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Crossy

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1

Montag, 20. März 2017, 13:23

[Suggestion] Extended Profession System

90%

Agree (36)

10%

Disagree (4)

In August 2015, the Merchant Profession was introduced to Last Chaos USA and sadly, it didn't receive a very warm welcome from the players, as is common when something that had previously went without saying (that you could trade Cash Items) was suddenly taken away. To this day however, the Merchant Profession remains the only profession in the game and personally, I think that's a shame. Let's brainstorm about what could be done to change that, shall we? :thumbup:

Random suggestions that this noob came up with:
[Mercenary/Bounty Hunter]: Would allow you access to daily/repeatable quests to kill a certain mob that would give you a set amount of gold for your troubles.
[Blacksmith]: Allows a player to craft armors and weapons for a smaller amount of materials than usual. Or, it could grant a player a higher chance to succeed while upgrading an item, or simply just minimize the risk of said item breaking. Or all of the above mentioned.
[Jeweler]: Increases the chance of success while melding or fusing jewels. Or it could simply remove the risk of jewels decreasing in level when fusing them. Or increase the chance of a jewel increasing by more than just 1 when fusing them. Or all of the above.
[Vanguard]: Would grant the character a set amount of %-based dmg reduction.

These are just a few suggestions of what could be done to expand the Profession System. I really think it would be interesting if they could introduce more professions into the game, as currently there really are no reason not to make your character a Merchant. I'm sure some of you guys who read this could come up with better suggestions for what these other professions could be, so feel free to share your ideas and opinions! :D

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Vilya« (20. März 2017, 13:46) aus folgendem Grund: Added Poll

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Der Beitrag von »AnotherUser« (Montag, 20. März 2017, 16:31) wurde vom Benutzer »Scimitar« gelöscht (Mittwoch, 22. März 2017, 23:23).

Surestrike

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Montag, 20. März 2017, 22:05

Thanks for starting this Crossy

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kalro

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Mittwoch, 22. März 2017, 06:28

the professional merchant was an unwanted extra gold control measure to spend gold you didnt have. you bought the items and cant sell them at all unless you fork out 100million gold not for me.

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Der Beitrag von »AnotherUser« (Mittwoch, 22. März 2017, 17:29) wurde vom Benutzer »Scimitar« gelöscht (Mittwoch, 22. März 2017, 23:23).

Vilya

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Montag, 4. Dezember 2017, 14:11

Hi Crossy,

Please expand on how you recommend users can obtain these professions, what would be reasonable (not too easy, not too difficult) for users to have to accomplish to gather these professions.

Would they only be able to gather one, or multiple professions? Let's see how far we can take this once we gather all the info we can on it.

Thank you.


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Crossy

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Dienstag, 19. Dezember 2017, 13:25

[The Mercenary Profession]
I imagine the Mercenary Profession to be based around the Fame/Reputation System in the game. The more Fame/Reputation you gather, the higher level Mercenary Quest you'd be able to take on, starting at level 100. After all, only the very best is enough for the citizens of Iris, right?

[Requirements]
Using the Merchant System as a guideline, I'd say that the Mercenary Profession would require you to be at least at lvl 100 to register for it, seeing as being a Mercenary generally would be considered more dangerous than being a Merchant in town. I also think it would require the player to already have a bit of a reputation to be trusted to carry out "difficult tasks", probably requiring somewhere around 20-50 Fame/Reputation to even register. You could also throw in a small cost there if you wanna keep it consistent with the Merchant Profession, but personally I think that cost was either stupid or way too high to begin with so... make what you want of that.

[System and Benefits]
So what would a player gain by becoming a Mercenary? Well, going by the original idea that they'd gain "access to daily/repeatable quests that'd generate a set amount of gold", they would be sent on quests to kill certain mobs or collect a certain item, and once complete they'd be given a nice reward, depending on what quest they completed.

The way I see this working is that, like with the Merchant Profession, a new NPC would be introduced where you register yourself as a Mercenary. After that, either the same NPC could act as the middleman for the daily/repeatable quests, or other NPCs around town could start giving you the quests once you meet their requirements. The requirements for these quests could either be based on the level of your character, or how high your reputation is, or perhaps both. I imagine that after completing a certain number of these quests, your Fame/Reputation would increase, as people around town start gossiping about your exploits.

[Quests and Rewards]
Although I originally put up this idea as an excuse to get a more stable gold income into the game, I think that the early quests should give something a bit less savory so the player would need to work their way up the system to get to the good stuff. Early quests could reward you with stuff like Gold Tokens or Affinity Items, while the higher tier quests could give you a more useful item like a Platinum Blessed Iris or 100-500mil upon completion.

An example of a lower tier quest could be something like "Kill 20 Screaming Zombies" or "Collect 5 Necklace of Lightning" (which in turn would require you to go drop farm Ancient Grey Mummies), while a higher tier quest could be "Kill Holy Palpiti 10 times".

P.S: Sorry it took a while to respond, Vivi. I didn't even notice that you had responded to the thread, I thought it was dead and buried lol.
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Dienstag, 19. Dezember 2017, 15:51

I like this idea, it gives the game more depth and offers more interaction with the world and npcs.

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Are you nobody, too?
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Dienstag, 19. Dezember 2017, 18:07

I have Voted Yes =]

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divataroza

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Mittwoch, 20. Dezember 2017, 00:10

I would like to vote "Yes" as long as players are not discriminated in any way as it was and it still is with the merchant profession

AP or not AP? (Now IC or not IC?) That is the question...
It is hard to fight armed with that when your opponent is armed like this:
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unavailable

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Mittwoch, 20. Dezember 2017, 08:32

The idea itself sound nice. Tho I would maybe prefer to see something like this (let me know what you think Cross)

Merchant Profession - This would still be the main profession. Additionally players can choose 1 or 2 of the below side professions:

1. Beastmaster - Increases the EXP your pets get by 25% or 50%. Adds discount on purchases from Merchant Polly on pet armor, weapons and pet items in general.

2. Hunter - Increases gained EXP for your character by 50% and increases drop rate by 25%. (Not just quest exp but exp in general) and additional raid entry per day.

3. Jeweler - Increased chance of a successful jewel fusion by 10% for example.

4. Alchemist - Modify the scrolls that let you craft potions to be able to craft more powerful potions, and other useful potions

5. Smith - Crafting armor and weapons with a higher chance to get maximum values. Maybe add an option to craft also minor upgrade materials for gear like master stones +17 or some runes.

6. Bounty hunter - PVP damage reduction, slightly increased CC duration, increased move speed

7. Trader - Increased affinity point gain by 25%, decreased prices at affinity shops.


Professions would be obtainable by tasks involving their areas of expertise:

Beastmaster - Level 1 P1 pet to level 100 and P2 pet to 165
Hunter - Complete a hunting quest chain
Jeweler - Fuse 1x level 15 jewel and 1x level 15 chaos jewel
Alchemist - something like book of iris where you have to offer / donate 1 of each potion
Smith - Craft a set of 165 armor
Bounty hunter - Accumulate 500k good/evil points
Trader - Unlock and max out 2 affinity shops

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buhameister

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Mittwoch, 27. Dezember 2017, 10:52

just extend the limit from where merchant profession can be learned. like from level 50 to 100, instead from 50-55.

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betavich.

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Mittwoch, 27. Dezember 2017, 13:17

Blacksmith - if capped out blacksmith skills allowed for +8 items to be created it would be worth picking up the crafting scrolls from drops and plus 8 items are close enough to plus ten to make it worth trying to make them plus ten with heaven stones even if they break .
Jeweler - if capped out jeweler skills open locked inv slots players would have enough space to attempt to craft jewels and it would make the jewels from drops more worth picking up .

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Donnerstag, 28. Dezember 2017, 06:21

I would like if we take Una's suggestion the jeweler thing would also help with socketing armor and melding and removing not just fusing

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15

Montag, 15. Januar 2018, 18:36

Hello Crossy,

Thank you for the suggestion, from the looks of the poll it seems your peers agree with you. The suggestion is noted.

Happy gaming!


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