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-   -   Job Specialities. (https://forums.graalonline.com/forums/showthread.php?t=134256976)

Soala 11-18-2009 11:20 PM

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.)

seanthien 11-18-2009 11:31 PM

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.

Soala 11-18-2009 11:37 PM

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.

MajinDragon 11-19-2009 03:01 PM

I welcome any well thought out change from the current 'I can do anything' aspect of GK.

Draenin 11-19-2009 10:44 PM

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.

seanthien 11-19-2009 11:54 PM

Quote:

Originally Posted by Draenin (Post 1539137)
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:

Originally Posted by alexandralove (Post 1538955)
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.

Obviously other things would have to be added to balance each skill out. Even without those items, I'd do it just for the hell of it, I'm sure a few others might too. Chaos was "baking brownies" the other day, why I asked, "Bored.".

Soala 11-20-2009 10:45 AM

Quote:

Originally Posted by Draenin (Post 1539137)
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.

Furniture making could be part of the job, yes. Why would it be a problem ? GK is supposed to have some RP. If you're not interested in furniture making yourself, just stick with miner.

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.

Imperialistic 11-20-2009 04:40 PM

Quote:

Originally Posted by alexandralove (Post 1539290)
then players need to come here on these forums and tell me about what they want.

Honestly, this is all in my opinion.. but I feel as though GK is lacking content. (Not sure if anyone else feels the same) But when I log on once in a while, I see maybe one town then VAST amounts of land with stupid little baddies. It's not really fun to be running around in the middle of nowhere. Maybe if their was a concept to ALL that land being there.

I would suggest:
-Close together Towns
or
-Bigger Towns

Hells Angel 11-20-2009 05:09 PM

What about farmers?

Gothika 11-20-2009 07:07 PM

Quote:

Originally Posted by Imperialistic (Post 1539333)
I would suggest:
-More Towns
or
-Bigger Towns

Why? there a plenty of towns that don't even get used enough as it is.

Crimson2005 11-20-2009 07:21 PM

Quote:

Originally Posted by Gothika (Post 1539367)
Why? there a plenty of towns that don't even get used enough as it is.

I wouldn't even call them towns. It's like 3 houses on each corner of the map. Not towns in my opinion but I don't know what they should be called.

seanthien 11-20-2009 11:53 PM

Whether or not they're called towns I don't think really matters. Most of the houses serve no purpose.

Imperialistic 11-21-2009 09:55 AM

Quote:

Originally Posted by Gothika (Post 1539367)
Why? there a plenty of towns that don't even get used enough as it is.

Please read my post again.. Did I say add MORE towns or BIGGER towns?

Gothika 11-21-2009 02:37 PM

Quote:

Originally Posted by Imperialistic (Post 1539475)
Please read my post again.. Did I say add MORE towns or BIGGER towns?

My "Why" was aimed to both of your suggestions. There is no point adding more towns because the current ones are not used to their full potential. And there is less reason to make "bigger" towns because they will just be un-used like the towns we have at the moment.

seanthien 11-22-2009 03:06 AM

Quote:

Originally Posted by Imperialistic (Post 1539475)
Please read my post again.. Did I say add MORE towns or BIGGER towns?

I'm pretty sure you did say "more" towns since Naith quoted you, and you changed it a minute after you posted this. o.O
Quote:

Originally Posted by Gothika (Post 1539488)
There is no point adding more towns because the current ones are not used to their full potential. And there is less reason to make "bigger" towns because they will just be un-used like the towns we have at the moment.

I don't see a purpose in bigger towns either. Plently of other things to spice up before making a town more advanced and pretty.

Soala 11-22-2009 03:26 AM

Geez you people should tell me what you really want, and what really needs to be updated/added BEFORE anything else.

seanthien 11-22-2009 03:53 AM

Quote:

Originally Posted by alexandralove (Post 1539586)
Geez you people should tell me what you really want, and what really needs to be updated/added BEFORE anything else.

Leveling, resistances, gods, pking in general. That's a good enough amount to start from.

BigBear3 11-22-2009 06:00 AM

Kurol

Soala 11-22-2009 12:10 PM

Quote:

Originally Posted by seanthien (Post 1539588)
Leveling, resistances, gods, pking in general. That's a good enough amount to start from.

Care to explain how I'd do that ? Only Tig can do it.

seanthien 11-23-2009 04:11 AM

Quote:

Originally Posted by alexandralove (Post 1539623)
Care to explain how I'd do that ? Only Tig can do it.

Oh, for you? Create some unique holiday items, or items in general. Isn't that your job? Not much you can do besides that and try to get developers going.

catalepsie 11-23-2009 10:20 AM

Yes i do.

Draenin 11-24-2009 10:53 PM

Quote:

Originally Posted by alexandralove
Furniture making could be part of the job, yes. Why would it be a problem ? GK is supposed to have some RP.

I'mma roleplay a leet furniture maker hurf durf. Get real.
Quote:

Originally Posted by alexandralove
And who ever said the jobs would have each 107 levels ?

Because jobs like mining and smithing and alchemy and so forth are already tied to experience. You get a small amount of experience for doing them.

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.


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