Jobs/professions ability to have your own shop etc.

Post » Tue Mar 09, 2010 8:36 pm

A steady source of money would be good, hunting and fishing would be nice. Not sure about the 'shop' though.
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Andres Lechuga
 
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Post » Tue Mar 09, 2010 7:38 pm

Voted no and no.

I think your "profession" as an adventurer is pretty much set when you start out. This is still a game that focuses on adventures, quests, and exploration. A "profession" other than adventurer really doesn't fit the bill. It would end up half made, and I think simulation games would be a better option for this.

I don't mind being able to fish (if eating is a requirement for stamina) or craft (native indians made their own arrows, but they didn't put them out for sale :)). As long as you deal with items that can be packed, and you have to sacrifice something to have it, I'm all for it as skills. Just sell the fish or arrows at a store if you want to make money from it. But you can't carry around a smiths fireplace, so smithing your own weapons feels pretty far fetched.

Also, it adds a LOT of unnecessary complexity to the game design. For a few minutes of fun? Surely it would get boring after that when the simulation behind it isn't all that great?

So a general purpose crafting skill to craft a number of useful items from raw materials could be cool. If there is a new speciality branch for Nature, I would want a lot of extra skills that deals specifically with that. If not, a general purpose nomadic/survivalism skill would fit the bill.
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lauraa
 
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Post » Wed Mar 10, 2010 2:04 am

now that i think about it i changed my mind for having bethesda do the base and letting modders finish it to just let the modders to it. i can see so many ways that bethesda could screw this up. i imagine if they did it you would just buy a shop and then collect your earnings once a week. it would be even less involved than being the listener for the dark brotherhood.
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N Only WhiTe girl
 
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Post » Tue Mar 09, 2010 4:28 pm

I think, in terms of these, they seem like a fairly good idea if they could be implemented well and as a 'reward' for something. For example, shopkeeping as a reward for mastering mercantile. Blacksmith for armorer skill and so on.

Otherwise it may seem a bit much like Fable.

EDIT: Oh and as long as they aren't too deep and don't detract from the real gameplay.
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Amber Ably
 
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Post » Wed Mar 10, 2010 1:41 am

As a merchant, I'd want to be able to have a shop in one part of Skyrim, buy/gather rare items in that part from other parts and sell them for huge profit compared to what I'd get if I'd sell them to other merchants. Maybe have my shop closed for a few days as I gather supplies. Then I could fish and have an Inn near the seaside- "Gorbad's Watershark", serving the best made fish/crab food in all of Skyrim.

Awesome :thumbsup:
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NeverStopThe
 
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Post » Tue Mar 09, 2010 1:38 pm

I've always wanted to have my own smithy and shop, so yes, that could be awesome and offer a long term playability for a character,
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Austin England
 
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Post » Tue Mar 09, 2010 3:15 pm

Voted no and no.

I think your "profession" as an adventurer is pretty much set when you start out. This is still a game that focuses on adventures, quests, and exploration. A "profession" other than adventurer really doesn't fit the bill. It would end up half made, and I think simulation games would be a better option for this.


Not exactly. TES is a game of be what you want to be. Be a thief, be a mage, a murderer. Not exactly, go find A, now go find B.

I don't mind being able to fish (if eating is a requirement for stamina) or craft (native indians made their own arrows, but they didn't put them out for sale :)). As long as you deal with items that can be packed, and you have to sacrifice something to have it, I'm all for it as skills. Just sell the fish or arrows at a store if you want to make money from it. But you can't carry around a smiths fireplace, so smithing your own weapons feels pretty far fetched.


Nobody said anything about carrying a fireplace and anvil around. We're talking about going to a shop/smithy-place and creating your own armor. It's special. Why can we craft our own spells but not craft armor? I want something I worked hard for and made with my own hands.
Also, it adds a LOT of unnecessary complexity to the game design. For a few minutes of fun? Surely it would get boring after that when the simulation behind it isn't all that great?

So a general purpose crafting skill to craft a number of useful items from raw materials could be cool. If there is a new speciality branch for Nature, I would want a lot of extra skills that deals specifically with that. If not, a general purpose nomadic/survivalism skill would fit the bill.


It's not unnecessary for a RPG game. It's all about immersion. The idea of being a part of the in-game economy magnifies immersion. Why should we always be a clunky quest doer and nothing else? It doesn't matter if the simulation is great, hell, guilds are fairly lacking in simulation but we all love it. It's about being there, and adding to the game. It's not about a grand scale economic simulation. Sometimes small additions are the best.
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Sara Lee
 
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Post » Tue Mar 09, 2010 11:44 pm

And so you disguised that sarcastic bashing by wrapping it in 6 inches of Nerf foam and posting it anyway.

I'm quite aware what an RPG is, and have been since I started playing them in junior high school- which was around 1982-ish. But thanks for bringing me up to speed. Really.

And by the way, my opinion remains unchanged. "Jobs" and running businesses in-game, in my mind, belong way down at the bottom of the priority list. One of those features that truly should be left up to the modders. Sorry if that offends you and makes you gnash your teeth, but there it is. :shrug:


No actually you're right, it does deserve to be at the bottom of the priority list. Further, while because my post has been referenced, and because I still think it had some valid points, I'm not going to remove it, it was unnecessarily offensive, and was in really poor taste in reality. So I apologize.

That being said it still does deserve a place on the priority list, and not just for modders, but for the developing community as well. The thing about developers is they produce very effective systems over several generations if they improve off the previous systems. At first it will be a poor system, but one must at least admit, the first RPG to incorporate all the elements we love so much from the current Action Adventure RPG's as well as a good system of economics, and more freedom for players who are more focused around the occasionally mundane, but immersive elements (Because there are quite a few players who enjoy the aspects of game the majority can't stand), will absolutely blow this series out of the water... I just like the lore in this series enough to dream of it being this game, but it doesn't change reality, and having a solid action adventure feel to the story is much more important for most, and for the game in general then the more 'mundane' aspects.

Not exactly. TES is a game of be what you want to be. Be a thief, be a mage, a murderer. Not exactly, go find A, now go find B.



Nobody said anything about carrying a fireplace and anvil around. We're talking about going to a shop/smithy-place and creating your own armor. It's special. Why can we craft our own spells but not craft armor? I want something I worked hard for and made with my own hands.


It's not unnecessary for a RPG game. It's all about immersion. The idea of being a part of the in-game economy magnifies immersion. Why should we always be a clunky quest doer and nothing else? It doesn't matter if the simulation is great, hell, guilds are fairly lacking in simulation but we all love it. It's about being there, and adding to the game. It's not about a grand scale economic simulation. Sometimes small additions are the best.


The best part of your post is the reference to guilds. The guild systems in TES are remarkably simple, remarkably basic, remarkably boring, and made with relatively little thought, and yet for the majority of gamers, in spite of their repetition, and often aggravatingly time consuming nature, they demand more and more of them in greater quantity... This is the perfect example of a quantity over quality desire, and further the perfect example of players preferring lots of options and things to do, vise the few, regardless of how well developed.

That being said, I do want well developed additions to the game, and I imagine if they threw too much filler in it would become excessively monotonous and annoying, but they're still not looking at it the right way and the fact that this game is supposed to be open ended and allow players to be creative, unique, and original must be addressed... Anything that would allow the latter three would be a good addition, professions is merely a suggestion for the more role-play friendly gamers who look for the occasional reprieve from running around shooting, blowing up, and slashing at enemies.


In any case... The poll results have been there long enough to get a pretty good idea about the general idea... I think a more useful thread would be one that addresses how such a system would or should be incorporated if it ever were. I'm growing tired of all the posts about Fable III's profession system, even though it was the most recent, it was also the worst ever conceived in the history of video games, and thus the worst example. Its repetitive use as an example cheapens the efforts of hundreds of other games and developers that have attempted a very difficult aspect of gameplay. Needless to say a profession system in a game should have multiple things that particular system lacked, including results other then money, some element of immersion so that you actually felt like you were creating something, and the inclusion of mechanics to personalize what you create, preferably in such a way that no other gamer could get the same results even if they tried. In other words a modular generation system... However, thats for another thread.
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Chloé
 
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