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Showing content with the highest reputation on 10/03/18 in all areas

  1. 3 points
    The Basics Through investment of materials and coin, players are able to initiate a resource-generating business in the Doldrums. This requires the Business-Manager to have found a suitable location for their project, and have the appropriate NPC workers. These businesses can be upgraded to yield resources of higher rarities and allow more concurrent workers. NPCs can be obtained through roleplay in-game, where you may attempt to convince them to work for you. NPCs can also be trained by an appropriate-level character of the related profession, increasing their yield, but also their required wages. To suitably direct the business, the Business-Manager must have a skill level high enough to manage their workers. A character may only manage one business at a time.** Once a business is set up and built, as long as coin is provided, resources will be generated at a given rate and stored in a storage box on-site. Of course, running a business has its own risks: If you place a lumbering operation on Kolai, you may want to hire a few guards too. Just in case. **While you may have multiple business owning characters, they should be full fledged, roleplayed characters. Alts that exist for the sole purpose of managing a business for another character will be investigated. Types of Businesses There're four types of businesses available: Workshops, Lumber camps, Textile-Farms, and Mines. Workshops Workshops allow the manifacturing of basic artificial components: Gears, buckles, enchanting supplies and glass, as well as refined medical plants. Lumber Camps Lumber camps allow the gathering and replanting of woods of all kinds, from paper-grade, up to building materials or enchanted timbers. Textile-Farm Textile Farms are farms specialised in nurturing animals for their leathers and wools, to then be refined in workable materials for everyday, or even uncommon, wear. Mine Mining operations gather resources from deep beneath, be it metals required to craft nails or weapons and armor, or Stone to build fortresses or simple homes. Other Other businesses that provide a different set of basic materials may be possible, put up a ticket and contact staff to explain your idea. For example, a bee cultivation to produce beeswax for (melted) candles. This is handled on a case by case basis, and will only be able to produce relatively commonplace -gathered- materials. Workers Hired work comes in three levels of skill: Untrained, Trained, and Expert. Workers have different efficiency levels in retrieving the materials depending on their skill. Higher skill costs more, but also produces more! Training workers requires the Business-Manager to have a high enough level of the relevant skill. Trained: Requires skill level 20, and 25 productivity or 250 silver to be provided. Expert: Requires Trained Worker, skill level 40, and 35 productivity or 350 silver to be provided. Once hired, each worker can be assigned to work on one resource type for your facilities. They will provide the specified amount of materials every 3 hours, withdrawing the wage in exchange. Example: An Untrained Woodlander set to collect Rugged Timber will produce 2 rugged timber every 3 hours, at the cost of 5 silver. Material Tiers Legend
  2. 2 points
    Elle suggested I stick this on the forums, regarding making everything more user friendly, particularly the RPG system. One small suggestion I had that I did not see suggested or discussed by anyone was perhaps an addon that would automate the creation of macros, to a small or large degree. There are addons that exist for the game that create macros for various purposes, so it should be possible. It can be as simple as - You learn an ability, a macro is created to coincide with that ability. Perhaps with an icon already selected (You can of course customize it afterward), perhaps also the addon can populate your action bar with it (like when you learn new abilities, in retail). However, if it was literally just as basic as making a macro with the actual macro commands in it and nothing else was done, this would be a worthwhile investment/first version I think.
  3. 1 point
    I will say that desiring parity of DPS across all classes is an unrealistic and frankly boring expectation and archetypes have much more to offer the system than their raw damage potential. Even DPS archetypes in this system do not need to deal the same damage provided the one that is weaker in that aspect provides sufficient support or etcetera in other capacities. Designing with this in mind also enables people to hybridize when design philosophy is not focused on damage. I will say, the argument that fighters deal more damage than wizards in other roleplaying systems at higher levels is incredibly flawed - the opposite is generally true. In terms of an actual suggestion, I would like more hybrid abilities. It's possible I do not understand the system enough and what I desire is already possible but, some abilities designed for, for example, melee healers would be nice! Don't limit it to Paladins either, let Shaman and Druid types get in on the fun. Maybe play around with the engaged mechanic, some sort of melee strike that deals limited damage but heals the next person engaged with the enemy for a significant amount when they land a strike, or fun stuff like that. Maybe a healing "cleave" where you hit the boss and it heals a number of other people who are also engaged with him. Also, let class specific abilities be flavorful, and not necessarily required for certain builds - though there may be a case to be made for them being optimal.
  4. 1 point
    A sneak peek into Bonkle's magical* workshop: *Allegations of Bonkle beating magical world-editing fairies are completely unfounded and anyone found promoting such accusations will be sued for libel
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