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troutonland

Professions

29 posts in this topic

There should be different professions in the game <-- I will explain what I mean by this

Doing certain actions would increase your profession level in those areas:

chopping down trees, splitting wood,making charcoal -for woodsman

mining ore, mining stone, using the prospectors pick, using the chisel -for miner/mason

planting crops, harvesting crops, plowing, collecting fruit, hunting -for forager/farmer

smelting ore, using the anvil, crafting tools -for smith

etc.

Each tier would unlock something: a higher tier tool you can use, for the smith it would unlock the ability to work higher tier metals.

Whatever your highest skill is(it would need a minimum skill level) would be your profession and give you some little improvement in doing its actions.

Posted Image

More on the skill system:

Every day the skill level in each area would decrease by a small amount(so players who ignore one area become less skilled in it)

Benefits other than unlocking new tools would be very small(just so it is noticeable but not over powered)

It would only be possible to have 1 Novice, Adept, Specialist, Master tiered trait. To make people actually specialized.

This entire idea and system only has the purpose to give a greater feeling of progression to the game and to make a more active economy in multiplayer. People specializing in one area would encourage trade and would even create "supply and demand :)"

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Go to the minecraft forum

Search for the "runescape mod" thread

Post this there

Honestly, even when that kind of system looks pretty nice, i don't think it's for TFC or even vanilla minecraft. Also, getting new tier tools is already pretty hard, is it needed to make it even harder?

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Sharing my dissent. Professions/skills should be things players grow into/develop, not something they're forced into.

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Sharing my dissent. Professions/skills should be things players grow into/develop, not something they're forced into.

I don't think anyone would be forced into it, people would already do what they want to most with this added and all it would do would be give small benefits to the person for staying in one area. I don't see how someone would be forced as they could simply work on another thing if they enjoy that better and as the other degrades they will become better at the one they like. I personally think this would be an excellent idea as it would prevent someone simply jumping up a skill tree, suck as a new player getting a steel or red steel tool. They would not be able to use it efficiently and would be a waste of a tool. There also could be an increase durability loss if you are not ready for that kind of tool.

Though being classified as one kind of person is rather silly for example in single player you have to keep several things running. There would have to be a very delicate balancing act by Bioxx to make the skill degrade and increase fast enough so you don't become a noob in one night but you cannot become a world master in all of them. Maybe the higher you are the less the rewards and the more it degrades.

These are my thoughts so far, but don't give up on this idea. With a little work it could really help make TFC what some thought it would be like.

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this is a great idea on paper but in practice it wont work for three reasons

1.) it would make the mod more grindy

2.) lets say i was smithing and i was finally able to make bronze but then i need copper for it, with you decreasing each skill a day you would lose your ability to make bronze and would have to start smithing stuff you dont need to get to bronze.

3.) single player would become twice as hard and this would probably only work in multiplayer

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I personally think this would be an excellent idea as it would prevent someone simply jumping up a skill tree, suck as a new player getting a steel or red steel tool.

i dont see any "new player" jumping to red steel or steel i barley know anyone whos made it to red and blue steel in a couple of days and a new player getting to it fast is highly unlikely.

before someone says they have made it that far in less than a day they better show proof

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and now to the plus sides this is something i would love to see in a multiplayer only type thing and only as choice.

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Yeah this would make TFC a bit too hard but this would be great for a plugin or MP Mod, i was looking for a plugin like this so maybe suggest it to mod/plugin makers...

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In multiplayer it would be great, if the players are coordinated, so they don't all become hunters or miners. But it's not for this mod. Maybe it could be a separate mod...

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someone said in an old topic about this mod and minecraft in general being immersive.

this isn't the sims.

I don't want to be controlling Steve, i want to BE Steve.

Steve is a woodsman because I enjoy cutting down trees, not because he followed the rules of some random person (no offence meant bioxx or anyone else)

Minecraft doesn't have rules. Keep it that way.

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I don't need Steve to 'level up' in smithing. That's because, as I work better and better metals and figure out by trial and error the best button combos to make higher quality (less damage) tools, I'M 'leveling up' in smithing. There should be as little separation between steve and the player as possible, imo

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eternal did you even read my post? Lol between you me and lumireaver we have wrecked like 3 or 4 threads with similar ideas now.

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eternal did you even read my post? Lol between you me and lumireaver we have wrecked like 3 or 4 threads with similar ideas now.

Lol your post didn't show up for me till I'd posted mine, you must have added it just as I was typing mine out XD

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oops. hate when that happens.

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Eh. The only way I would accept this would be if it was entirely cosmetic. Like a mild moment every once in a while where I look at the stats and say something like "Wow, I have been cutting down a lot of trees (high Woodsman stat)".

Even then though, I probably wouldn't pay much attention to it.

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Yea I'm gonna have to be against this. Considering most people can just use stone to get everything theres no point in locking the tools to your exp. If you rewrite this to start locking trees or ores to certain levels it becomes annoying to traverse thousands of meters to find what you CAN get and hope theres enough to level up. Really though I've been on three servers and the first thing that has always been done is crowd around a campfire laying out jobs for everyone. Guys A through E mine guy F works with animals and crops guy G works with blacksmithing, mason work, and usually charcoal and everyone tries to keep it together and if someone doesn't have work they help with other things. If you can't structure yourself to work together then you won't make a thriving village and eventually it becomes easier to just go play SSP since no one works together or no one is willing to do other things.

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Sharing my dissent. Professions/skills should be things players grow into/develop, not something they're forced into.

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Well developed and presented suggestion, just not something I would like to see in TFCraft.

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I've considered something along these lines as well, though a very different concept of it. My thought was more that we have an experience system already in the game and nothing really to spend it on or show for it, and the bottom line is spending "experience" on enchantments doesn't make a lot of sense either. Why not just minor perks that you can spend experience on that you can choose your own path for?

Use the layout of the achievement window to make it easier to implement, and just have 4-5 tiers for several catagories such as blacksmithing, mining, logging, farming, hunter.

Blacksmithing:

Apprentice Blacksmith: +5% durability to objects made

Journeyman Blacksmith: +10% durability to objects made

Advanced Blacksmith: +15% durability to objects made

Master Blacksmith: +25% durability to objects made

Miner:

Apprentice Miner: +5% mining speed

Journeyman Miner: +10% mining speed

Advanced Miner: +20% mining speed

Master Miner: 1% chance of getting a random ore drop from stone based on stone type.

Lumberjack:

Apprentice Lumberjack: +5% logs dropped per tree cut

Journeyman Lumberjack: +10% logs dropped per tree cut

Advanced Lumberjack: +20% logs dropped per tree cut

Master Lumberjack: +1 block of planks of wood when using saw or axe

Farmer:

Apprentice Farmer: +5% increased chance for wheat on harvest

Journeyman Farmer: +10% increased chance for wheat on harvest

Advanced Farmer: +20% increased chance for wheat on harvest

Master Farmer: +1 wheat drop per harvest

Hunter:

Apprentice Hunter: +5% damage to mobs

Journeyman Hunter: +10% damage to mobs

Advanced Hunter: +15% damage to mobs, +5% drop chance

Master Hunter: +20% damage to mobs, +10% drop chance

These are rough numbers obviously and would have to be balanced one way or another, but they're not game breaking, would allow people to specialize in whatever they prefer in SMP and wouldn't take away from SSP.

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I've considered something along these lines as well.... etc etc

This idea has pretty much been shot down.

Just letting you know.

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I've considered something along these lines as well, though a very different concept of it. My thought was more that we have an experience system already in the game and nothing really to spend it on or show for it, and the bottom line is spending "experience" on enchantments doesn't make a lot of sense either. Why not just minor perks that you can spend experience on that you can choose your own path for?

Use the layout of the achievement window to make it easier to implement, and just have 4-5 tiers for several catagories such as blacksmithing, mining, logging, farming, hunter.

Blacksmithing:

Apprentice Blacksmith: +5% durability to objects made

Journeyman Blacksmith: +10% durability to objects made

Advanced Blacksmith: +15% durability to objects made

Master Blacksmith: +25% durability to objects made

Miner:

Apprentice Miner: +5% mining speed

Journeyman Miner: +10% mining speed

Advanced Miner: +20% mining speed

Master Miner: 1% chance of getting a random ore drop from stone based on stone type.

Lumberjack:

Apprentice Lumberjack: +5% logs dropped per tree cut

Journeyman Lumberjack: +10% logs dropped per tree cut

Advanced Lumberjack: +20% logs dropped per tree cut

Master Lumberjack: +1 block of planks of wood when using saw or axe

Farmer:

Apprentice Farmer: +5% increased chance for wheat on harvest

Journeyman Farmer: +10% increased chance for wheat on harvest

Advanced Farmer: +20% increased chance for wheat on harvest

Master Farmer: +1 wheat drop per harvest

Hunter:

Apprentice Hunter: +5% damage to mobs

Journeyman Hunter: +10% damage to mobs

Advanced Hunter: +15% damage to mobs, +5% drop chance

Master Hunter: +20% damage to mobs, +10% drop chance

These are rough numbers obviously and would have to be balanced one way or another, but they're not game breaking, would allow people to specialize in whatever they prefer in SMP and wouldn't take away from SSP.

I'm not sure if you played oblivion or not but once you became a master in something, e.g. Acrobatics, you are able to skip on water.

Masters should have cool and special abilities like that :D

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I remember that, and it was fun being a badass that ran across lakes and jumped onto houses. The example I gave was just something simple and easy that also wouldn't be so majorly game altering as to make specializing required, but enough that it's beneficial if you do choose a path. Not gonna lie though, if Bioxx chooses to give me an option to spend exp on an ability to skip across water, I'm gonna take it.

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yeah i think this makes TFC too RPG like

i agree with eternal where you dont need a leveling system when theres already an implied leveling system when you move on and advance to higher levels of tech

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yeah i think this makes TFC too RPG like

i agree with eternal where you dont need a leveling system when theres already an implied leveling system when you move on and advance to higher levels of tech

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