Generic craft guilds

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Rhaegar
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Generic craft guilds

Post by Rhaegar » 22 Jan 2011 02:17

Seeing how disproportionate and few current craft guilds are, how about adding more and making them a bit more generic?

Smiths:
- drop trading for them (they get quite a few skills and abilities already)

Merchants:
- trading and appraise value

Hunters:
- tracking, hunting, awareness, find and remove traps, foraging perhaps

Mariners:
- as they are (but please remove the fisherman or give them climb and acrobat skills so they're not just swim skill)

Herbalists:
- as they are

Cooks:
- see their respective thread

Scholars:
- language, alchemy

This way, each one would have its own merits and they would be more in line with each other. You would have 2 guilds that produce something (smiths and cooks) and the rest would be more generic, with less tax and offering some skill in their respective fields. I think that anyone would find use for them.
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Cherek
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Re: Generic craft guilds

Post by Cherek » 22 Jan 2011 13:00

I like.

Amberlee
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Re: Generic craft guilds

Post by Amberlee » 22 Jan 2011 17:13

Yes.. give Scholars!
Now thats some craft guild i would join.. To be able to make potions et cetra :S
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Rhaegar
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Re: Generic craft guilds

Post by Rhaegar » 22 Jan 2011 17:47

Implementing some of them should be fairly easy, seeing how most of the code is already there (there used to be a merchant lay in Kabal, no? In the Trading Company somewhere, so the emotes and stuff should be in place. Hunters could just steal some code from Rangers I believe, or could just be named explorers and get the generic move-around skills).
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Amberlee
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Re: Generic craft guilds

Post by Amberlee » 22 Jan 2011 22:54

Explorers are actually classified as "cheat" :p
To clarify.
Some of them were guilty... There were of cource members that were completely innocent, and they know who they are.
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gorboth
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Re: Generic craft guilds

Post by gorboth » 23 Jan 2011 23:01

Deleted a few off-topic posts that contributed nothing to the thread. If you want to start a flame about the "explorers club" feel free to do so in the appropriate area.

Stay on topic, please.
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Laurel

Re: Generic craft guilds

Post by Laurel » 24 Jan 2011 10:20

Rhaegar wrote:Hunters could just steal some code from Rangers I believe
exactly - use the not-yet-recoded code to create something new, while NOT updating the not-yet-recoded existing thing ... I miss the "headbang into a brickwall" emoticon Image

on the other hand, I guess when someone will finally get to work on the recode, it will be done with my rant in the back of his head = "I'll show you ..., you stupid whiner!" attitude

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Cherek
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Re: Generic craft guilds

Post by Cherek » 24 Jan 2011 10:49

Laurel wrote:...I guess when someone will finally get to work on the recode, it will be done with my rant in the back of his head = "I'll show you ..., you stupid whiner!" attitude
I finally get your strategy now Laurel. Why didnt you say so from the start!

Anyway, I have a feeling Rhaegar just meant copy some of the more basic stuff from rangers, like hunting things to and eat them by the fire etc... that was always a cozy ability.

However, I think we should be careful to copy anything. Even a craft guild should feel unique and have some unique abilities / emotions etc. Not be a rangers-lite.

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Rhaegar
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Re: Generic craft guilds

Post by Rhaegar » 24 Jan 2011 12:02

Guys, this are just suggestions. A kind of a rough sketch without any particular detail to it.
I just wanted to give the base for discussion/idea and not the ultimate solution.
I fear no evil for I am fear incarnate.

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