Author Topic: Reputations and Professions  (Read 4671 times)

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Kyrie

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Reputations and Professions
« on: November 3, 2007 12:38 am CDT »
Professions-
What do you think about a sort of side quest feature for professions? One of TRPG's weaknesses is the absence of any real quests. Enter, Professions. We could add 'General stats' to the mod. It's your standard "strength, intelligence, agility, luck" sort of thing. But to raise these you'd take on a profession that raises a specific stat. The profession would require you to perform certain tasks to earn your rewards. I'm open to ideas on professions!

Reputation-
A reputation system would be cool to see implemented. This would work hand in hand with the bounty system, but be an improvement. The bounty system doesn't take into account attacks and kills: it only looks at stealing, pickpocketing, and mugging. It would be neat to track targeting and player attacks. If you often target players, attack them, and end up losing to them, your "Evil" reputation increases, but your "skill" reputation decreases! You would quickly become known as a "Dangerous Weakling" (Dangerous because you often attack first, Weakling because you often lose fights). By the same token, someone who rarely attacks first and only defends himself, but often wins the fight, could become known as an "Honorable Warmaster" or some such thing.

Reputation could neatly affect how town bots react to you, as well. Villains would not be welcome in towns and bots might refuse to talk to them (a percentage chance based on your villainy level when you #say hi). Merchants would sell you items, but the items might be more expensive. Villans could also rob merchants or bankers for small cash rewards (failing sends the town's sentries after the villain. If he's caught, he's jailed for a time. If his villainy level is high enough, he might be executed).
On the opposite end, "Heroes" would receive discounts at merchants and maybe a very small "good boy" interest rate on banked money.
« Last Edit: December 31, 1969 06:00 pm CST by Kyrie »







Dyre

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« Reply #1 on: November 5, 2007 08:30 am CST »
Maybe professions could be a way of implementing an economy to the game.  What if the majority of items had to be crafted?

Maybe some of the more basic items could be bought, but with the levels staggered for weapons and armor.

i.e.

For slashing, the stores would have the hatchet, longsword, and battle axe.  Everything else would have to be crafted.

Give all that mineable stuff an actual purpose.

In fact, mining could be another profession.

The system surrounding professions could be seperate from skills.  You wouldn't be able to use SP in professions, and they'd take longer to level up.  But at the same time, they wouldn't reset on a remort.  They could be a sort of long term aspect to the game, and totally not required to do, but extremelly helpful.

Each class could also have their own particular profession(s), which would end up encouraging the use of multiple players to move the economy along.  And with individualized classes, those potions would end up having an actual use.

If a supply and demand system is set up with the NPC's, we might have a good economy.  If everyone is making war axes, it's possible that broadswords would actually be more expensive.  If there's a natural degrade on the market as well, it would help balance it out.  Maybe something like 15%/hour rounded up.
« Last Edit: December 31, 1969 06:00 pm CST by Dyre »
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Kyrie

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« Reply #2 on: November 5, 2007 01:49 pm CST »
The PCRPG economy definitly needs some work. It's hard when you first start, you're poor, it takes ages to earn all the money you need to purchase weapons/armors. But once you have purchased each of the weapons once or twice, money is almost useless. You just have to rebuy what a mugger takes, every once in a while.

So you end up with a reversed pyramid economy structure: the people with money and who can gain it the most easily have no need for the money, and the people without money and who have the hardest time earning money have all the need.

Maxing out gods, of course, are different, but they're in an economy of their own.

I have no solution ideas at the moment, I'll have to think about it.
« Last Edit: December 31, 1969 06:00 pm CST by Kyrie »







Dyre

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« Reply #3 on: November 5, 2007 03:25 pm CST »
A decent solution to increase the value of money might be to require that players pay to train skills, and pay to remort.

It will really slow down the leveling process as well.

Maybe make it cost 1000 x multiplier and an SP to train up, but your first remort is free.  So if you have a multiplier that's 10.0, it would cost 10000 to put one SP in.

Then, to remort, you have to pay 1 million times your remort level.  Again, your first remort is free (1,000,000 x 0 = 0), but to help prevent a player screwing themselves when remorting (they'll have to pay for SP when they remort), require them to have at least 500k in the bank to remort the first time (maybe even 1 million).  After that, it will be assumed that they know better.
« Last Edit: December 31, 1969 06:00 pm CST by Dyre »
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Vorter_X_

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« Reply #4 on: November 6, 2007 05:21 pm CST »
Everyone has some fabulous ideas for the game. I haven't seen you guys fired up in years. Perhaps it's time to bring back the beta for a while and get some people to work on some coding ideas and set up the test server.
« Last Edit: December 31, 1969 06:00 pm CST by Vorter_X_ »

Particle

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« Reply #5 on: November 6, 2007 06:20 pm CST »
Ah yes, somebody who remembers the beta server.  Remember things like thorr's hammer and #cleave that people outside of beta have been begging for for years?
« Last Edit: December 31, 1969 06:00 pm CST by Particle »
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Vorter_X_

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« Reply #6 on: November 6, 2007 08:12 pm CST »
Hahaha yes indeed. People from BETA should still have access to the private stuff  :wink:  Though I think there should be some additions to the forum. Anyone who contributes a well thought out idea, has coding exp, and anyone who has been on this forum for more than 3 years. =D or has had a character on the server since pre 2005
« Last Edit: December 31, 1969 06:00 pm CST by Vorter_X_ »