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Proffessions on GK
Hey there,
Well I am kinda done with this idling, we should be able to make money on a 'normal' way. And no this ain't using Destruction scrolls in HHW or DoVP. You need MONEY to use these ways. and where will new players get this from? Well that's the point.. Here's my remodeling for our current proffessions. Lumberworking: Edit: Add more 'tree seeds', rename the current to a cheap tree. For example: Runescape's woodcutting system. Give these logs a fair selling price and give them a use in 'Smithery/Alchemy' Tier 1: 10 p Tier 2: 100 p Tier 3: 1.000 p Tier 4: 10.000 p (Requires: Physical level: 40+) Tier 5: 100.000 p (Requires: Physical level: 80+) Mining: Edit: Add up more gems, make a selling system like here above. Smithing: Edit: Add a system like Alchemy but then for Smithery. Let us learn new Smithery 'recipes' and once learned you'll be available to make these on any anvil. (Metal based items) These recipes could be writen (Mental will play a role in this), could be monsters drop (Players will hunt for new recipes), etc. Fishing: Edit: Rename our current fishes to actuall fishnames. Same tier system. This profession could be based on Agility level. Alchemy: Edit: Add more recipes, these recipes could be writen or be a loot aswell. (Leather/cloth based items) Feel free to post suggestions |
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Regardless of the path chosen, it's important to remember that 17,500 plat will earn you 1 NC - which is a pretty big reward. I don't want individuals generating 50NC or even 10NC a day; after a week our entire gelat market would be unstable. For comparison, ask yourself how many general labourers you know driving pimped out caddies? |
I do like the idea of better stuff made with Smithery, Bowyer, Thaumaturgy, and other stuff like that via recipes, but I don't see how it would be much different than the crafting system that's already in place.
If nothing else, it seems less convenient than what we already have. |
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"Here... do this labor and make some money. You can grind if you want. It's reliable". If that's what people prefer it's fine with me but it just needs to be balanced. |
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And I would totally agree with you about these things needing to be balanced. But in order to do so, the ratio of rewards to labor needs to be carefully considered. Like you said, it would mess things up if people were earning things too quickly. In that last post, I was mostly talking about the fact that including new recipe books would essentially add another step to making things and either render the old crafting tables useless or make them seldom-used. Not to mention there's the fact that equipment can already be made through alchemy as well. |
And I remember repeatedly suggesting adding new freaking mines with new minerals... Copper, Silver, ect... point being that no one would have massive stock piles of any new mineral so literally to craft anything needing those everyone has to get off there behind and go work for it.. and i do recall on 2 separate occasions it was a "maybe going to happen" but fell thru for other updates that apparently had so little impact i cant even recall what they were. -_-
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I think what's really being suggested here is a simple way to earn money.
You cut trees. The more you cut trees the bigger the reward (within reason). |
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It's sad to say, but GK's economy is even worse than Era since they made every weapon available at set price (thus putting definite control over the player-price economy). That's why everyone has (and will continue to), sat (sit) in trade idling or wait for their friends to message them whenever Nico goes on EA tag. NC becoming publicly available is a good start, allowing some access to the market. Though the economy is still based on prices set by gambling (another luck venture, could rename it to Lucky Kingdoms), and these coins will eventually become inflated since there is no (even very large) limit... it might take years or longer but eventually they will just replace the platinum coins in everyone's inventory as useless weight items you use to access trade tables. I see it this way, not to be negative or ruin the fun; but because I simply beat the game. No NC required. No deadly maps to run around. Don't have to grind your 'newer' dungeons anymore. None of them add extra game play so it's all a pointless venture. I cannot gain any more experience (that is beneficial). Can't improve my statistics, or damage, or armor; items at all. The strongest monster in the game can't even hurt me. I suppose I could look for the 4 recipes I don't know, I mean I have enough currency to probably complete a whole extra set, but these don't benefit me or improve the game either. Here-in lies what should be improved. I was reset at 1.1k hours. I then preceded to beat the game in under 900 hours, while spending nearly half that time tending to EA duties, leading a Kingdom, or screwing around with friends (Mining and building 3 houses is a 100 hour 'break' in itself). Just about a maximum for additional workload there (there's not much extra game play possible in this route of 'hard mode' short of being the Manager). Playing coin-craft doesn't seem like more game play opportunities. My question is: "Why should I log-in this time?" Your answer dictates weather or not the server is worth playing. ;) |
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Beyond optimizing your character in terms of levels and gear, there's not a lot left to do besides PvP, which only a handful of players participate in to begin with due to massive gaps in power. Professions don't really offer much to keep players engaged at this point either because most of what can be made using materials doesn't really help players obtain what they need to stand a chance. Like you said, it's more based on luck right now than perseverance. Nor do they provide much entertainment in terms of gameplay due to the way they're strucutred. (Digging endlessly in random spots, picking at rocks for hours, sitting in one spot holding a button to bless or write things, etc.) |
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The ultimate show of power was a strong (meaningful) position in a Kingdom. Unfortunately Graal Kingdoms really began to decline during the mass exodus after monthly gold. This created a feedback loop through the key elements of GK. People began to hoard valuable gear, making it nearly inaccessible to regular players. Players PKed less, especially with "friendly" additions which make the game more like a playground and less like a battle ground. As the player count decreased the value of kingdoms decreased - we saw dynasties collapse and leadership roles became like a rotating door. You could mark the beginning of this as the departure of the Sagesun family from Kingdoms. |
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For example ill take a mining theme. we've got a copper rock, silver rock, gold rock, mithril rock, jade rock, ruby rock and a diamond. You get 1 silver each 100 copper, you get 1 gold each 150 gold, you get 1 mithril each 300 gold, you get 1 jade each 500 mithril, you get 1 ruby each 1000 jade, you get 1 diamond each 2000 ruby. I am pretty sure you guys know better how the droprates/spawnrates do work Tier 1: Copper - 10p ... Tier 7: Diamond - 100.000p ---- I am just saying, we like to play GK but i just want to make money instead of idling in the trade room most of the time. If it's possible these Proffesions could even become skills apart; Mining, Farming, etc to be leveled apart. Quote:
Mining is alil diffrent you'll need a required level to mine these mining rocks. But a part of what you said is right aswell; the more you work the more money you'll earn Farming could even grant PvP/PvE buffs, the higher your farming level is the more chance on getting good buffs on your food. For example: Corn of the Bear: +10 hp, +10 damage Corn of Guarding: +10 ac, +20 armour Corn of Light Weight: +2 Speed Corn of Regenation: Regenates +0.5% each second of Mana, Heatlh and Grace these are just examples. |
I actually really like this idea, but instead choose certain skills to set professions in. I like the idea of needing to be a higher level to "get" certain items, but I don't think you should make everything like that. Mining would be a good one, but tree growing, not so much. I think there should be a rare type of seed that you can dig up, but I don't think there should be levels as to who gets them and who can cut them down.
Hear me out. With the player count lately, it would force players to actually start doing something and gaining levels because, for one, it will be a new addition and when (If) FaceBook Graal Kingdoms comes out, it will start a new 'business' type of player. I really hate talking about other servers when trying to come up with ideas, but some of these servers really do have a good idea. Think Ol' West. The higher your mining level, the less you need to hit a rock to get the goods. I think there needs to be an incentive to mine other than iron, coal or diamonds. This is totally off topic, and probably not possible with the current server source code, but what if the mining levels gave you better materials to make items with, and with that would make stronger weapons. This would make people mine to gain levels, and the minerals would sell for a high price, since it's possible only 2 or 3 players would have access to those minerals. Again, this is just throwing ideas out there. Sometimes, people need ideas to spark something important, and brainstorming is the best way to do this. |
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