Professions Update

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ejthayer
Site Admin
Posts: 6
Joined: Thu Aug 29, 2024 1:44 am

Professions Update

Post by ejthayer »

I actually wanted this update to be small, but there is a lot to it. Things are going well though.

One new thing, the server generates world profession objects based on logic after this update. So for example:

Jewel weed - near other plants and water

The server will scan the map looking for places it can put jewel weed based on that logic. So it could be anywhere. All world profession items have their own logic.
dream
Posts: 1
Joined: Sat Aug 31, 2024 5:53 pm

Re: Professions Update

Post by dream »

That is good. Much better than having set locations that people just camp all the time.
Xena
Posts: 3
Joined: Fri Aug 30, 2024 11:59 am

Re: Professions Update

Post by Xena »

Thank you for sharing that information. I look forward to the new professions content. If you find some extra time, I posted on forum walls a couple things i think would benefit the game with your response/input on the topics. Thanks in advance for any and all responses.
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Loki
Posts: 13
Joined: Thu Aug 29, 2024 8:27 pm

Re: Professions Update

Post by Loki »

How about the idea of adding some "Professions Materials" to the loot drop table of certain raid bosses as well in addition to current ones.

If you look up your data, I'm sure you will notice no one kills bosses like Linay, Thorgraam, Quon Vex, Terroth, etc because players have surpassed anything they can offer.

If certain mats were added to all raid bosses, it would ensure people have to kill some of these "useless" bosses again.

P.S. The Veil could also drop its own set of rare materials for crafting.

Be creative.
ejthayer
Site Admin
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Joined: Thu Aug 29, 2024 1:44 am

Re: Professions Update

Post by ejthayer »

You can also expect some profession cross over for some items. In other words each profession will depend on some other profession for an item they need to make something.
Vort
Posts: 3
Joined: Thu Sep 05, 2024 7:58 pm

Re: Professions Update

Post by Vort »

EJ, I heard you wiped multiple pennyroyals from the cons merchants. deeming them overpriced. It was also said you were again vocal about them being overpriced on a separate occasion. (To be clear these items in cons were not mine.) I've spent approximately 7 hours combined searching for the new profession items throughout the world since the update. I have found 3 pennyroyals, 4 teasels, 4 iron ores, 5 limestones, and 1 coal. With the newly release of professions and the amount of time to find these resources, supply and demand clearly dictate the rise in the price.

You personally may be able to see where all of the new profession items spawn and believe they are abundant but for a normal player they are randomly spawning through a large map that is rarely being traveled. If I am correct, based on the new implemented logic of these items, there will not be a very large influx of them solely due to the randomness and lack of searching for them by the players. With supply low, the price of these supplies will always be high unless they spawn more abundantly in the future. Even if the items are deemed to not result in useful items once the combinations are figured out, they will still need to be used to level the skill thus resulting in a higher price tag for the harder to come by materials.

It's your game and I'm sure you've researched more into the effects of new items on a game's economy in certain scenarios, I'm just adding my two cents and believe that it's a bad look to tell a player to "GFYS" because they are pricing items on what they believe they can be sold for in-game, along with the deletion of those items. You create the game, we play it.
Eli
Posts: 10
Joined: Fri Sep 06, 2024 8:31 pm

Re: Professions Update

Post by Eli »

The new profession system is quite interesting and has potential, but there are some challenges.

While the game focuses on mystery and exploration, certain aspects feel overly complex—almost like searching for a needle in a haystack.

Take the "Life Saving Amulet" for example: it requires 3 blue pearls, 3 white pearls, and 2 amulets detect evil.
Without the recipe provided by the merchant, how are we expected to know the exact quantity of each item? It could be 1 or 20, and there's no way to know for sure.

I appreciate the idea of keeping the recipes a mystery, but perhaps there should be a limit, such as using only 1 of each item to create something.
For instance, 1 red opal, 1 blue pearl, and 1 white pearl could create one item, while 1 emerald, 1 shon leaf, and 1 white pearl could create another.

Having to guess the exact quantities for every recipe is becoming frustrating and impractical.
DarkHeal
Posts: 8
Joined: Thu Aug 29, 2024 7:59 pm

Re: Professions Update

Post by DarkHeal »

needs a lot more work and more material to spawn, recipe book, and a way to find recipes. With multiple amounts the combinations are endless. Disappointment, not even really worth it on a n00b even at this point.
Jormungard
Posts: 1
Joined: Wed Mar 12, 2025 7:17 pm

Re: Professions Update

Post by Jormungard »

I think the professions update is heading in the right direction. I know it's a new feature and is currently being worked on, but I like it for unlimited potential it has to offer, something that isn't as straight-forward as many people suggest EJ make it.

I once played a game that was similar in nature to Xenimus, albeit it was a simple browser game. But in it, you had equipment and that equipment could be imbued (Cursed) with properties. The way to do so was by combining three (3) of twelve (12) total scrolls to make a particular combination, and order mattered. If you like math, that means that there were 1,320 combinations to gain a limited selection of imbuements. Many of course didn't work, but when you did find a combination, it was game changing. The scrolls were cheap, but the items to imbue weren't. You couldn't easily erase a curse then try again, you needed a new item. There were many combinations that were shared game-wide, but where it got interesting was when guilds were power hunting combinations and keeping them a guild secret. There were websites built to coordinate searches and combinations among guildmates. It even culminated in people acting as spies to gain the combination secrets of guilds for their own. Of course, if word became public about a combination it spread like wildfire and became well known in no time. Each year, the combinations were wiped and it started fresh, the same number of scrolls, but all new combinations.

Old Screenshot of the game screen: https://web.archive.org/web/20030116052 ... ide/19.gif

Maybe I'm in the minority here, but when it comes to professions I elect to not just give out the recipes haphazardly through in-game mechanics. Yeah, maybe give away the easy ones, but make it interesting, place some unknown recipes in the mix and give us the hints to search on our own. Of course, more will opt to put forth the effort if the materials are somewhat readily available. But the hints are a must if you're gonna get anybody interested in searching. They must know there's something to find, otherwise what's the point.

Right now the professions tab for potion making has several slots for ingredients, as and far as we know, anything could be an ingredient as it allows a multitude of items in the profession window. So it's a bit overwhelming to even begin a search for combinations. Plus, I'm unsure if order of ingredients matters. It would be great to know at least the basic rules and then let us get our hands dirty looking for the really good potions etc...
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