Author Topic: Future Job balance  (Read 802 times)

Joale

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Future Job balance
« on: May 29, 2009, 01:35:52 am »
Alright, after looking over the jobs that will be released soon (TM) I'm sure. [ :P] I would like to give a simple word to the wise to the GM's. 300Q weapons are semi- hard to get because you much be a very good trainer to make them. PLEASE do the same thing with future jobs. Because if anyone can start making amulets or carpets, they won't sell for much. I see two options to make this work, make many types of carpets, and the very pretty ones need high levels to make. And for brewery (which I will be doing when released) make the drinks have a temporary stat or skill increase (or decrease). Just try to make it where one job does not over-power another. Because it has happened in many RPG's.
"By all means marry; if you get a good wife, you'll be happy. If you get a bad one, you'll become a philosopher."- Socrates

Prolix

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Re: Future Job balance
« Reply #1 on: May 29, 2009, 02:03:24 am »
The big thing for this, I think, is that the produced quality ought to have an effect on the price npcs are willing to pay. my sister made jewelry out of beads and string when she was six but it wasn't worth much to anyone who didn't know her.

zanzibar

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Re: Future Job balance
« Reply #2 on: May 29, 2009, 04:35:34 am »
Prolix is exactly right.  Everything on the player market can be given a minimum value by adjusting the "sell to npc" price.
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