Root Admin Chewett Posted March 24, 2019 Root Admin Report Share Posted March 24, 2019 Here I outline a plan which has existed since the titles were changed to having two at once. The reason this hasnt been fully implemented is that I have no desire to half implement something in MD, leaving it in a limbo state. I see this title change very important, leading onto both changes in the resource economy and alliance/guild system. The premise is this, instead of randomly picking two titles which you wear upon your character you have two titles. Roleplay Titles and job titles. Currently the majority of titles fall into category 1, Roleplay titles. These relate to you as a character and who you are. An example is the tag "Bringers of Light". This would be the main tag that is shown first on your character page. These are designed to be customized to you and slowly gained from your king, or similar. The second, and new title would is called the job title. If you have no roleplay title it will be shown as your main title however those that have a roleplay title it would be shown below that. The job title is something that would have an active and passive effect in what you do day to day. Examples of job progression Amateur thing doer -> Apprentice thing doer -> experienced thing doer -> Master thing doer -> chief thing doer Here while working on "thing doing" you will slowly progress in the ranks. Each "level up" in rank will require certain tasks to be performed, and in addition they will confer certain bonuses. You may need to learn from a master, you may just need to practice hard, or you may need consensus from a secret community of thing doers. The basic idea is that with job titles you can slowly progress them to a level wherin you become the best at doing the thing. At higher levels, you will gain access to better tooling, and potentially even access to the guilds themselves attributed to those skills. This may be one of the ways we start allowing other guilds into the game. Obviously consideration would be given to those currently in the guilds, as we wouldnt want to just say "You no longer have an alliance" What jobs could I do? Any! The idea with jobs is that like tags, you would be able to change them as you wish however there would be a cost. At the higher level of tags there would require a continual effort to maintain the skill. If you didnt continue to maintain it the tag itself would degrade to a specific level (e.g. to experienced). This base level wouldn't be able to be lost, but would show that while you may have reached a higher level, you havent practised the skills recently. Depending on the decay rate, you might be able to keep two or so skills at the highest level however the others would degrade. This then means you cant have one person who is the best at everything and encourages working with others who are able to get the higher level tools/ingredients that you need. Another facet to this, is that I wouldnt want to necessarily limit a players pick of jobs. While mechanically there will only be a certain set of jobs in the game initially I would welcome any player to put forward their idea of a job if they want to play it. Within reason if it makes sense we would look at implementing that job with its own progression tree. For example a water dowser may focus on a subtree where he works with woodcrafting to repair his buckets. Skilling both woodcutting and water dowsing at the same time. However since it is a duel skill, neither would be able to reach the higher levels. -- Opinions are welcome, but first we need to fix the economy. Mallos, Ivorak, lashtal and 1 other 1 3 Quote Link to comment Share on other sites More sharing options...
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