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Professions [Beta]
Posted: 08 Jun 2014, 13:47
by wushin
Currently only Mining and Foraging are set-up. The others don't have anything associated with them yet.
Steps to get professions:
- Goto Craft Debug in Tulimshar Bazaar
- Select Mining or Foraging
- Select Train
- Select a profession slot (Limited to 2)
- Once trained Check Skill tab Professions
Leveling the professions:
[*]Mining requires a Mining Pick
[*]Foraging requires a Sharp Knife
[*]Mine Veins can be found in caves; Coal, Iron, Terranite
[*]Foraging harvests plants and other nature items; Herbs, Clovers, Mushrooms, Ice.
X nodes are required to train up the profession:
The professions will increase drop rates, but at the same time restricting some.
(Alchemy will make dyes/potions easier to make and require less herbs.)
Looking for to input.
Re: Professions [Beta]
Posted: 08 Jun 2014, 20:46
by SriNitayanda
First input: i think its a great idea, one that i like more than other idea's i heard around lately.
more input after i'll test.
Re: Professions [Beta]
Posted: 09 Jun 2014, 13:15
by PeaceMaeker
It does look very good .
Re: Professions [Beta]
Posted: 09 Jun 2014, 17:05
by Chicka-Maria
Just curious, what would be the benefit of having professions?
regards,
Re: Professions [Beta]
Posted: 09 Jun 2014, 17:39
by wushin
They improve economy, extend game play and benefit all players.
The economy gets improved as items/drops become attainable/unattainable through certain means. Thus having to rely on another player or alt to complete certain tasks (as # of professions are limited to characters). Also players themselves will be able to earn GP for helping people attain certain items. As money given to a NPC is taken out of the game. With professions it stays in the players hands. Professions should allow most people to attain a reasonable amount of wealth while at the same time eating Time and Resources. Granted the quests to Craft the items will be the same quests to gain the items.
Since none of the current players have professions all will have to learn professions. This should give older players something to do with goals and rewards independent of current level. Such as; Completing quests to get recipes, leveling the profession by harvesting and crafting. For newer players it should help them make certain items to help them complete quests and kill monsters.
The more you can keep Items, Equipment and Players in circulation the more resources that get into the game and stay there.
Re: Professions [Beta]
Posted: 10 Jun 2014, 21:38
by wushin
More nodes added for the Snow Areas.
Re: Professions [Beta]
Posted: 17 Jun 2014, 18:41
by wushin
Nodes Finally Placed!
Gather Nodes:
Coal, Iron, Terranite viens.
Clam, Catus, Plant, Beehive (Watch out it spawns angry bees), Ice.
Herbs split across the 3 continents.
Agreas (Hurnscald area) Mauve and Gambroge
Kaizei (Nivalis area) Cobalt
Tonori (Tulimshar area) Alizarin
More recipes added foraging. But I still need to add spices to a vendor or 2.
On test.
Re: Professions [Beta]
Posted: 20 Jun 2014, 14:29
by Cassy
Re: Professions [Beta]
Posted: 21 Jun 2014, 06:22
by Relm
I really like this idea because it adds a new and different activity for players to do. Mining could cause inflation, just FYI, since coal and terranite ore are used to make terranite arrows which can be vendored for close to their market value. I think a small chance of gems might be a nice touch to mining.
Re: Professions [Beta]
Posted: 27 Jun 2014, 21:07
by vquangchung
I found a problem with CraftDebug NPC. I can't get any skill except Foraging after Reset Crafts. And Reset Crafts doesn't delete all the craft skills. They still remain when I check on Skill->Professions

- ManaPlus_Screenshot_testing.themanaworld.org_2014-06-28_03-25-34_2.png (727.26 KiB) Viewed 5470 times
Re: Professions [Beta]
Posted: 28 Jun 2014, 02:04
by o11c
Without looking at code, I guess the problem relates to misuse of cleararray limits or similar.
I will not look at code until all the copypasta is generated from a (python or similar) script.
Re: Professions [Beta]
Posted: 28 Jun 2014, 12:39
by wushin
Only Foraging & Mining work. The Skills visible correct themselves after re-logging.
o11c there is no way to not hand code them. look at any of the recipes there are no way to get the ingredients.
Re: Professions [Beta]
Posted: 28 Nov 2015, 09:42
by Saulc
when will it be possible to craft in the game?
Sometimes I block me because of this option is useless at the moment!
Re: Professions [Beta]
Posted: 28 Nov 2015, 17:38
by wushin
We have several Art Requests needed for professions. One could try it with cooking. Hopefully within a year.