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Been Busy | Taking Occupation Suggestions

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Iscariot
Adrian
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Adrian

Adrian
Founder
Founder

So, taking the five minutes I have before the melotonin knocks me out to ask what y'all think we should do for occupations. What should be changed, what contradicts, what makes other variants useless, etc. We are planning on revising it, I have some work to do but I've been preoccupied with my growing social life (yay, pull out the confetti) in the past few days.

Iscariot

Iscariot

The Culinary artist gives the Passives for all three cook occupations making the other two redundant, is this a mistake or was it keant to be like this?
The way it's set up it looks like its suppose to be set up in a way where you climbed up the ladder from cook to culinary artist. I honestly am not bothered but someone has picked up on this and well just wondering if the whole list should be done over,

Regalia

Regalia

Can we make our own custom occupations?

Out of the three medical fields, alchemist sounds the most beneficial or just superior of the three, being able to create offensive, supportive and regenerative abilities. Basically, if a alchemist makes a protein shake and says it can cure a runny noise and up to gun shots wounds then that just defeats the need for doctors and surgeons. Far more efficient downing a milkshake on the go than doing open heart surgery on the battle field.

Im thinking the navigation field can use a bit of a boost. Navigators having good crayola skills to draw maps :/ Maybe give them a bonus towards their ships stats, it can make the profession a sought after spot for crews. Or give everybody a penalty without a shipwright on their crew, longer travel times required or something. Supernatural orientation to traverse any maze, labyrinth or cavern for whatever end.

The Artistry Field, the bard has no benefits at all, i dont think it would be a prime choice for a lot of people. Anyone can role play that their character whistled a nice tune and a npc liked it. Maybe give the bard a money bonus cause they can play in taverns or infront of crowds for money. I think minstrel and nightingale should do the same stuff, compared to alchemist which has both benefits plus the ability to heal. I might be a bit just short sighted with the minstrel occupation but apart from playing a loud sound to hurt ur enemies and maybe make a sound wave to cause damage, what else can you do with it? I mean what other relative abilities can you do, seems a bit limited to that. any ideas that im not seeing.

The blacksmith field seems a bit of a dead end when you achieve the top teir, same with some of the experimentation field :s Kinda thinking the same deal with the navigation field for shipwrights, a boost towards the ships stats

YakaRyu

YakaRyu

Is healing potion something an alchemist can do? I find that a doctor is redundant to Surgeon.  Seeing how surgeon can heal heavy wounds while doctors only minor-moderate.

Stealth Fields appear in line.
Artistry Field I agree with Regalia with bard.  Nightingale and Minstrel appear distinctly different one uses voices the other instruments but they should both be able to provide buffs and de-buffs.  With minstrel being able to hurt with sound with obvious needing the instrument to pull it off.

Gun Play
Bounty Hunter it says they have skills with all types of weapons.  I don't really agree with this unless it is less skill than those actually choose an occupation that focuses on a particular weapon set.  If this is the cause the description should say so.

Arms dealer seems to be very irrelevant right now.  It seems that it is only something that a staff member can pull off because of permissions and what not.  I would like to see more of an IC benefits.

Is spiritual energy suppose to be like Zoro's Asura attack?

Priest vs paladin.  Tell me whether my unstanding is correct.
Priest heal minor damage of alliesin 10m radius 3x per thread. While Paladins heal moderately heavy wounds (which would include minor wounds) and 2x per thread they can treat damage as a rank lower.  This makes priest obsolete partially cause their range/target(s) aren't defined

Navigators are naturally a benefit to the ship because with a better navigator your less likely to damage the ship.  Ships themselves don't need to be stronger that is what a shipwright is for.  In saying this having a shipwright shouldn't produce bonuses to the ship, their ability to create higher tiered attachments is the ships benefit. Ill get back to this below. Sea Master is almost Weather guru but I don't agree with the passive ability to avoid to elemental attacks.  It is too vague.  For example a flaming sword slash and or fire/magma punch all are elemental attacks but there is no reason for a weather guru dodge them.  However hail storm from an ice logia would make since.  Better yet I would just not have that passive ability.  Make navigator include Sea master's passive and Weather guru passive capable of detecting weather changes before other people (this would include weather attacks like the hail storm)

Experimentation field
I am not sure what defines and attachment please tell me. But right now it seems that Engineer is more desirable than a shipwright because they can do everything a shipwright can plus "repair weapons and just about everything else". There bonus
Bonus: Engineers are capable of creating weapons (of a predecided type), ship attachments, and weapon attachments of up to one tier higher than their own.
Scientist could use some work i am not sure what yet

Cooks/chef healing wounds seems bogus. Restoring energy/vitality decreasing recovery time makes since

Adrian

Adrian
Founder
Founder

YakaRyu wrote:Is healing potion something an alchemist can do? I find that a doctor is redundant to Surgeon.  Seeing how surgeon can heal heavy wounds while doctors only minor-moderate.

Stealth Fields appear in line.
Artistry Field I agree with Regalia with bard.  Nightingale and Minstrel appear distinctly different one uses voices the other instruments but they should both be able to provide buffs and de-buffs.  With minstrel being able to hurt with sound with obvious needing the instrument to pull it off.

Gun Play
Bounty Hunter it says they have skills with all types of weapons.  I don't really agree with this unless it is less skill than those actually choose an occupation that focuses on a particular weapon set.  If this is the cause the description should say so.

Arms dealer seems to be very irrelevant right now.  It seems that it is only something that a staff member can pull off because of permissions and what not.  I would like to see more of an IC benefits.

Is spiritual energy suppose to be like Zoro's Asura attack?

Priest vs paladin.  Tell me whether my unstanding is correct.
Priest heal minor damage of alliesin 10m radius 3x per thread. While Paladins heal moderately heavy wounds (which would include minor wounds) and 2x per thread they can treat damage as a rank lower.  This makes priest obsolete partially cause their range/target(s) aren't defined

Navigators are naturally a benefit to the ship because with a better navigator your less likely to damage the ship.  Ships themselves don't need to be stronger that is what a shipwright is for.  In saying this having a shipwright shouldn't produce bonuses to the ship, their ability to create higher tiered attachments is the ships benefit. Ill get back to this below. Sea Master is almost Weather guru but I don't agree with the passive ability to avoid to elemental attacks.  It is too vague.  For example a flaming sword slash and or fire/magma punch all are elemental attacks but there is no reason for a weather guru dodge them.  However hail storm from an ice logia would make since.  Better yet I would just not have that passive ability.  Make navigator include Sea master's passive and Weather guru passive capable of detecting weather changes before other people (this would include weather attacks like the hail storm)

Experimentation field
I am not sure what defines and attachment please tell me.  But right now it seems that Engineer is more desirable than a shipwright because they can do everything a shipwright can plus "repair weapons and just about everything else". There bonus
Bonus: Engineers are capable of creating weapons (of a predecided type), ship attachments, and weapon attachments of up to one tier higher than their own.
Scientist could use some work i am not sure what yet

Cooks/chef healing wounds seems bogus. Restoring energy/vitality decreasing recovery time makes since

For Bounty Hunter, that seems to be a mistake a former staff member made, as I don't recall allowing them to be able to use any weapon.

Spiritual Energy is like Ki, but I feel that we can do something much better.

I should note that a former staff member made the occupations, and while a good chunk only requires a few edits, they made no changes to the source material from Romance Dawn, which frustrates me. Also, some of the occupations that seem pointless NOW is only because we are not done adding systems to add to the dynamics of the site. Trust me, Arms Dealer and Navigator will have more benefits later on that don't involve a simple boost. Please note that your occupation is supposed to be more than just a benefits and a boost, it's supposed to be a part of the character.

As for Artistry Fields (bard ones), I feel we can remove them as they will always be the underdogs with little to no significant dynamics. Paladins shouldn't be healing better than a Priest, a Paladin should be the mixture of SOME powers of a priest and SOME powers of a warrior-like class.

As for attachments, the wording can be changed as it refers to ship parts. I feel we can condense the occupations as well, removing the inferior occupations that seem to only be extra. But not without seeing if they can be something dynamic. Also, for Blacksmiths, they are the only ones who can make weapons and armor. Period. So trust me, for non-ship related things, they'll be extremely useful later on, seeing as they can hunt for material for free and say the 5 million you'd spend on a T6, as well as influence story development rather than having a magical weapon pop into your hands.

YakaRyu

YakaRyu

Adrian wrote:
As for attachments, the wording can be changed as it refers to ship parts. I feel we can condense the occupations as well, removing the inferior occupations that seem to only be extra. But not without seeing if they can be something dynamic. Also, for Blacksmiths, they are the only ones who can make weapons and armor. Period. So trust me, for non-ship related things, they'll be extremely useful later on, seeing as they can hunt for material for free and say the 5 million you'd spend on a T6, as well as influence story development rather than having a magical weapon pop into your hands.


Just to make sure I got this correct: Engineers can't make weapons and armor, but can they can repair them and the ship?

Adrian

Adrian
Founder
Founder

No. They make things for the SHIP. It is only Ship-attributed things.

Regalia

Regalia

shipwright should probably have the market soly for ship related things. Engineers could proberly specialize in war machines, explosives or passively constructing structures of sorts, traps, or dabble with cyber enhancements to compliment the cyborg race.

YakaRyu

YakaRyu

I am inclined to agree with Regalia even though I don't want to. (The character I want to be an engineer, that can fix ships, isn't human so one occupation...)

♥Siren

♥Siren

I'd like recommend something a little more in-depth though this topic is a -little- old. 

Each field has three occupations in it right?  But each field seems to have a problem in keeping one thing relevant over another.


Give each field three clear routes to follow following these three functions:

Aggressive.

Defensive. 

Support.



"Aggressive" occupations take the concept of the field it's in and uses it "aggressively".  This implies more active roles,  but not necessarily offensive
Example:  
A Shaman-priest using curses to debuff and reduce enemy effectiveness.

"Defensive" occupations take the concept of the field and uses it "Defensively".  This implies more reactive roles to respond to things,  but not necessarily blunt "defense".
Example:
A Cleric-healer using heals and blessings to buff / heal teammates or remove curses.

"Support" occupations take the concept of the field and uses it in an all around supportive way.  This implies more more or less passive effects, neither reacting or taking an active role.
Example:
A Seer-sage who's influence guides the crew,  setting them up better for a future fight with an "insight" effect that could save lives. 

Or something.   You get the idea?


Each and every occupation should then have Two actives and a passive,  or two passives and an active.  

Human characters can chose two primary occupations and three secondary occupations.  Nonhuman characters can choose a primary occupation and two secondary occupations.

A primary occupation gives full use to that occupations abilities while a secondary occupation gives access to one of it's three abilities.   Secondary occupations can be spent on the same class to gain more of it's three abilities.   So a human could effectively have three primary occupations, which could all be applied to the same field making them a paragon of the field. 



This should keep every occupation relevant and allow the freedom and customization to personalize and not feel very left out because you can only pick one occupation as a non-human but keep humans more on the cutting edge of occupations,  and allow room to select something you'd want more for flavor and style but feel obligated to take something better to keep up with everyone else.   Such as a Brawler (P) x Cook (S).

Tama Z. Tomilin

Tama Z. Tomilin

Wow!! THIS IS BEAUTIFUL!!! Would it be okay if Staff took your idea and maybe altered some things? I will make sure to discuss this with the staff members real quick. It is really amazing.. Actually.. i love it. But you know.. it will take a lot of work. Work we might not have.


♥Siren wrote:I'd like recommend something a little more in-depth though this topic is a -little- old. 

Each field has three occupations in it right?  But each field seems to have a problem in keeping one thing relevant over another.


Give each field three clear routes to follow following these three functions:

Aggressive.

Defensive. 

Support.



"Aggressive" occupations take the concept of the field it's in and uses it "aggressively".  This implies more active roles,  but not necessarily offensive
Example:  
A Shaman-priest using curses to debuff and reduce enemy effectiveness.


"Defensive" occupations take the concept of the field and uses it "Defensively".  This implies more reactive roles to respond to things,  but not necessarily blunt "defense".
Example:
A Cleric-healer using heals and blessings to buff / heal teammates or remove curses.

"Support" occupations take the concept of the field and uses it in an all around supportive way.  This implies more more or less passive effects, neither reacting or taking an active role.
Example:
A Seer-sage who's influence guides the crew,  setting them up better for a future fight with an "insight" effect that could save lives. 

Or something.   You get the idea?


Each and every occupation should then have Two actives and a passive,  or two passives and an active.  

Human characters can chose two primary occupations and three secondary occupations.  Nonhuman characters can choose a primary occupation and two secondary occupations.

A primary occupation gives full use to that occupations abilities while a secondary occupation gives access to one of it's three abilities.   Secondary occupations can be spent on the same class to gain more of it's three abilities.   So a human could effectively have three primary occupations, which could all be applied to the same field making them a paragon of the field. 



This should keep every occupation relevant and allow the freedom and customization to personalize and not feel very left out because you can only pick one occupation as a non-human but keep humans more on the cutting edge of occupations,  and allow room to select something you'd want more for flavor and style but feel obligated to take something better to keep up with everyone else.   Such as a Brawler (P) x Cook (S).

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