So the professions we all know the main ones - mining , blacksmithing, enchanting, engineering, jewelcrafting, etc. Bit will there be some new ones as far as I can see you are trying to be different from the other mmo's so maybe with the professions will be the same thing.
Are we going to use tools or learning the professions will be enough, are these tools going to have durability and rareness Wich gives you better matts. Are there going to be specific places where we have to practice the profession or we can do it everywhere. And the most important question are the professions going to be one of the main things where we get gold from.
Last edited: 2023-04-05 23:15:59also ,doi you plan to link all jobs together,meaning you cannot grind tailoring without buying specific stuff from a smith by example, to force people to trade depending theyre job
For someone who comes from "Ultima Online", professions are the holy grail of MMORPGs and they almost always disappoint me ... either due to various limitations or great shortcomings ...
They would always have to have a Voluntary character and be a "source of income", putting resources so that players who like it can sell their items safely and those who do not like them can buy said objects without sitting for hours in a town square or similar...
In other games there are sales systems based on a mixture of "auction" or fixed price in wep and a request / sale by mail within the game that work quite well ...
Going back to work ... there would be many things to assess ... make 2 large blocks (Collection / creation) and choose 1 of each ... leave it to free choice and put a limit of skills to go up ... it is a decision hard...
I am a MMORPG Player almost since the beginning of Ultima Online OSI (1997) and I have quite a bit of knowledge of their completely voluntary skill system ... and I offer my help and experiences to the staff if necessary.
The point is that everyone can access this equipment made by players ... either buying or making it themselves ...
In your case, it may be buying with gold ... but it is an important part of all MMORPGs ...
I understand your position ... but it tends to motivate other mortals more to be able to create the strongest weapon in the game with their own hands ... with the materials that are collected from that "really big and ugly evil monster at the end of a corridor "
So the characters who don't like to fight could buy you those objects and sell you the MEGALITIC weapon you need for the next level ... and you create a good market economy within the game, giving it a lot of life ...
In Spanish it sounds better ... I don't know if google has given it the same meaning that it would like to pretend ... sorry.
Enjoi
Well, it seemed to me that we were beginning to understand each other ... and I was not trying to make fun of you at all ... surely the google translator has played it on me ...
I was more thinking about getting a power gem, or something similar from the "boss" that is really hard to get, in order to make the item more "normal" materials.
I am also against having to store thousands of objects that drop all kinds of vices in case later I could do certain things or not ... I prefer that they drop few objects but highly usable ... and not use gold to craft the item .. . is a bit of a nasty way of "controlling" the market ... letting the supply / demand system act alone and the prices level themselves ...
It would be good to even put in the description of the weapon who has obtained that item ... For example, Weapon made by XXA, "Fusion core" obtained by XXB or something similar ...
I'm sorry to have given you the opinion that I don't like you as a player ... I have played in more than 100 MMORPGs with 1000 different ways of playing in each of them ... and your position is perfectly valid ... I just say that there are to find a balance between players like you and the 100% working people ... so that we can all have fun together.
Enjoi
PS: I wrote before about "really big and ugly evil monster at the end of a corridor" because he was funny to me ... I have a great way to describe a raid boss.
Better like wow that you can choose a main prof and then select the secondary one bc if i'll be alchemist without flowers well :s we'll have a problem there :/
En un MMO de este tipo las profesiones son una opción muy divertida. Aunque estoy de acuerdo que no deben ser imprescindibles para poder disfrutar del juego si no te gusta farmear y subir profesiones.
Pero para el que le gusta creo que sería bueno que las profesiones pudieran subir de nivel de manera acorde al personaje para que tú mismo las puedas aprovechar, tanto para ti como para vender a otros jugadores.
El que dependan unas de otras, y tú no puedas hacer todas las profesiones, ayuda a que los jugadores tengan que interactuar entre ellos y repercute en la economía del juego.
Los niveles de las profesiones y el farmeo deben ir acorde a tu experiencia del juego según niveles. Es decir, si estás por debajo del nivel 20 que puedas farmear materiales de nivel menor a 20 y que esos materiales te ayuden a craftear equipo hasta nivel 20, que tú y los demás jugadores podrán aprovechar.
Es importante que el sistema de profesiones sea útil y que subir una profesión no te la limite el subir otra. Me explico si quiero subir sastrería, que necesite cosas como por ejemplo hierro para poder subirlo. Y ahora me dirán, hombre Mauro eso es absurdo, pues no lo es para la gente de New World XD.
Otra cosa inexplicable y absurda bajo mi criterio, es que para crearte cualquier armadura/arma te pidan unos requisitos de la ostia, y luego cualquier misión random te de un equipo mejor. Eso mata directamente el propósito de las profesiones. Me gustaría por una vez que las profesiones fueran utiles de verdad y que craftear algo no te llevase media vida, 8 mazmorras, 4 raids, rezarle a los dioses y una conjunción planetaria para que luego cualquier misión de mazmorra te de algo mejor.
Por cierto, las profesiones de cacería era lo único que me pareció interesante en New World. El rastreo de animales/bestias/monstruos y cazarlos como profesion.
Honor para todos!
En español:
Yo creo que las profesiones deberían ser las típicas de siempre, pero yo le agregaría un porcentage de probabilidad a cada profesión de crear 2 en vez de 1. A modo de balancear esta probabilidad mientras más caro el objeto menos probabilidad tiene. Pero para adquirir esta chance, se debe hacer una quest dificil para adquirirlo. Sería interesante que esta probabilidad de crear 2 en vez de 1 sea un título o habilidad passiva que se llame "Maestría en peletería", por ejemplo.
También sería interesante que los mats de los objetos caros de crear se obtengan en mazmorras, que los boten los bosses o que haya gathering en las mazmorras.
Las profesiones que se deberían incluir a mi parecer son: Ingeniería, peletero, sastre, herrería, alquimia, joyería, encantamiento, minería, herborestería, desollar, pesca, cocina y medicina. Y solo se puedan tener 2 o 3 profesiones.
In english:
I think that the professions should be the usual ones but I would add a percentage of probability to each profession to create 2 instead of 1. In order to balance this probability, the more expensive the object the less probability it has. But to acquire this chance you must do a hard quest to acquire it. It would be interesting if this chance to create 2 instead of 1 is a title or passive ability called "leatherworking mastery", for example.
It would also be interesting if the mats of the expensive crafted items are obtained in dungeons, they are dropped by the boss or you can find gathering in dungeons.
The professions that should be included in my opinion are: Engineering, leatherworking, tailoring, blacksmithing, alchemy, jewelry, enchantment, mining, herbalism, skinning, fishing, cooking and medicine. And you can only chose 2 or 3 of them