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Other => FOnline:2238 Forum => Archives => General Game Discussion => Topic started by: Wichura on January 23, 2012, 07:42:23 am

Title: Profession limit - what's the reason?
Post by: Wichura on January 23, 2012, 07:42:23 am
What's the reason to have professions limited to 3 per character? Making an alt with Repair tagged and boosting it up to 100% is a matter of less than hour, so barely anyone would bother with "interaction stuff" after finding blueprints his character(s) cannot use.

I have 2nd Armorer and 1st SG Gunsmith on mah main woodsman, so with current limits I can't take there nothing more. I used to like my chars at least a bit , but I cannot like at all a specified alt, made for one purpose only.

I know it's not "mah game!!1", so I don't demand anything, I just want to know why we have such limits.
Title: Re: Profession limit - what's the reason?
Post by: Surf on January 23, 2012, 07:52:59 am
It seems like an odd decision to me aswell, seeing how on other ends it's being worked on to actually reduce the "need" for alts (blueprints etc). Now, crafters are atleast a bit capable to defend themselves, I don't think it would hurt to remove the profession limit (given there are still skill requirements to "buy" these).
Title: Re: Profession limit - what's the reason?
Post by: Spotty on January 23, 2012, 08:34:36 am
I think no prof limit would be pretty cool due to no 2 crafters would be the same due to blueprints.

Maybe an increasing price per prof could help balance out a no profession cap? Say 1500 per profession. But then people would alt to save money on profs.
Title: Re: Profession limit - what's the reason?
Post by: Kombajn on January 23, 2012, 08:35:21 am
Well, I got used to having each alt to each profession. However it would be nice to increase number of profession levels.
I think that this is better idea for players to create one or two characters for crafting than having like 4-5 of them.
One to SG, one to BG, one to DOC, one to DEMO, one to ARM...


Solar, you said that atm crafters are more likely to defend themselves? How its possible when the requirement for 2nd (last) level of profession demands only 100% of repair (SG,BG,ARM)? All I need to do is to create an alt with 10 of INT, Skilled trait, tag "repair" skill and at the end just get ONE lvl to increase repair up to 100% and its done - we have our brave and skillfull weapons and armors crafter, with no fighting skill needed as to get one level we just need to do aquest or two.
Title: Re: Profession limit - what's the reason?
Post by: Surf on January 23, 2012, 09:02:01 am
Well, I got used to having each alt to each profession. However it would be nice to increase number of profession levels.
I think that this is better idea for players to create one or two characters for crafting than having like 4-5 of them.
One to SG, one to BG, one to DOC, one to DEMO, one to ARM...


Solar, you said that atm crafters are more likely to defend themselves? How its possible when the requirement for 2nd (last) level of profession demands only 100% of repair (SG,BG,ARM)? All I need to do is to create an alt with 10 of INT, Skilled trait, tag "repair" skill and at the end just get ONE lvl to increase repair up to 100% and its done - we have our brave and skillfull weapons and armors crafter, with no fighting skill needed as to get one level we just need to do aquest or two.

Not everyone is a pvp obsessed, OCD ridden powergamer who minmaxes everything. There are people who play 1-2 characters only with both crafting and some fighting skills mixed.
Title: Re: Profession limit - what's the reason?
Post by: Spotty on January 23, 2012, 09:03:27 am
Solar, you said that atm crafters are more likely to defend themselves? How its possible when the requirement for 2nd (last) level of profession demands only 100% of repair (SG,BG,ARM)? All I need to do is to create an alt with 10 of INT, Skilled trait, tag "repair" skill and at the end just get ONE lvl to increase repair up to 100% and its done - we have our brave and skillfull weapons and armors crafter, with no fighting skill needed as to get one level we just need to do aquest or two.

I think Solar had the advanced workbenches in mind when he said that. Tried using the bench in the Toxic caves with your level 2 crafter with no combat skills?

Also, since the adv benches are all in public areas chances for running into some possible conflict is kind of high. Even when traveling in a group I think most would prefer to be able to fight with the crafter in case shit happens.
Title: Re: Profession limit - what's the reason?
Post by: Kombajn on January 23, 2012, 11:38:12 am
I think Solar had the advanced workbenches in mind when he said that. Tried using the bench in the Toxic caves with your level 2 crafter with no combat skills?

Also, since the adv benches are all in public areas chances for running into some possible conflict is kind of high. Even when traveling in a group I think most would prefer to be able to fight with the crafter in case shit happens.

There is one adv. workbench at GunnRunners - just need to reach 1000 of reputation and voilla, you do not have to worry about PeKays as this is guarded area. Conclusion? YOU DONT NEED ANY FIGHTING SKILL.
Title: Re: Profession limit - what's the reason?
Post by: Kombajn on January 23, 2012, 11:54:59 am
Not everyone is a pvp obsessed, OCD ridden powergamer who minmaxes everything. There are people who play 1-2 characters only with both crafting and some fighting skills mixed.

Surely I am not PVP obsessed as I am not member of PVP Gang. I like PVP, but I like to have hi-tech shiny new weapons and armors in my base, so I need to create one alt to each profession.
Title: Re: Profession limit - what's the reason?
Post by: avv on January 23, 2012, 12:16:34 pm
Yes, we're at it again. The game has many improvements but alts never change.
Only profesion that a real ape might take is doctor 2.

Repairer, dismantler, lockpicker, armorer, gunsmith are all profesions that have to be alted. Especially repairer and dismantler because the higher skill, the better the benefits. No sense taking even moderate science if 300 simply means more items.

There should be just frigging supertools that are super-duper hard to get and they raise your support skills to 300. Gather all of them and you can craft and dismantle everything with your favourite char. What's the difference to that than having alts for everything?
Title: Re: Profession limit - what's the reason?
Post by: Spotty on January 23, 2012, 12:20:47 pm
...you do not have to worry about PeKays as this is guarded area.

You do realize FOnline has a very long, rich and colorful history of people killing people in "guarded" areas, right...?
Title: Re: Profession limit - what's the reason?
Post by: Kombajn on January 23, 2012, 12:25:49 pm
You do realize FOnline has a very long, rich and colorful history of people killing people in "guarded" areas, right...?


Yes, of course I do remember such "events", but this is not so common and there is nothing hard to check the city map on view before you enter, if the guards still guarding.
Title: Re: Profession limit - what's the reason?
Post by: Reaver on January 23, 2012, 08:14:48 pm
What's the reason to have professions limited to 3 per character? Making an alt with Repair tagged and boosting it up to 100% is a matter of less than hour, so barely anyone would bother with "interaction stuff" after finding blueprints his character(s) cannot use.

I have 2nd Armorer and 1st SG Gunsmith on mah main woodsman, so with current limits I can't take there nothing more. I used to like my chars at least a bit , but I cannot like at all a specified alt, made for one purpose only.

I know it's not "mah game!!1", so I don't demand anything, I just want to know why we have such limits.

Stop complaining your whining too much the profession system is a great new feature and I love it.
Title: Re: Profession limit - what's the reason?
Post by: bobek289 on January 23, 2012, 09:02:11 pm
Profession system is old system, not new feature  :-\
Title: Re: Profession limit - what's the reason?
Post by: Aeco on January 23, 2012, 09:12:06 pm
Stop complaining your whining too much the profession system is a great new feature and I love it.

i wonder if he just created new forum account to write all this whining shit... also as bobek said its not new!
Title: Re: Profession limit - what's the reason?
Post by: ThePhoenix77 on January 23, 2012, 09:16:51 pm
This Reaver certainly is 1 unhappy camper, maybe he got pk whilst out gathering the last hide he needed for his super duper outdoorsman tent.
Title: Re: Profession limit - what's the reason?
Post by: Quentin Lang on January 23, 2012, 09:35:22 pm
Damn, if you ask me, profession limit and stat requirement is an old remnant from eras long gone... They really serve no other purpose than encouraging alts for every craftable item group in game...
Fuck it, that really serves no purpose, there are blueprints now in game, why not scrap that dumb profession concept at all and make everything rely on a weapon skill or something. Who wants to craft some advanced shit, get them blueprints. More viability to play single char that way and a lot more freedom in char creation...
Title: Re: Profession limit - what's the reason?
Post by: Aeco on January 23, 2012, 10:00:31 pm
I agree with quentin. also dev's stated they want to reduce alt usage... profession limit?! rly?  ;)
Title: Re: Profession limit - what's the reason?
Post by: Solar on January 23, 2012, 11:27:15 pm
Is the limit still there?
Title: Re: Profession limit - what's the reason?
Post by: Fenrir on January 23, 2012, 11:31:58 pm
Is the limit still there?

Did you remove it? :DDD

This would legit make my day.
Title: Re: Profession limit - what's the reason?
Post by: Solar on January 23, 2012, 11:38:56 pm
I'm not sure if it was removed or not, if its not gone yet, it shall go in the future. It does serve no purpose.
Title: Re: Profession limit - what's the reason?
Post by: Wichura on January 23, 2012, 11:41:59 pm
Is the limit still there?
Yes there is:
(http://img546.imageshack.us/img546/8334/profkinadalograniczone.jpg)
I'm not sure if it was removed or not, if its not gone yet, it shall go in the future. It does serve no purpose.
Me:
(http://uclaanimallaw.files.wordpress.com/2011/06/hurray.jpg)
Title: Re: Profession limit - what's the reason?
Post by: Swinglinered on January 24, 2012, 05:23:09 am
Ah, so the Simulationist roots of RPG have finally been abandoned.

Cinematic FTW!

Now we need to be able to make robots and get converted into Cyborgs.

Put in Frag Mine and C-4 blueprints?
(Dynacord?)

A magic system would be good, too.
Title: Re: Profession limit - what's the reason?
Post by: Aeco on January 24, 2012, 10:00:56 am
Ah, so the Simulationist roots of RPG have finally been abandoned.

I dont get your point! Professions are already limited by the skills you have... why would it kill RP if a guy with high repair can make high end armors AND weapons? There is no need for this magic profession-limit-barrier that prevents me from doing so  ;)
Title: Re: Profession limit - what's the reason?
Post by: Swinglinered on January 24, 2012, 10:55:10 am
I dont get your point! Professions are already limited by the skills you have... why would it kill RP if a guy with high repair can make high end armors AND weapons? There is no need for this magic profession-limit-barrier that prevents me from doing so  ;)

A mere 50 for Lv1, 100 for Lv2... with no cross-skills requirement?

Tis a joke.
Title: Re: Profession limit - what's the reason?
Post by: Aeco on January 24, 2012, 11:38:54 am
Well everybody has his own opinion on this i guess... personally i like the idea not to need alot crafting alts... less rep farming... and way more time to actually enjoy the game.

if there were an active player driven economy with SAFE ways to trade stuff i would stand on your side with this though  ;)
Title: Re: Profession limit - what's the reason?
Post by: Ymeogamaouas on January 24, 2012, 11:50:51 am
God forbid 100 PER CENT CAPABILITY in something is good enough to be... good at it.
Title: Re: Profession limit - what's the reason?
Post by: jangling on January 24, 2012, 11:59:06 am
Removing this system is a great idea to get rid of alting. Im very glad to hear that is being removed.
Title: Re: Profession limit - what's the reason?
Post by: Solar on January 24, 2012, 01:02:21 pm
A mere 50 for Lv1, 100 for Lv2... with no cross-skills requirement?

Tis a joke.

If there was any way for us to stop alting, you would have a point. There isn't.

Making someone switch from one char to another, or punishing those people who actually want to stick to one char, serves no real purpose.

Blueprints are a more effective way of stopping people being able to craft everything with little/no effort.
Title: Re: Profession limit - what's the reason?
Post by: Noxion on January 24, 2012, 01:03:39 pm
So at end is it removed ?
Title: Re: Profession limit - what's the reason?
Post by: Solar on January 24, 2012, 01:14:32 pm
Don't think it is yet, hopefully on the next update.
Title: Re: Profession limit - what's the reason?
Post by: Bartosz on January 24, 2012, 01:32:32 pm
Yup, it didn't make into yesterday's update:)
Title: Re: Profession limit - what's the reason?
Post by: vilaz on January 24, 2012, 03:13:57 pm
That's a shame but I think we're glad with assurance it's going to be removed... well at least I am.

Cheers for that!
Title: Re: Profession limit - what's the reason?
Post by: Andr3aZ on January 24, 2012, 03:22:09 pm
Weeeeeh awesome!
I am playing crafter hybrid only for all times in FOnline, never lvled my PvP ape to 21 so I'm pretty hyped with these news.