Development system/система развития


  • TF#8 - GENERAL AMBASSADOR

    I want to talk about my idea-the development of passive skills.
    the idea is this: for example, when you farm, you have a "strong hands" buff that increases not only the speed of farming, but also increases the attack power. another example, when trading, you get a buff for accelerated training for the development tree. But if you change your occupation to another, the buff will eventually pass. What do you think about it?

    Хочу рассказать о своей идее-развитие пассивных навыков.
    идея такова: например, при занятии фермерством у вас появляется бафф "крепкие руки" который увеличивает не только скорость занятия фермерством, но и повышает силу атаки. еще один пример, при занятии торговлей вы получаете бафф на ускоренное обучение для древа развития. Но если вы будете смените своё занятие на другое, то бафф со временем пройдет. Что вы думаете по этому поводу?


  • TF#10 - CONSUL

    @domowoi78 it would be like racial abilites but in this case it's related to professions. I think it's interesting anyway we should elaborate something for each profession to give a complete feedback 😉


  • TF#8 - GENERAL AMBASSADOR

    @Finland, thanks for this answer


  • TF#10 - CONSUL

    @domowoi78 I think we should make a list with suggestions for each kind, something like this:

    • CRAFTERS - Tasks Progression: ... Ability: ... Passive Bonus: ...
    • MERCHANTS - Tasks Progression: ... Ability: ... Passive Bonus: ...
    • FARMERS - Tasks Progression: ... Ability: ... Passive Bonus: ...
    • SHEPHERDS - Tasks Progression: ... Ability: ... Passive Bonus: ...
    • MINERS - Tasks Progression: ... Ability: ... Passive Bonus: ...
    • WOODCUTTERS - Tasks Progression: ... Ability: ... Passive Bonus: ...
    • HUNTERS - Tasks Progression: ... Ability: ... Passive Bonus: ...
    • SCAVENGERS - Tasks Progression: ... Ability: ... Passive Bonus: ...

    I would suggest also something for

    • BUILDERS - Tasks Progression: ... Ability: ... Passive Bonus: ...
    • FISHERMEN - Tasks Progression: ... Ability: ... Passive Bonus: ...

  • TF#8 - GENERAL AMBASSADOR

    Crafters
    bonus: Have a chance to get a rare recipe from the enemy
    Passive bonus:
    Merchants
    bonus: summon: call the banker
    passive bonus: +N% discount for npc merchants
    Farmers
    Task:
    passive bonus:
    Shepherds
    Task: some hostile animals become neutral
    passive bonus: increase movespeed on the mount +N%
    Miners
    bonus:summon golem
    Passive bonus: -N% physical damage
    Woodcutters
    bonus: Collect useful objects from trees
    Passive bonus: +N% from melee weapons
    Hunters
    bonus: Displaying traces of animals
    Passive bonus:+N% damage for wild animals
    scavengers
    bonus: Сollecting equipment from humanoid corpses
    Passive bonus: -N% speed of equipment breakdown


  • TF#8 - GENERAL AMBASSADOR

    @Finland, as to you? I shall soon add


  • TF#4 - EMISSARY

    Maybe those passiv buff could be from potion or some kind of consumable ?


  • TF#10 - CONSUL

    @domowoi78 you hvae miss understood the meaning of the tasks ^^ tasks are activities/jobs/action neeeded to unlock something. once you accomplish a certain taks you will unlock a bonus.

    Anyway the passive abilities should not influence the combat by me ^^. So things like extra damage or durability reduction I would avoid.


  • TF#10 - CONSUL

    Я все же считаю, что большинство не понравится это идея. Тк некоторые хотят просто нагибать, а не часами фармить пассивку, чтобы был лишний %

    I still think most people won't like the idea. As some just want to dominate and not spend hours to farm passive, to have %


  • TF#8 - GENERAL AMBASSADOR

    @finland, Thanks I'm from russia, and I do not know much English.
    as there will be time, I will rewrite


  • TF#10 - CONSUL

    This is somehow what I had in mind when I red your initial post.

    CRAFTERS

    • Tasks Progression: lvl1 = Craft N items, lvl2 = Craft N items x10, lvl3 = Craft N items x100, lvl4 = Craft N items x1000, lvl5 = Craft N items x10000.
    • Ability: Activate to increase the chance to find a rare recipe for N mins (N hours cd)
    • Passive Bonus: Crafting speed 1% x task level.

    MERCHANTS

    • Tasks Progression: lvl1 = Sell N items, lvl2 = Sell N items x10, lvl3 = Sell N items x100, lvl4 = Sell N items x1000, lvl5 = Sell N items x10000.
    • Ability: Activate to increase the chance to loot gold from mobs for N mins (N hours cd)
    • Passive Bonus: Tax reduction by 1% x task level. (if normal players pay 100 and you have lvl 5 task you wil pay 95)

    FARMERS

    • Tasks Progression: lvl1 = Cultivates N fields, lvl2 = Cultivates N fields x10, lvl3 = Cultivates N fields x100, lvl4 = Cultivates N fields x1000, lvl5 = Cultivates N fields x10000.
    • Ability: Activate automatic irrigation to increase the production for N mins (N hours cd)
    • Passive Bonus: Increase the production of the farms by 1% x task level.

    SHEPHERDS

    • Tasks Progression: lvl1 = Breed N grazing animals, lvl2 = Breed N grazing animals x10, lvl3 = Breed N grazing animals x100, lvl4 = Breed N grazing animals x1000, lvl5 = Breed N grazing animals x10000.
    • Ability: Activate to increase the growing speed of your grazing animals for N mins (N hours cd)
    • Passive Bonus: Increase the number of grazing animals you can manage by 1% x task level.

    MINERS

    • Tasks Progression: lvl1 = Mine N ore veins, lvl2 = Mine N ore veins x10, lvl3 = Mine N ore veins x100, lvl4 = Mine N ore veins x1000, lvl5 = Mine N ore veins x10000.
    • Ability: Activate to increae the mining speed for N mins (N hours cd)
    • Passive Bonus: Increase the chance to find rare ores,minerals by 1% x task level.

    WOODCUTTERS

    • Tasks Progression: lvl1 = Cut N trees, lvl2 = Cut N trees x10, lvl3 = Cut N trees x100, lvl4 = Cut N trees x1000, lvl5 = Cut N trees x10000.
    • Ability: Activate to increae the cutting speed for N mins (N hours cd)
    • Passive Bonus: Increase the chance to find rare woods,planks by 1% x task level.

    HUNTERS

    • Tasks Progression: lvl1 = Skin N animals, lvl2 = Skin N animals x10, lvl3 = Skin N animals x100, lvl4 = Skin N animals x1000, lvl5 = Skin N animals x10000.
    • Ability: Activate to increae the skinning speed for N mins (N hours cd)
    • Passive Bonus: Increase the chance to find rare fur, hides by 1% x task level.

    SCAVENGERS

    • Tasks Progression: lvl1 = Loot N reliques, lvl2 = Loot N reliques x10, lvl3 = Loot N reliques x100, lvl4 = Loot N reliques x1000, lvl5 = Loot N reliques x10000.
    • Ability: Activate to automatically loot corpse for N mins (N hours cd)
    • Passive Bonus: Increase the chance to find rare reliques by 1% x task level.

    BUILDERS

    • Tasks Progression: lvl1 = Build N structures, lvl2 = Build N structures x10, lvl3 = Build N structures x100, lvl4 = Build N structures x1000, lvl5 = Build N structures x10000.
    • Ability: Activate to increase the amount of resources (resources used for structures) you can carry for N mins (N hours cd)
    • Passive Bonus: Increase the building speed by 1% x task level.

    FISHERMEN

    • Tasks Progression: lvl1 = Catch N fishes, lvl2 = Catch N fishes x10, lvl3 = Catch N fishes x100, lvl4 = Catch N fishes x1000, lvl5 = Catch N fishes x10000.
    • Ability: Activate to increase the chance to catch fishes for N mins (N hours cd)
    • Passive Bonus: Increase the chance to catch a fish by 1% x task level.

    Something like this but we don't know how they will manage the professions so.. maybe it's too early for this kind of theory-crafting.


  • TF#8 - GENERAL AMBASSADOR

    @Finland, its amazing, thanks for help!😉


 

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