Author Topic: How to make non-warriors more needed?  (Read 839 times)

Vilje

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How to make non-warriors more needed?
« on: December 03, 2003, 12:46:13 am »
I hade a dream ... well I didn?t but I hade an id?e
If  the npc-traders only sell regular items and aren?t able to bye nor sell for example any magic weapons the played smith will have a lot more customers and be more powerful and then more attractive to play.

This system can be used for all jobs and will force people to have more contact and automatically make them to RP more.

The second idea is that monsters are not going to drop weapons and others items that players will be able to make, this will make the same effect as the first idea and make it more realistic.  

Off course will human enemies drop weapons and armour but if they are magic ore better then regular weapons the npc will not bye them.


I now that some of u are going to try to drag my away and rape my because this idea is old but I haven?t found it in the forum and I am sorry if that?s the case.  

And sorry about my eng  


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Heimdal

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God idea
« Reply #1 on: December 03, 2003, 05:26:00 pm »
Sounds like a good idea. If you want a good rpg, players who isn?t big warriors or mages must make a difference. Otherwise they just melt in the background.

See you out there.

Heimadal a.k.a. JH

Draklar

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« Reply #2 on: December 03, 2003, 05:38:25 pm »
Quote
Originally posted by Vilje
This system can be used for all jobs

how can it be used for a techer or musician?
in all i think more people would pick smith jobs (as it would be better than others) and in one point there would be so many of them  that it wouldn\'t be more rewarding than without this idea (plus we would have NPCs that don\'t buy some items)
and NPCs not buying magic stuff isn\'t realistic
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Vilje

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« Reply #3 on: December 03, 2003, 07:16:26 pm »
You have a point that it can?t be use in all jobs, however in all jobs where u make something to sell it.

The smith will probably as u say be a quite a popular job if u look at those who are playing now (more dedicated player) but I don?t think that it will compete whit warrior mage thief and healer.

There are many jobs that I think will have very few players Potter, Glassmaker, Leatherworker, Tailor, Jeweler and so on
If the npc-trades and workers aren?t able to be as good as real players the real players will have a bigger market and less competition, and make more money and that make those jobs more attractive to play.

What I want is a living game and not a game where 95 % are playing a warriors.
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Draklar

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« Reply #4 on: December 03, 2003, 07:23:02 pm »
actually i\'m going to be a warrior with weaponsmith job
so i don\'t get your point on that :P
but my point is that you want to make some jobs much better and ones as teacher and musician left for themselfs. The result will be that simply some jobs will be better than others + removing some realism :P
« Last Edit: December 03, 2003, 07:23:52 pm by Draklar »
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lynx_lupo

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« Reply #5 on: December 03, 2003, 09:15:06 pm »
Is it just me, massively confused, but I conclide the oposite from the 2 ideas. :D
"Amor sceleratus habendi"- Ovid
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Vilje

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« Reply #6 on: December 03, 2003, 09:38:03 pm »
Quote
Originally posted by lynx_lupo
Is it just me, massively confused, but I conclide the oposite from the 2 ideas. :D


Well I think it is just u the first idea is that npc- trades will not sell or by magic weapons
The second that monsters will not drop magic weapons
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lynx_lupo

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« Reply #7 on: December 03, 2003, 09:47:27 pm »
Ja well, then my conclusions are like Draklar\'s.
"Amor sceleratus habendi"- Ovid
"First they ignore you, then they laugh at you, then they fight you, then you eat them." -Godzilla

zinder

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« Reply #8 on: December 04, 2003, 12:06:50 pm »
Quote
Originally posted by Vilje
Well I think it is just u the first idea is that npc- trades will not sell or by magic weapons


Not buy is a bad idea. it means every producer must have players to buy their stuff. so if the items have half-life of some rl months, a production must need perhaps one rl week or more. otherwise you cannot play as a crafter, get inflation. , etc.

But with those times hardly somebody wants to be a crafter.
« Last Edit: December 04, 2003, 12:07:38 pm by zinder »

Draklar

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« Reply #9 on: December 04, 2003, 03:21:10 pm »
Quote
Originally posted by zinder
a production must need perhaps one rl week or more.

you\'d make weapon in rl faster than that...
not to mention ingame where mostly it\'s only about materials...
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Rageburst

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« Reply #10 on: December 04, 2003, 05:09:51 pm »
Skills should give some give benefits to non-combat areas.

For example, lockpicking gives entry to locked chests and doors.

Mining gives access to minable loot.

Alchemy can produce potions with beneficial effects.

Healing and buffing spells are useful in combat, but are not offensive spells.

Cooking should benefit those who cannot buy/steal food.

It all depends on how the game will be designed in the end. The only criteria for the skills are that they should give some benefit of a sort.

I fail to see how useful it is to be entertainers like dancers, but I\'ve seen wookies dancing ballet in Star Wars Galaxy so you never know...... Doesn\'t seem like much fun if you ask me. Being a moisture farmer doesn\'t seem like fun either.

Dagothur

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hmm
« Reply #11 on: December 04, 2003, 07:22:12 pm »
monsters should drop weapons though, i mean realisticly if a monster has a weapon and you kill him.... his weapon should be yours and anything he had on him. i do like the idea of making non warrior characters a bigger part of the game, casters should become quite powerful...

Draklar

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« Reply #12 on: December 04, 2003, 07:27:14 pm »
ok, could anyone answer me one question?
how do you people know warriors will be more powerful than any other class?
i think you guys find problem where there is none
and non-fighters are supposed to be weaker than fighters. That\'s obvious i think...
« Last Edit: December 04, 2003, 07:28:59 pm by Draklar »
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Vilje

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« Reply #13 on: December 05, 2003, 12:27:00 pm »
Quote
Originally posted by zinder
Quote
Originally posted by Vilje
Well I think it is just u the first idea is that npc- trades will not sell or by magic weapons


Not buy is a bad idea. it means every producer must have players to buy their stuff. so if the items have half-life of some rl months, a production must need perhaps one rl week or more. otherwise you cannot play as a crafter, get inflation. , etc.

But with those times hardly somebody wants to be a crafter.



The idea is to make the players to buy things from the played crafter instead of the nps-crafter.  To your argument that they must find players to buy there stuff, well all things they make don?t need to be magical. I see a magic sword as something u will work hard to get and not something the farmer will have under his bed or all of the city guards will have.

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