jobs? Taxman can go around all the NPC's of a town, collecting Tax's from shops and such.


That seems straightforward enough! Get a mission to go collect taxes from an NPC in some area. Success means he pays, failure means he runs away and little children throw vegetables at you. :D

Quote:
Lawyer could have one choosing the correct conversation piece when defending a minor criminal. Every successful defence gains one point shift towards evil <_<.


I actually liked the idea of a lawyer profession since apparently clerics of certain faiths are often lawyers, but I couldn't think of any suggestion for a lawyer profession that made sense / sounded like the other suggestions in the sample document.


 
      
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