Master crafter professions/skills

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Master crafter professions/skills

Postby BaffoBeardson » Thu Jul 22, 2010 10:54 am

I guess professions in some other shape might have been proposed before, but I can't find it so here's my idea:

Master crafter professions/skills should become available to heartlings that have achieved a rather high skill level in a particular craft, so they might require a minimal skill level/stat level before becoming available (I'd say 250 base skill, jewelry buffs don't count for this).

They should be limited to either:
- Max one profession per heartling, or
- One profession allowed for each 10 million Lps the heartling got.

They would cost a high amount of Lps to learn (250-500k?), representing the time and effort put into refining the skill...

Each profession would open up some exclusive new recepies and give some bonus to the ql of the crafted items; here are some guideline examples:

1. Master mason/builder:
- Requires:
250 skill points in Carpentry and a base str of 300
- Bonus gained:
Double building and 'cellar digging' speed
Can craft 'Stone blocks' from current rocks and boulders (blocks the size of a chest, needed for the new stone buildings), mortar (needs sand, water and gray clay) and some other nifty tools...
Can build 'Stone bastions' (big walls of massive stone blocks and mortar) and the 'Lord's castle/fort': only master builder can start and build these, but other players can deposit construction materials on the building sites to help with the process.

2. Master weapon-smith:
-Requires:
250 skill points in smiting, base str of 350 and base Psy of 150
-Bonus gained:
Double the chance to gain metal bars when smelting common ores (iron, tin, copper) and maybe get a bit extra bonus to quality of metal items crafted.
Can craft a new alloy that is better than steel (let's call it Gromnil or Mithril atm) and make some exclusive items, weapons and armors using it.
Maybe a master smith could also have the ability to name some of these weapons (as for crossroads), to make them feel more like rare master crafted weapons of heroes...

3. Master jeweler:
-Requires:
300 skill points in smiting, base str of 150 and base Psy of 250
-Bonus gained:
Double the chance to gain metal nuggets when smelting rare/precious ores (silver and gold) and maybe get a bit extra bonus to quality of jewels crafted.
*Maybe add a little chance (2-5 %) of getting raw precious stones (rubys, emeralds, ecc...) rather than metal bars when smelting metal ores; for instance you could get raw ruby from iron ore, emeralds from copper ore, zaffirs from tin, diamonds from silver and gold ores.
Can craft some exclusive/expensive new jewels and maybe can name some of them (The crown of Sodom, The star of 'nople, ecc...)

4. Master tailor:
-Requires:
250 skill points in sewing and base dex of 250
-Bonus gained:
Gain 50-100% more silk filaments and hide straps
Ql bonus to crafted clothes and leather items
Can craft a set of new clothes, hats and lether armors that use gold and silver in their recepies...

5. Master hunter
Gets extra meat when butchering wild animals, bonus to ql of skinned hides and bones, can craft some new bows, a better sling and some other items like 'skinner's knife'...

6. Grand chef
New food reciepies, one with high pure psy fep, can craft some new tools for cooking and has a big bonus for symbel related things...

7. Go on as u please...


So what do you think?
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Re: Master crafter professions/skills

Postby bitza » Thu Jul 22, 2010 11:50 am

This could be some nice late-game goals for people, I think the idea seems a little rough and hastily planned out but something along these lines could be good. More goals = longer shelf life on the game.

some of the specifics in here seem a little unbalancing such as the silk production bonus, things such as this would further serve to differentiate the haves and the have-nots, and ultimately inflate the price of silk, which would hurt the little guys who sell silk in favor of the large organized silk factories. now *metropolis has a silk guy with 10 million lp so he gets double production, not to mention he probably already has a mansion full of herb tables, lets flood the market.

keep in mind the consequences of any game change on the macro scale, like the above example.

having said that, its a decent idea in its raw form, needs refinement. also i've always wanted a sword with a name as well :D
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Re: Master crafter professions/skills

Postby Jestrb » Mon Aug 09, 2010 1:33 pm

do want (bump)
I loled in your general direction
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Re: Master crafter professions/skills

Postby OvShit » Mon Aug 09, 2010 4:35 pm

Yeah, nice idea.
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Re: Master crafter professions/skills

Postby DatOneGuy » Mon Aug 09, 2010 4:39 pm

Only beef I have with this problem is deciding what 'high' is, your numbers may seem high but they're not that hard to get to, and I'm sure every larger village has most people in their profession over those standards.


I'd like to see something based on being in the 'Top 5' or or 'Top 10' in your profession if it's something like this, the only problem I see is that it brings along the whole "Durr hurr I'm #1 on teh serva!" crap which will probably be a problem later on when HnH gets more popular and those kinds of people are introduced.

Just raw stat requirements, don't feel very right. :(
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Re: Master crafter professions/skills

Postby OvShit » Mon Aug 09, 2010 5:52 pm

Maybe some kind of ritual that makes "nice jeweler/smith/cook" into a Legendary one would work?
For example, when your smithin`/cookin`/etc is higher then 200(or more/less - doesn`t much matter), there is a chance of beginning a ritual(think about artifact creation in DF). One has only two days to finish it, and if it is not finished player is banned from using said skill.
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Re: Master crafter professions/skills

Postby Jfloyd » Mon Aug 09, 2010 7:26 pm

OvShit wrote:Maybe some kind of ritual that makes "nice jeweler/smith/cook" into a Legendary one would work?
For example, when your smithin`/cookin`/etc is higher then 200(or more/less - doesn`t much matter), there is a chance of beginning a ritual(think about artifact creation in DF). One has only two days to finish it, and if it is not finished player is banned from using said skill.


Good suggestion, until the last part.
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Re: Master crafter professions/skills

Postby Valnar » Mon Aug 09, 2010 11:33 pm

DatOneGuy wrote:Only beef I have with this problem is deciding what 'high' is, your numbers may seem high but they're not that hard to get to, and I'm sure every larger village has most people in their profession over those standards.


I'd like to see something based on being in the 'Top 5' or or 'Top 10' in your profession if it's something like this, the only problem I see is that it brings along the whole "Durr hurr I'm #1 on teh serva!" crap which will probably be a problem later on when HnH gets more popular and those kinds of people are introduced.

Just raw stat requirements, don't feel very right. :(


What if there were an ancestor's test to becoming a master along with the stat requirement?

Ancestors request items and tasks for you to do pertaining to your profession, like slaying some uber bear for hunters, crafting a masterful necklace full of gold and jewels for jeweler and the difficulty and quantity of tests could be influenced by tradition/change to an extent.
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Re: Master crafter professions/skills

Postby Thurrok » Wed Aug 11, 2010 12:33 am

Raw stat requirement might not feel right, but introducing even more competition isn't either.

I'd rather have this combined with a topic I read earlier here, where skilled craftsmen can/have to pass on their knowledge to others. Some requirement like, must've had 5 apprentices in order to be epic and 10 to be legendary. This system would give skilled people an incentive to train less skilled crafters, while keeping it from becoming over-macroed (I mean, which town is dedicated enough to level 10 chars of each profession to 100 skill level?)

I'd be interested on whether such a model could work with the HnH current population, or if there was a shortage of apprentices.
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