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  #1  
Old 05-24-2006, 12:45 PM
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Question Crafting and non-combative roles

How is the crafting system supposed to work? what other roles will there be for the people who don't want to go combative? could I, say, build an inn at a cross roads and charge people to stay the night protected from the elements and wild animals? charge them for food and such?

Or how about politicians? could someone spend all their days at court?

any Ideas anyone else has would be nice too.
Lets learn about the other things instead of combat! if we focus only on that then T:LAW will be nothing more than a magic free version of WoW or EQ.
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Old 05-24-2006, 01:33 PM
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Default Re: Crafting and non-combative roles

Quote:
Originally Posted by Sykoi
You brought up an interesting point, however, and its making me think... We already planned to use a scripting language for NPCs, but what about for actual buildings? Of course this has to exist to make doors work, but how would you feel about having a scripting language placed on items and buildings, be open to players in a somewhat limited, but still open - way?
This way you could automate certain things, like require special keys to access certain rooms (For an Inn), or have to wait to be seated (In a restaurant), or maybe even not be able to use tools in a dojo until you're a member.
It was something that I had brought up because I was wondering about what you could do other than combat. I don't know if Sykoi is implementing it, but he must have been thinking about it since he had posted this. It would be great to see this implemented because it adds more realism and options to the game. But who knows, we'll have to see.
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Old 05-24-2006, 03:48 PM
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Default Re: Crafting and non-combative roles

yeah, it will probably have to be something they put out as an update as it will take a while to work out. Plus it could delay the game by quite a bit if they wanted to input something like that at initial release. But this is exactly what I was hopeing for, plus I just wanted to start my own thread. Is there a rough list of profesions yet?

Will there be a social ladder to climb as well? one example on how to do that would be like the rep power here. We request to add honor points to someone, give the reason why, and a gm looks at it and decides if it is a worth while honor bonus. Also honor can be removed in a similar fashion.

I don't know what an honor ranking would do for a player as yet, maybe just bragging rights on the web page? List of top 10 most honorable players, and least honorable?

How will those who follow the medical profession work? Just speed normal healing? like double the rate of healing under treatment, or a percentage increase based on the skill level?
I've got million questions and am too lazy to look through every thread to see if they have been answered. also I am usually on here at work so I don't really have the time to read every thread.. or even skin them all.
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Old 05-24-2006, 04:09 PM
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Default Re: Crafting and non-combative roles

I honestly don't know about some of the more specific details like that. I do have some information about the game, but I'm not allowed to disclose it. Sorry.
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Old 05-24-2006, 04:20 PM
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Default Re: Crafting and non-combative roles

even to a lifetime member? IF you can disclose it to me in a Private message, I would appreciate it. I have paid my preorder and have access to the hidden area.

But mainly I am just trying to get people to talk about the things they would like to see in these areas here.
  #6  
Old 05-25-2006, 06:54 AM
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Default Re: Crafting and non-combative roles

I am so pissed right now.

I wrote up a few paragraphs trying to help you out and pressed backspace, only to see the page actually go back and get rid of everything i just wrote.

And since its around 10pm, i dont think ill be re-writing it anytime soon.
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Old 05-25-2006, 01:42 PM
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Default Re: Crafting and non-combative roles

I know the feeling, At work I tend to hit the wrong 'X' in the upper right hand corner when working on several applications at once, Really annoying
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Old 02-19-2007, 11:22 AM
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Default Re: Crafting and non-combative roles

i just hope that the crafting system and the entier non-combat section of that game, wont be similar to typical wow, dark age of camelot type crafting. Getting materials and then roboticly pressing build, make or whatever, just aint fun for me.
I know this represents a great creative obsticle. How to make non violent elements of the game fun.
you could implement profesion schools, that would actually give you a boost in your profesion lvl not only open it.
For example, in todays mmorpgs you go to a profesion trainer, you pay, and he opens your profesion and gives you the option to go to lvl 70 (or 100 or whatever). But you start at lvl one. Lets say that the game would have a tailor shop. You could have diferent courses to learn diferent styles of tailoring, traditional, korean, chinese, european and soo on. And with finishing the school you would get lets say 40 lvl in that profesion but you would have to pay a substantial amount of money for the knowladge you gained. You could make this a single amount, or lets say giving away a % of the money you are making in the game. In the begining the game would have npc schools, but later ingame players could open their own schools (of course you would need a true specialist of the profesion), and hold classes. I think this would bring the community even closer

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Old 03-04-2007, 11:22 AM
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Default Re: Crafting and non-combative roles

I would see it like that me.

To start you crafting you are an apprentice to a master (either player or npc) and received "quest" meaning you are asked by the master do to specific thing and received an automated pay for it, the more you advanced the more things are asked of you and you're pay gets higher and higher until you're a master and you can created you're own shop and get people work for you.

And for the other profession I would of course see politicians, musicians, street performer (juggling, acrobats, etc), cook, innkeeper, animal tamer, lumberjack, miner, farmer, and many more.

And for lumberjacker I'd like to see the tree fall and you need to make sure that the forest regrow by planting seed.
  #10  
Old 03-10-2007, 07:09 AM
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Default Re: Crafting and non-combative roles

I know nothing right now... But... I think it would be perfect if the rain were really often.. like... one each 2 days or more .... or on day rain, the other sun... of course it should have a season system... but fighting in the rain and snow is beautiful and all...

ALSO... I don't know... but.... the food and weapons... it all should be player made. since.... it's realism would be bigger... like... no npc to sell food, nor to sell weapons... just one to sell some kitchen knifes, a wakizashi for self-defende or anything else... a bow and arrows and and this sort of thing.... Nothing more than that.... a food seller one day a week on the cities and all... But.... Just that...(of course there are some that must have but... in this sort of thing...) like... everyone should have a farm and be training, and all... that would make the others really depend on those farmers and all... that would make even warriors to want something other than just kill and kill.

Well I just woke up, I couldn't sleep yesterday because I was thinking aboutthis game and now I remember nothing.. argh great...

Anyway... I think these things should go somewhat like this...
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