A much needed update to the job system.

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Goseki
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A much needed update to the job system.

Post by Goseki »

Here's what I think should be implemented, since the current trade,hunter, thief levels are for show as far as i know.

Trader:
1) Nothing
2) 10% more speed
3) 10% more gold
4) Transport 25% hp increases
5) 25% more speed, 25% more gold, Transport 50% hp increase

Hunter:
1) Nothing
2) 10% more speed, Outfit Disguise lvl 1 [10 levels lower]( allows other players to see hunter as lower lvl)
3) 10% more gold, Outfit Disguise lvl 2 [20 levels lower]
4) Outfit Disguise lvl 3 [30 levels lower]
5) Guardian Reflect (25% chance of reflecting both phy/mag dmg back to enemy)

Thief:
1) Nothing
2) 10% more speed
3) 20% more speed, 20% more gold
4) Trademark (allows detection of path left by traders)
5) Bandit's foot (Allows you to maneuver undetected by others until you are within 10m of them)

So that's what i've come up with. In order to reach the next level, jobbing exp req as well as a job quest must be completed. Level 5 status is only given to the top 10 hunters/thieves. Special effects only work with jobs and normal people. not grinding.

What do you guys think, would this make the ranking system better?

Other updates include, no outside buffers/ressers, once in a job pt, both must agree to leave the pt. Traders can rank hunters, and vice-versa. Fix it so ppl can PM you while ur in job -_-. etc.

Comment and Criticisms below ^_^
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Fury
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Re: A much needed update to the job system.

Post by Fury »

Trader lvl 5 with Academy buff, garment and speed drug = 165% speed... lol

Edit: oh sorry did u mean speed increase on transport?
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Re: A much needed update to the job system.

Post by Argonaut »

Or just return it to the old system. Job system = 5000% activity increased. Fixed.
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Re: A much needed update to the job system.

Post by Grounded »

Goseki wrote:Hunter:
1) Nothing
2) 10% more speed, Outfit Disguise lvl 1 [10 levels lower]( allows other players to see hunter as lower lvl)
3) 10% more gold, Outfit Disguise lvl 2 [20 levels lower]
4) Outfit Disguise lvl 3 [30 levels lower]
5) Guardian Reflect (25% chance of reflecting both phy/mag dmg back to enemy)



Just click on the hunter and see his lvl, and then add the lvl difference from what he looks and got him ^^
f/e: see a hunter lvl 4 wearing 7deg FULL set... just add 30 lvls and u get this:
lvl 57+(30lvs) = lvl 87+ hunter ^^
Last edited by Grounded on Tue Dec 09, 2008 6:24 am, edited 1 time in total.
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demonangel95
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Re: A much needed update to the job system.

Post by demonangel95 »

Sounds pretty good
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jay0303
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Re: A much needed update to the job system.

Post by jay0303 »

i dun get the hunter part and that speed on trader should be for transport and for hunters and there own speed otherwise i like it


though i like it when u could jut pop ur thief suit pick and leave lol made it to lvl 4 thief like that

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Re: A much needed update to the job system.

Post by shadoweye »

i like it just not the top 10 part
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Re: A much needed update to the job system.

Post by Shadowfox542 »

shadoweye wrote:i like it just not the top 10 part


Agreed.

I think trader skills that increase defense/speed of transport are a great idea. Hunters could use speed passives. Thieves could use something like minizerk.

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Re: A much needed update to the job system.

Post by Snoopy »

Argonaut wrote:Or just return it to the old system. Job system = 5000% activity increased. Fixed.


After having played Ecsro (Has implemented the old system). I in some ways, prefer the current system though it does suck that the Job Activity has gone down.
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Re: A much needed update to the job system.

Post by sama98b »

Goseki wrote:Here's what I think should be implemented


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Re: A much needed update to the job system.

Post by Toshiharu »

Argonaut wrote:Or just return it to the old system. Job system = 5000% activity increased. Fixed.


But the 10min needs to be changed from 10minutes(Log out/ferry/scroll to be able to wear new suit) to 3hours to change jobs. That'd be so much better. Why 3 hours or something? 10 minutes it was easy to change over jobs and **** up one side. Along with a 100%~250% gold increased on successful trades and changing depending how much of that good is sold at the next city.

@Above Thieves need to be quick. Go in steal and gtfo near the area.
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Re: A much needed update to the job system.

Post by Crumpets »

All I want back is the 'wanted' status on thieves. Made it so much more appealing to just kill rather than rob =/
Last edited by Crumpets on Tue Dec 09, 2008 6:32 am, edited 1 time in total.
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Re: A much needed update to the job system.

Post by Shadowfox542 »

Toshiharu wrote:
Argonaut wrote:Or just return it to the old system. Job system = 5000% activity increased. Fixed.


But the 10min needs to be changed from 10minutes(Log out/ferry/scroll to be able to wear new suit) to 3hours to change jobs. That'd be so much better. Why 3 hours or something? 10 minutes it was easy to change over jobs and **** up one side. Along with a 100%~250% gold increased on successful trades and changing depending how much of that good is sold at the next city.

@Above Thieves need to be quick. Go in steal and gtfo near the area.


Decrease gold earned grinding while increasing gold earned jobbing is a wonderful idea. Gold bots generate less gold, meaning less supply. This game was built to work that the people that job the most are the richest, and thus have the best gear. Shame that got fck'd.

I think they should make it like the old job system without having the linked experinces. If you killed a thief you got hunter XP, and lost thief XP. Thieves want to hunt for their unions/guilds. Same goes for reverse. As a hunter, I would love to be able to thief it up for a bit. I think that 1 hour would be better than 3, because a lot of the fun is in the variety.

Wanted status was good times.

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Re: A much needed update to the job system.

Post by Argonaut »

Toshiharu wrote:
Argonaut wrote:Or just return it to the old system. Job system = 5000% activity increased. Fixed.


But the 10min needs to be changed from 10minutes(Log out/ferry/scroll to be able to wear new suit) to 3hours to change jobs. That'd be so much better. Why 3 hours or something? 10 minutes it was easy to change over jobs and **** up one side. Along with a 100%~250% gold increased on successful trades and changing depending how much of that good is sold at the next city.

@Above Thieves need to be quick. Go in steal and gtfo near the area.


That was the best part of the whole job system. Instead of having 50 hunters and 10 thieves, people get bored and switch to even it out. Now that it takes 7 days to switch that shit, people don't bother jobbing anymore. Whats the fu.cking point if you can't even tell who your robbing too? Might as well go grinding, less boring.
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Re: A much needed update to the job system.

Post by Shadowfox542 »

Argonaut wrote:
Toshiharu wrote:
Argonaut wrote:Or just return it to the old system. Job system = 5000% activity increased. Fixed.


But the 10min needs to be changed from 10minutes(Log out/ferry/scroll to be able to wear new suit) to 3hours to change jobs. That'd be so much better. Why 3 hours or something? 10 minutes it was easy to change over jobs and **** up one side. Along with a 100%~250% gold increased on successful trades and changing depending how much of that good is sold at the next city.

@Above Thieves need to be quick. Go in steal and gtfo near the area.


That was the best part of the whole job system. Instead of having 50 hunters and 10 thieves, people get bored and switch to even it out. Now that it takes 7 days to switch that shit, people don't bother jobbing anymore. Whats the fu.cking point if you can't even tell who your robbing too? Might as well go grinding, less boring.


:banghead: On Olympus, for whatever reason when I go do a quick job war DW east is almost always thief controlled. I am super pro, and beat them back. Shortly after, theres like 8 capped hunters vs 3 capped thieves. I would love to be able to switch. Yes, it was fun to determine if you should rob people or not. HellMakers guild on Olympus is pretty much hated server wide. Would be fun to make joining that union have downsides.

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Re: A much needed update to the job system.

Post by Argonaut »

Shadowfox542 wrote::banghead: On Olympus, for whatever reason when I go do a quick job war DW east is almost always thief controlled. I am super pro, and beat them back. Shortly after, theres like 8 capped hunters vs 3 capped thieves. I would love to be able to switch. Yes, it was fun to determine if you should rob people or not. HellMakers guild on Olympus is pretty much hated server wide. Would be fun to make joining that union have downsides.


If you've never played pre-job update/ECSRO, you gotta go try it. The current job update is shit. Who needs a few useless bargain goods locations if no one even uses them? The system was so much better the old way. If they really wanted to fix it, they should roll it back but add a fluidic system for the products so trades are actually worth something. Kind of like a Silkroad stock market.
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Re: A much needed update to the job system.

Post by Interpol »

Good suggestions, though it would be nice if the different jobs had extras such as:

Trader
~ have access to different transport types that has an hp or speed bonus
~ while not wearing a suit: you gain 1% per trader level towards alchemy success %
~ traders level 3 looses 1 star protection if under lvl 40
~ trader level 3+ (even when not wearing a suit): npc items are 1% cheaper, stall network commission is only 3%
~ trader level 3+: once a day for one hour you could get double profits in a trade run
~ trader level master: npc items are 5% cheaper, stall network usage has no commission
~ trader level master: once a week, you could summon one player hunter to your location. That player will have 10% increased in stats for 10 minutes.

Hunter
~ hunter banding: 1% stat increase when there is another hunter within 30m
~ while not wearing a suit: you gain 1% per hunter level increase towards damage dealt to monsters %
~ hunters level 3+: gain 5% phy/mag defense against thieves
~ hunters level 3+: once a day for one hour you gain 5% hp/mp regeneration per second
~ hunters level master: once a day for one hour you could activate thief sense ability. Player thieves (even under concealment) could be detected (a sound alert will be given, but location not revealed) within a 30m radius.
~ hunters level master: the first successful hit inflicted by a player thief will incur a 50% damage reduction

Thief
~ dispersion: if there are no player thieves within 30m, you gain a speed bonus of 10%
~ while not wearing a suit: you gain 1% per thief level increase towards berserk gauge % chance
~ thieves level 3+: gain 5% phy/mag damage increase against traders/trader transport
~ thieves level 3+: trace trader footprints within 10 minutes
~ thieves level master (while only wearing suit): anyone else within 10m will be inflicted with 1% hp/mp reduction per second, 0.5% at 10~20m, 0.25% at 20~30m
~ thieves level master: you have access to extra avatar/character skin selection for your character

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Re: A much needed update to the job system.

Post by JoyFax »

I think you are exagerating on the numbers... adding all that % of speed and stats and w/e is too much... It's good idea but should be less.

Thief only visible in 10m? lol -.- no...
Outfit disguise on the hunter is a lame idea could be good on the thief tho...
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Re: A much needed update to the job system.

Post by PR0METHEUS »

Goseki wrote:once in a job pt, both must agree to leave the pt.


I don't know about this one. If you're a hunter, you'd have a greedy trader that wants to keep trading and won't let you leave to go back to your grind. I suppose you could just go grind in your hunter suit, but wouldn't be able to join a grind party.

The other ideas sound good. Maybe a combination of the job level power-ups plus the old system where you can switch between jobs and put on your suit outside town.

More active GMs could give some sort of punishment (maybe?) to people who abuse the system by hunting for a trader and switching to thief on the other side of the ferry. Although as a thief, it is certainly beneficial to pretend to be a hunter. Traders should just pick hunters they trust. Not the hunter named IamThief.

I miss the old days where I could be out grinding, see some loot on the ground, suit up and take it. Now I have to go ALL the way to town, suit up, and come back out hoping the loot is still there. :(
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Re: A much needed update to the job system.

Post by HBblade »

should add a bounty/wanted system, where trader can put out x amount of gold on a specific thief's head, or so rich traders can just put gold on player thiefs they hate just to annoy em...

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Re: A much needed update to the job system.

Post by Pan_Raider(`_´) »

the highest priority for jowmax is getting new locations in the game and braodening it,+not really changing the system now though
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Re: A much needed update to the job system.

Post by PR0METHEUS »

Pan_Raider(`_´) wrote:the highest priority for jowmax is getting new locations in the game and braodening it,+not really changing the system now though


New map locations that can be taken over by bots and/or plvl parties? :banghead:

There are plenty of problems in the current game that they should fix before expanding it even more.
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Re: A much needed update to the job system.

Post by Corrupt »

Crumpets wrote:All I want back is the 'wanted' status on thieves. Made it so much more appealing to just kill rather than rob =/

Thread /closed
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Re: A much needed update to the job system.

Post by CloudStrider »

I don't really Job much, So I don't have a very educated opinion, Then again, I don't play much.
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Re: A much needed update to the job system.

Post by chickenfeather »

There is a major problem with the system when you need lvl 80+ to job.

1) Make it so that your alias is a seperate character that is fully farmed for your two highest skills and capped.
2) Your gear is all replaced with npc gear(this way everyone has the same gear and how you compete with others will be skill based, not item based)
3) Your STR/INT ratio will be preserved, but at lvl 90
4) You can only attack jobbed players and npc thieves/hunters(but you will gain no character exp to prevent people from just leveling with lvl 90 skills)
5) Since everyone is the same level, no * protection at all
6) Make it so your guild is visible over your alias name

I think this would be the fairest and encourage everyone to job when everyone is the same level when jobbing.

*edit* but this will probably destroy normal caped pvp. it will also discourage people from leveling past 20.
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Re: A much needed update to the job system.

Post by LillDev!l »

lol, would love the idea for thiefs to "discover" a traders tracks and follow it.
AND wanted status back :love: would love that, the bounty idea was pretty good aswell :P

chickenfeather wrote:There is a major problem with the system when you need lvl 80+ to job.

1) Make it so that your alias is a seperate character that is fully farmed for your two highest skills and capped.
2) Your gear is all replaced with npc gear(this way everyone has the same gear and how you compete with others will be skill based, not item based)
3) Your STR/INT ratio will be preserved, but at lvl 90
4) You can only attack jobbed players and npc thieves/hunters(but you will gain no character exp to prevent people from just leveling with lvl 90 skills)
5) Since everyone is the same level, no * protection at all
6) Make it so your guild is visible over your alias name

I think this would be the fairest and encourage everyone to job when everyone is the same level when jobbing.

*edit* but this will probably destroy normal caped pvp. it will also discourage people from leveling past 20.


thats a kinda lame idea imo :oops:
there would be no point in leveling, and stalling so much to get good gear :)
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Re: A much needed update to the job system.

Post by streetrobban »

I havent jobbet for a long time, but with the new system it doesnt work to spawn light-thiefs and rape 1* anymore right?
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Re: A much needed update to the job system.

Post by LillDev!l »

streetrobban wrote:I havent jobbet for a long time, but with the new system it doesnt work to spawn light-thiefs and rape 1* anymore right?


true, you basicly need to be 90 or close to 90 now to job seriously ^^ (remembers old days, thiefing so much at level 42 in jang area ... O.o)
im just lucky i can always join partys full off 90 thiefs i know >.< and since i always walk with a friend off mine who is also a bower i survive pretty well :) knockback ftw :love:
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Re: A much needed update to the job system.

Post by chickenfeather »

LillDev!l wrote:lol, would love the idea for thiefs to "discover" a traders tracks and follow it.
AND wanted status back :love: would love that, the bounty idea was pretty good aswell :P

chickenfeather wrote:There is a major problem with the system when you need lvl 80+ to job.

1) Make it so that your alias is a seperate character that is fully farmed for your two highest skills and capped.
2) Your gear is all replaced with npc gear(this way everyone has the same gear and how you compete with others will be skill based, not item based)
3) Your STR/INT ratio will be preserved, but at lvl 90
4) You can only attack jobbed players and npc thieves/hunters(but you will gain no character exp to prevent people from just leveling with lvl 90 skills)
5) Since everyone is the same level, no * protection at all
6) Make it so your guild is visible over your alias name

I think this would be the fairest and encourage everyone to job when everyone is the same level when jobbing.

*edit* but this will probably destroy normal caped pvp. it will also discourage people from leveling past 20.


thats a kinda lame idea imo :oops:
there would be no point in leveling, and stalling so much to get good gear :)


No point in leveling, no point in getting good gear = no bots, no gold buyers :D
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Re: A much needed update to the job system.

Post by LillDev!l »

chickenfeather wrote:
LillDev!l wrote:lol, would love the idea for thiefs to "discover" a traders tracks and follow it.
AND wanted status back :love: would love that, the bounty idea was pretty good aswell :P

chickenfeather wrote:There is a major problem with the system when you need lvl 80+ to job.

1) Make it so that your alias is a seperate character that is fully farmed for your two highest skills and capped.
2) Your gear is all replaced with npc gear(this way everyone has the same gear and how you compete with others will be skill based, not item based)
3) Your STR/INT ratio will be preserved, but at lvl 90
4) You can only attack jobbed players and npc thieves/hunters(but you will gain no character exp to prevent people from just leveling with lvl 90 skills)
5) Since everyone is the same level, no * protection at all
6) Make it so your guild is visible over your alias name

I think this would be the fairest and encourage everyone to job when everyone is the same level when jobbing.

*edit* but this will probably destroy normal caped pvp. it will also discourage people from leveling past 20.


thats a kinda lame idea imo :oops:
there would be no point in leveling, and stalling so much to get good gear :)


No point in leveling, no point in getting good gear = no bots, no gold buyers :D


kinda true, though i'dd have stalled for all my pretty gear for nothing all that time :( MANUALLY farmed all that time for nothing, and grinded all that time for nothing :( no ty :D
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