![]() |
Job Specialities.
3 Attachment(s)
http://i48.tinypic.com/2aj4yf9.jpg The current plans of it ! First steps: You will be able to choose one of the following 3 primary jobs. All those jobs will help players to craft a category of item or consumable and specialize in it. The knowledge of any job is contained in a scroll you will have to buy and learn. Scrolls can be easily recognized by their own colors. Attachment 49845Collecter: A collecter simply collects everything that he can find outside. From flowers to different items you can eat or use. (Exemple: Mushrooms, bomy heart, ...) ---> 2nd job choices: Alchemist or Tailor. Alchemist: specialized in potions making, enchanting/disenchanting Tailor: specialized in clothes making and equipments (boots/belt/gloves) Attachment 49847Miner: A miner's task is to collect rocks, gems and items like iron and coal. ---> 2nd job choices: Jeweler or Blacksmith Jeweler: specialized in jewels and equipments making. Can craft rings and necklaces. Blacksmith: specialized in weaponsmith and armorsmith. Attachment 49846Lumberjack: A lumberjack's main task is to cut wood. ---> 2nd job choices: Carpenter or Woodman. Carpenter: Mostly specialized in wooden items making, wood refining and repairing Woodman: Very experienced in wood cutting. Can cut any type of wood. How do these jobs work ?: Any job will be able, at a high level probably, to help the others. Exemple: a carpenter may need help from a woodman for high level wood types supply. Additional informations: Some new places will probably have to be made. For exemple, a shop for lumberjacks could be opened to sell various types of tree seeds. The content: Several items, armors, icons and such will have to be made. I'll make sure to care the maximum about it and will spend most of my time on them all. PLEASE: Do not make any suggestions here. You may agree with this plan or tell what is wrong, but don't go too DEEP in explainations. If this project is approved as it is right now, suggestions for items and such will need to be done in the 2nd thread I will made (yes, a thread containing all the suggestions.) |
Respect that you're trying hard at something, but I'd really rather see something that gk can possibily release soon and not totally screw up the game. I think this idea is a long ways down the road.
|
This would be easy to setup, but hard to relate to current skills. It's quite a big project that manages the knowledge of GK I earned during the years. I may not know everything, but from what I know, those are my perspectives of change.
|
I welcome any well thought out change from the current 'I can do anything' aspect of GK.
|
Yes, please wow us with fancy pictures and then present ideas with no substance.
Everything is too limited, and the only skill that would be picked is mining, since people still rely on diamonds. Your ideas are not going to improve the economy, combat, or otherwise, and you don't seem to have the slightest conception of just how open-ended GK's system is in the first place. Are you seriously proposing a furniture-making profession? Do you honestly think that's going to be a big catch? Get real. Nobody's getting to level 107 making chairs. Skills are tied to experience categories. Look at them before you structure your systems, because you're leaving huge holes all over the place where experience is not being routed to several of those categories. |
Quote:
Quote:
|
Quote:
And who ever said the jobs would have each 107 levels ? Anyway, it's just a part of the plan, I'm trying to think about basic things, then players need to come here on these forums and tell me about what they want, and how they see jobs coming on GK. |
Quote:
I would suggest: -Close together Towns or -Bigger Towns |
What about farmers?
|
Quote:
|
Quote:
|
Whether or not they're called towns I don't think really matters. Most of the houses serve no purpose.
|
Quote:
|
Quote:
|
Quote:
Quote:
|
Geez you people should tell me what you really want, and what really needs to be updated/added BEFORE anything else.
|
Quote:
|
Kurol
|
Quote:
|
Quote:
|
Yes i do.
|
Quote:
Quote:
You need to look at what skills are currently available on GK, and realize that they're all tied to experience categories. expanding the mining system would work, but you'd need to figure out things like what metals would be obtainable at what levels, and so forth. Same goes for any other crafting skill. You should have a look at how I structured 'profession' skills in the other thread about Job Specialties. |
| All times are GMT +2. The time now is 11:27 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.