Trades, gains, and bringing them to life
Posted: Sun Dec 16, 2012 6:18 pm
A proposal for trades
I have a love for the trades in FK and I recently came back and saw the new crafting system. It works pretty nice but it cuts out on the rp aspect of it some, but we can always rp working on it before we log out so it actually gets underway, but the time it takes in between making a piece and finishing it takes about a week give or take I have been told. Thats with playing and not just logging in at all I think. Anyway the way it stands trades are pretty much dead except mining, smithing, and lapidary. And talking to players and figuring out numbers the way they work it would take with a 75% increase on the skills going up 30 years of Real life time of constantly making stuff to GM any of the trades that use the new system. I won't bug you with the numbers I have but even with a rough estimate that is just to far long. A year two years tops to gm a trade or several is a good trade off and investment for those wanting to rp a crafter type. Some of the components in game even require bits from the mining and smelting trades if I remembe correctly. I just wanted to voice my opinion and hope for a change so that those like myself can see trades come to life again. They are far to limited in scope to be offered to the majority of the game. Most are limited to class and or race currently just to find and learn them from quest. The teacher feats would come in handy but it just doesn't seem many will take them because the requirements for those even can seem a bit steep. Since when they where instituted people had some disposable stats via glory, but thats not the case these days. I was thinking perhaps those could be reworked a little so that it might be more appealing to others because thats the only way to teach anything other than mining currently. I persoanlly believe that a trade shouldn't be hidden behind super hard quest, because even the everyday joe(even in a fantasy world) Could go and learn any of these as a profession via apprenticeship. I do however believei t should be behind a quest that is informative and teaches them about the said trade so they know what they are roleplaying. Now I have a few suggestions and would love to see others add there voice and opinions to it!
1. Allow all trades to be for all races if it fits their rp
2. Add in quests in several areas that might teach people as they learn the trade(willing to come up with some)
3. Allow people to send in rp logs for others of them rping there profession and they could earn a gain or two in said trade
4. Perhaps increase the gains or do several more checks when making a piece of armor/weapon via the trade when logged out
5. Do more quests that are only for the more advanced craftsman. As they learn more in there trade they can be taught more advanced techniques.
6. Perhaps make it so craftsmen rpers can learn 3 crafts upon creation atop of there main craft requiring kismet cost for each one and it slows there (adventuring class skill gains down by x amount) but it raises thre craft leveling skill by the same that is nerfed.
I have a love for the trades in FK and I recently came back and saw the new crafting system. It works pretty nice but it cuts out on the rp aspect of it some, but we can always rp working on it before we log out so it actually gets underway, but the time it takes in between making a piece and finishing it takes about a week give or take I have been told. Thats with playing and not just logging in at all I think. Anyway the way it stands trades are pretty much dead except mining, smithing, and lapidary. And talking to players and figuring out numbers the way they work it would take with a 75% increase on the skills going up 30 years of Real life time of constantly making stuff to GM any of the trades that use the new system. I won't bug you with the numbers I have but even with a rough estimate that is just to far long. A year two years tops to gm a trade or several is a good trade off and investment for those wanting to rp a crafter type. Some of the components in game even require bits from the mining and smelting trades if I remembe correctly. I just wanted to voice my opinion and hope for a change so that those like myself can see trades come to life again. They are far to limited in scope to be offered to the majority of the game. Most are limited to class and or race currently just to find and learn them from quest. The teacher feats would come in handy but it just doesn't seem many will take them because the requirements for those even can seem a bit steep. Since when they where instituted people had some disposable stats via glory, but thats not the case these days. I was thinking perhaps those could be reworked a little so that it might be more appealing to others because thats the only way to teach anything other than mining currently. I persoanlly believe that a trade shouldn't be hidden behind super hard quest, because even the everyday joe(even in a fantasy world) Could go and learn any of these as a profession via apprenticeship. I do however believei t should be behind a quest that is informative and teaches them about the said trade so they know what they are roleplaying. Now I have a few suggestions and would love to see others add there voice and opinions to it!
1. Allow all trades to be for all races if it fits their rp
2. Add in quests in several areas that might teach people as they learn the trade(willing to come up with some)
3. Allow people to send in rp logs for others of them rping there profession and they could earn a gain or two in said trade
4. Perhaps increase the gains or do several more checks when making a piece of armor/weapon via the trade when logged out
5. Do more quests that are only for the more advanced craftsman. As they learn more in there trade they can be taught more advanced techniques.
6. Perhaps make it so craftsmen rpers can learn 3 crafts upon creation atop of there main craft requiring kismet cost for each one and it slows there (adventuring class skill gains down by x amount) but it raises thre craft leveling skill by the same that is nerfed.