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Franci_King

Level UP for jobs!

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Posted (edited)

okey so like the title said... ive played a ton of rp in samp for more than a decade, and they all had skill levels for each job.. the more u work on a job the better the salary and the product from it.

for example fishing:

higher skill level = less time to catch or better catches.

farmer: crops sell for a higher price for higher skilled farmers.

post op: higher skill level: the more packages you can carry or better salary

same as post of goes for the ATM cash collector job...

it used to be like this always in all samp servers.

mining job: lower extraction time for ores for higher skilled players..

this would give players a reason to stick to one job and make that to perfection wouldnt it.. 

and im not talking like short time to level up, but like 100hours investments to become max level on 1 single job.. so people decide which one to stick too

Edited by Franci_King
Posted

this is the only way new players can get into the medium $$ range at least , otherwise economy will go to shit like in a lot of servers where new players doesnt feel motivated as everything is super expensive and no way to catch up

Posted

-1, I Think asset taxation (and better bank valuation of current holdings) at regular intervals is the best way to keep the economy in check. 
Anything 'super grindy' (and 100s of hours is super grindy) makes this feel like runescape more than an RP server. Perhaps 5-10 hours to reach 'max efficiency' or whatever would be enough incentive.

Another suggestion would be to add items that modify job output (good fishing rods, good hatchets, etc) whose value would only be recuperated after 50+ hours of performing the job

  • Like 1
Posted
2 hours ago, Jleoni said:

-1, I Think asset taxation (and better bank valuation of current holdings) at regular intervals is the best way to keep the economy in check. 
Anything 'super grindy' (and 100s of hours is super grindy) makes this feel like runescape more than an RP server. Perhaps 5-10 hours to reach 'max efficiency' or whatever would be enough incentive.

Another suggestion would be to add items that modify job output (good fishing rods, good hatchets, etc) whose value would only be recuperated after 50+ hours of performing the job

oh u mean items so some people just showup and in 1min steal ur 50h of hard work ... makes sense

Posted

Value is recuperated over 50 hrs (meaning you break even at 50 hours....say you make 10k/hour and with this item you make 11k/hour, it would cost 50k not 500k). With new robbery rules this coudl be considered a decent investment.

Posted

+1

But, there is a fine line between making the increased efficiency worth it or very grindy. Like @Jleoni said, adding items for the related jobs would be a good start to this. Furthermore, having items that boost efficiency and similar stats in conjunction to also allowing players to "level up" there abilities at a specific job would aid in curbing burnout for new players. 

Again, there is a fine line where this suggestion work, but it would be interesting to explore further. 

Posted
44 minutes ago, JackaboyGames said:

-1 Jobs should provide stronger RP not necessarily more money

definition of a job according to people smarter than you and me. now next time you comment something make sure your neurons can synapse with eachother.

noun
 
  1. 1.
    a paid position of regular employment
Posted
Just now, JackaboyGames said:

I was just voicing my opinion. If you disagree please don't be so disrespectful to fellow members of the Eclipse community.

since u want stronger Rp for jobs, how about raise your gangs rp to a level that they dont sell acid to everyone they just meet on the streets .. just saying



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