Crafting/Profession ideas
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Daegron
ChaosKeeper
6 posters
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Crafting/Profession ideas
What have you always wanted to see in a game? Tell me everything.
(Land based for now, Frankie. Sorry!! )
(Land based for now, Frankie. Sorry!! )
Re: Crafting/Profession ideas
Artist. For sure. Stuff like paintings/sculptors or musically such as a bard. Or poetry. It wouldn't work for a medieval game but i also loved the idea of a player being able to play live music inside a game. Like a Techno Bard . Would be interesting for crafting also. Like crafting a unique painting or composing a unique tune on the lute. (not sure if it would be a lute in the time period though). Or writing a poem and being able to craft it onto a book to be sold.
Mercenary. Though i guess anybody could be a mercenary, but an easier way to find/hire mercenaries would be fun. Soldiers for hire and all.
Mercenary. Though i guess anybody could be a mercenary, but an easier way to find/hire mercenaries would be fun. Soldiers for hire and all.
Raider.- Posts : 847
Join date : 2013-09-18
Location : Salisbury Steak
Re: Crafting/Profession ideas
RaiRai, as always, we think alike. One of the last questions I asked Grave before we fell asleep last night is how can we make a mercenary profession with the resources we have?
Any ideas on how that would actually work in game?
And I really like the idea of artist....adding that now. Artist to make sculpture and paintings, writer to make books and poems. Possibly that actually write and can actually sell to people ig for ig money?
Any ideas on how that would actually work in game?
And I really like the idea of artist....adding that now. Artist to make sculpture and paintings, writer to make books and poems. Possibly that actually write and can actually sell to people ig for ig money?
Re: Crafting/Profession ideas
Inanna wrote:What have you always wanted to see in a game? Tell me everything.
(Land based for now, Frankie. Sorry!! )
ChaosKeeper- Posts : 192
Join date : 2016-02-23
Age : 31
Re: Crafting/Profession ideas
Considering adding a dyemaker profession. So gather herbs and make dyes. People can buy them ig and take them to a weaver to then make or change the colour of their clothes?
Yes or no? More suggestions?
Yes or no? More suggestions?
Re: Crafting/Profession ideas
Undertaker.
Yes yes, I know but can you think of a more important profession ?
Yes yes, I know but can you think of a more important profession ?
Daegron- Posts : 475
Join date : 2013-10-22
Re: Crafting/Profession ideas
undertaker and gravedigger ...
Could professions also have sub-branches? Like a blacksmith could choose to become either a jeweller or a farrier for example.
Could professions also have sub-branches? Like a blacksmith could choose to become either a jeweller or a farrier for example.
Siren- Posts : 637
Join date : 2013-10-07
Re: Crafting/Profession ideas
I really can't think of the right word in English.
How do you call that woman who helped women and animals give birth ?
How do you call that woman who helped women and animals give birth ?
Daegron- Posts : 475
Join date : 2013-10-22
Re: Crafting/Profession ideas
Midwife!!
Oh wow! Since we have already agreed that we need to put children and families in, this is perfect!!!
Oh wow! Since we have already agreed that we need to put children and families in, this is perfect!!!
Re: Crafting/Profession ideas
Undertaker/grave digger would be really cool! Taking care of the cemeteries and such
For mercenaries i would have to know more about the game exactly to suggest a system but in general perhaps taverns could be used as recruiting inns? Like, a tavern owner could manage a list of available soldiers for hire. Both mercenaries and buyers would go to the tavern to find out who is available/who is looking and the tavern would serve as the middle man. But that would mean either letting players do this for having an NPC run the operation.
Another cool thing would be some sort of gladiator-arena thing for entertainment. It's another thing that could be either set up and run by players or officially part of the game. RK's arena is extremely lacking for instance. Truthfully i don't now much about medieval Wales so i'm not sure if it would fit.
For mercenaries i would have to know more about the game exactly to suggest a system but in general perhaps taverns could be used as recruiting inns? Like, a tavern owner could manage a list of available soldiers for hire. Both mercenaries and buyers would go to the tavern to find out who is available/who is looking and the tavern would serve as the middle man. But that would mean either letting players do this for having an NPC run the operation.
Another cool thing would be some sort of gladiator-arena thing for entertainment. It's another thing that could be either set up and run by players or officially part of the game. RK's arena is extremely lacking for instance. Truthfully i don't now much about medieval Wales so i'm not sure if it would fit.
Raider.- Posts : 847
Join date : 2013-09-18
Location : Salisbury Steak
Re: Crafting/Profession ideas
Homework
Thanks btw
Thanks btw
Raider.- Posts : 847
Join date : 2013-09-18
Location : Salisbury Steak
Re: Crafting/Profession ideas
Not familiar with Welsh history, Raider? Pfft, you and I have talked and RP'd about it enough!!
So do how do we want to level up crafting? I like Siren's progression path, but then recipes unlock at new points? Or do they unlock as you level up your stats? How do you see the two things blending together?
Initially we had envisaged basic Strength, Intel, etc stats displayed with combinations of these affecting things that weren't necessarily measured openly. So players know strength + dexterity = better at fighting but we don't display a "fighting" skill.
But if we are having crafting paths or trees, are any of these stats actually necessary? Or it is just everyone gets the basic level and the more you do it, the better you get?
So do how do we want to level up crafting? I like Siren's progression path, but then recipes unlock at new points? Or do they unlock as you level up your stats? How do you see the two things blending together?
Initially we had envisaged basic Strength, Intel, etc stats displayed with combinations of these affecting things that weren't necessarily measured openly. So players know strength + dexterity = better at fighting but we don't display a "fighting" skill.
But if we are having crafting paths or trees, are any of these stats actually necessary? Or it is just everyone gets the basic level and the more you do it, the better you get?
Re: Crafting/Profession ideas
Inanna wrote:So do how do we want to level up crafting? I like Siren's progression path, but then recipes unlock at new points? Or do they unlock as you level up your stats? How do you see the two things blending together?
How about product/service quality ?
Product/service quality should reflect the associated skill.
Perhaps instead of unlocking recipes/tasks there should be a chance of success ? The more time you spend on the product and the better your skill, the higher the quality and the greater your chance of success.
If a novice craftsman needs to make a high quality product he should spend a lot of time working on it.
Also, raw materials quality ... man I dug an endless pit...
Daegron- Posts : 475
Join date : 2013-10-22
Re: Crafting/Profession ideas
It's fine, Daegron. I have been doing that for myself many times over. The pit gets deeper but as long as I keep filling out spreadsheets of data, Grave is happy to keep coding these bits in.
Product quality is definitely a good idea, as is chance of success or crit in a recipe.
Product quality is definitely a good idea, as is chance of success or crit in a recipe.
Re: Crafting/Profession ideas
Stats could play a role. If Siren chooses to be a weaver but she has low dexterity, then she will progress in her craft slower than someone who starts with a higher dexterity. If she practices enough, her dexterity improves and so does the quality of her work.
Strength could be important to a blacksmith and intelligence to a writer.
Also a thought, instead of there being a set maximum on stats that everyone can eventually reach, make it so that you can only max out on one stat of your choice, with maybe a possibility to unlock a second one later?
So say your stats are:
Strength
Charisma
Intellect
Dexterity
Creativity
then you can only max out on Strength for example. So say the max is 100% then the other stats scale to that, to you can only take the next one to 90%, the third to 80% etc. This way the player has to decide what stats to work to optimise their chosen area. It will also make character interactions more dynamic because everybody will be making different choices.
Also on workshops, my BIG suggestion is that at first, you limit the workshops to what is essential items. If you have a small player base too much diversity will adversely affect growth and the game economy. Have others in development and ready for expansion, but start small may be a good idea.
As for levelling up workshops, I will use the weaver example once again. As an apprentice weaver/tailor/seamstress, Siren can only make simple cloth. This will get used, but it is a common item. As she learns, she gets to make simple stockings another common item. In time she progresses up to noble robes a rare item. All items produced should be necessary, but the more a person works at the craft, the further they progress with it.
Strength could be important to a blacksmith and intelligence to a writer.
Also a thought, instead of there being a set maximum on stats that everyone can eventually reach, make it so that you can only max out on one stat of your choice, with maybe a possibility to unlock a second one later?
So say your stats are:
Strength
Charisma
Intellect
Dexterity
Creativity
then you can only max out on Strength for example. So say the max is 100% then the other stats scale to that, to you can only take the next one to 90%, the third to 80% etc. This way the player has to decide what stats to work to optimise their chosen area. It will also make character interactions more dynamic because everybody will be making different choices.
Also on workshops, my BIG suggestion is that at first, you limit the workshops to what is essential items. If you have a small player base too much diversity will adversely affect growth and the game economy. Have others in development and ready for expansion, but start small may be a good idea.
As for levelling up workshops, I will use the weaver example once again. As an apprentice weaver/tailor/seamstress, Siren can only make simple cloth. This will get used, but it is a common item. As she learns, she gets to make simple stockings another common item. In time she progresses up to noble robes a rare item. All items produced should be necessary, but the more a person works at the craft, the further they progress with it.
Siren- Posts : 637
Join date : 2013-10-07
Re: Crafting/Profession ideas
True Inanna i did learn quite a bit from all that
I like the idea of not being able to max all stats (if you do end up going with stats) and instead choosing what you want to prioritize. But would there be a way for players to reset those stats so that could "choose another build" so to say? I mostly like the idea because it would mean nobody would have a "perfect" character and new players could feel like if they work hard they can catch up with the veterans.
How important is fighting set to be in the game? I wonder if proficiency in certain types of weapons could come into play, utilizing the idea of "the more you use it the better you get" mentioned before when talking about stats. To be general it could be something like swords, polearms, bows, daggers etc.
I like the idea of not being able to max all stats (if you do end up going with stats) and instead choosing what you want to prioritize. But would there be a way for players to reset those stats so that could "choose another build" so to say? I mostly like the idea because it would mean nobody would have a "perfect" character and new players could feel like if they work hard they can catch up with the veterans.
How important is fighting set to be in the game? I wonder if proficiency in certain types of weapons could come into play, utilizing the idea of "the more you use it the better you get" mentioned before when talking about stats. To be general it could be something like swords, polearms, bows, daggers etc.
Raider.- Posts : 847
Join date : 2013-09-18
Location : Salisbury Steak
Re: Crafting/Profession ideas
Are we having brothels? I quite fancy the idea of being a Madam and running one
Re: Crafting/Profession ideas
Raider: We were just talking about this over dinner. I think the best way to go might be to level only profession paths and not your actually character. I mean you can increase your stats but not necessarily reach a "max level" as we always want there to be more to do. The current idea we are floating around is that you can buy as many workshops as you like BUT they get progressively more expensive per town. So if you want to open a second, it would be much cheaper to travel to a new town and do it there. Encouraging travel of course helps thieves and bounty hunters.
Mala: Oh yes. We have already planned that one in.
Mala: Oh yes. We have already planned that one in.
Re: Crafting/Profession ideas
CURRENT PROFESSION/CRAFTING LIST:
Butcher - provides meat, leather, vellum
Dye maker - dyes for clothing and soft furnishings like blankets and paints for artists
Jeweller - jewellry
Alchemist - ideas needed!
Apothecary/Healer - potions and cures
Writer - books and poetry
Artist - scultpure and painting
Forge/Smelter - turns ore to ingots
Brewer - beer and meade for the taverns
Woodcrafter - bows, arrows and furniture
Blacksmith - metal weapons, axes, etc
Weaver - clothing and soft furnishings for the home
Midwife - Obvious, but not yet sure how it will work.
Undertaker - as above!
Tavern owner - sells food and drink
Inn keeper - rents rooms for travellers
Brothel - rents rooms for....other stuff?
Mercenary - takes contracts out in bounty hunting style, etc.
Priest/ess - can set up a church, temple or other religious building
Items such as books, furniture etc all add reputation points to your household.
I'd like to add Illumination in there somewhere but not sure if it should fall under artist or priest?
Might need to add in armour as well....new armoursmith or just blacksmith?
The issue is I worry about making it too interdependent. A bit encourages activity but I don't want people unable to craft because there isn't someone else producing the amount of materials they need. Hence the reason I think you should be able to do all of these eventually, but for it to take a long, long time to get there. Realistically it would be achievable to maybe have 3 of these maxed? What do you think?
Butcher - provides meat, leather, vellum
Dye maker - dyes for clothing and soft furnishings like blankets and paints for artists
Jeweller - jewellry
Alchemist - ideas needed!
Apothecary/Healer - potions and cures
Writer - books and poetry
Artist - scultpure and painting
Forge/Smelter - turns ore to ingots
Brewer - beer and meade for the taverns
Woodcrafter - bows, arrows and furniture
Blacksmith - metal weapons, axes, etc
Weaver - clothing and soft furnishings for the home
Midwife - Obvious, but not yet sure how it will work.
Undertaker - as above!
Tavern owner - sells food and drink
Inn keeper - rents rooms for travellers
Brothel - rents rooms for....other stuff?
Mercenary - takes contracts out in bounty hunting style, etc.
Priest/ess - can set up a church, temple or other religious building
Items such as books, furniture etc all add reputation points to your household.
I'd like to add Illumination in there somewhere but not sure if it should fall under artist or priest?
Might need to add in armour as well....new armoursmith or just blacksmith?
The issue is I worry about making it too interdependent. A bit encourages activity but I don't want people unable to craft because there isn't someone else producing the amount of materials they need. Hence the reason I think you should be able to do all of these eventually, but for it to take a long, long time to get there. Realistically it would be achievable to maybe have 3 of these maxed? What do you think?
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