PerditionPvE / Perdition

Server mod for PerditionPvE
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Perdition Career System #16

Open Alziibun opened 1 year ago

Alziibun commented 1 year ago

Perdition: Survivor's Duty

An "advanced job" system

Arrow to the Knee

Once the Knox Infection hit, you were never able to achieve your dreams. With new trials come new opportunities, will you find yours in the withering of Knox County?

The following jobs are able to choose their specialization freely

They are all to be considered "variations" of unemployed, the unemployed job being the "blank slate" and the rest as "a min/max blank slate"

A New Sense of Responsibility

After surviving and building your skills, you are filled with a new sense of hope: a duty to overcome this nightmare, your Survivor's Duty.

The "Survivor's Duty" (AKA Specialization)

Duty: Hero

Inheritor: Firefighter, Veteran

Duty: Overwatch

Inheritor: Veteran

Duty: Researcher

Inheritor: Doctor

Duty: Nomad

Inheritor: Park Ranger Ability: Whispering Willows

Duty: Artisan

HaleChristopher commented 1 year ago

I 100% love this idea. Making people feel special is super important in my book.

pieetrr commented 1 year ago

We always wanted to achieve something like this, its hard to balance but i'm excited about your ideas on it.

Alziibun commented 1 year ago

The goal of this implementation is to extend the game play loop and cross interaction between players

lectpz commented 1 year ago

I use to play on a server that artificially capped skills based on the base starting skill level. For example at +0/1/2/3 starting skill level you cap at 4/6/8/10. So you would be limited to one or two professions at best, the balance being that you could craft things specific to your profession that can be combined with other master crafts to create cool stuff (armor, weapons, vehicle parts, etc.). It basically forced co-op crafting and trading which is smart, but made your characters feel narrow in scope which sucked. The trading community was lively and there was actual daily bartering. An active population server would definitely benefit from a robust barter-based economy.

Also looking into it, something like this might make existing professions more interesting: https://steamcommunity.com/sharedfiles/filedetails/?id=2729436580

This would make zombie-smashing more rewarding and discourage dying/respawning (for whatever reason), thus increasing the value of cures and incentivize smarter fighting gameplay and perhaps the use of guns: https://steamcommunity.com/sharedfiles/filedetails/?id=2627877543&searchtext=

pieetrr commented 1 year ago

On specialization i have to say this. It is tied to the economy. Hale and me eventually want to branch out as far the currency is concerned and add a point/token system. We want different points that get you different things. If you are a metalworker and you craft things then you get the equivelant type of points. If you like killing zombies you get the equivalent combat points.

Some items/services will need a mix of points to obtain, trading of points will be encouraged. The entire trick to the whole system is to somehow achieve in making it more difficult than it currently is to branch out and get your hands in mutliple honey point pots easily.

I use to play on a server that artificially capped skills based on the base starting skill level. For example at +0/1/2/3 starting skill level you cap at 4/6/8/10. So you would be limited to one or two professions at best

but maybe not this level of impossible.

This would make zombie-smashing more rewarding and discourage dying/respawning (for whatever reason), thus increasing the value of cures and incentivize smarter fighting gameplay and perhaps the use of guns: https://steamcommunity.com/sharedfiles/filedetails/?id=2627877543&searchtext=

I am interested in this mod, was a mainstay when i was playing singleplayer. It will definitely be added but with a pretty big killcount required to attain cause i dont want it to completely overshadow the veteran occupation. However it is not really a specialization thing.

lectpz commented 1 year ago

The artificial cap I mentioned is the reason I left the server. It was like playing WoW, but a lot less rewarding and with a fraction of the dopamine hits from looting. A happy medium would be custom profession traits that are "dynamic" so you get them when you hit a certain level. Like extra materials from salvaging, access to profession-specific recipes, etc.

There was a custom mod on my previous server that let you choose specializations via an empty sheet of paper where you right clicked and specced into branches of specialization. For instance metalworking, you can specialize into propane refinement or making parts for power armor at level 10. At level 7 you can make weapon parts, but you'd need a similarly leveled carpenter to make the handles/hilts or whatever, and a similarly leveled tailor to make the bindings for it to piece it together, etc. etc. etc.

The concept is nice the but a different take on the profession skill limits would make it more accessible to the general population.

pieetrr commented 1 year ago

It is very tricky to make a system that gives us the specialization we want and at the the same time not be so inaccessible to people that don't do amazing with intricate and complex crafting systems. But we'll give it our best shot after we're done with the launch of the mod.

There was a custom mod on my previous server that let you choose specializations via an empty sheet of paper where you right clicked and specced into branches of specialization. For instance metalworking, you can specialize into propane refinement or making parts for power armor at level 10. At level 7 you can make weapon parts, but you'd need a similarly leveled carpenter to make the handles/hilts or whatever, and a similarly leveled tailor to make the bindings for it to piece it together, etc. etc. etc.

very interesting

lectpz commented 1 year ago

IMO the branching of profession specialties should be enough to make each profession interesting without suppressing choice. I think custom recipes for weapons, armors, etc. should leverage the profession branching to create a rich economy based on player-crafted parts in addition to diversifying the gameplay and encouraging interaction between players to make better-than-vanilla items. You can always just use vanilla Katanas, but if you could create a Master Crafted Katana that has more duration, lighter weight, faster swing speed, etc. then that should be incentive enough to farm the skills and trade for the parts you need.

The toughest part is making a system that is intuitive and isn't just a clusterfuck of deeply embedded menus that require 100 clicks to create one part.