Ok, so @Zouls reminded me of [this post][1], and I had a few ideas about how Jobs could work in Oort in the future.
First, let me go over a few goals for my concept.
- Players should be able to craft anything they need to, at any time. You should not be restricted by a choice you made before on what you can make, especially if you are playing solo.
- Players should be rewarded for keeping the job title they choose for long periods of time, rather than switching titles every time they need to craft something else.
- Jobs should reward the player for doing things in game even if they can not find other players to market their skill to.
- Job titles should have meaningful progression to show a players dedication to their job as well as validate the player as an âexpertâ in their field at later levels.
- While rewarding, jobs should only help you be successful, not not be required for it.
So, now letâs look at a simple way to execute these goals while sticking to what we know about upcoming planned features such as the token system and currency.
Tokens will be a tangible meta-data type system, and players will be able to craft tokens as well as leave meta data on items they create that can be read by other players. This is important for the first part of my concept.
[âAs you progress through the universe of Oort Online, youâll collect (currency). (Currency) can be traded with other players for resources, items, tools and weapons.â][2] The devâs have also mentioned before in a video that youâll likely passively gain currency by doing things in game such as mining, farming, killing mobs, etc. This is important for the second part of my concept. (Heck, it may be similar to what the devs were thinking at some point)
So, now to my actual concept.
Firstly, to select a job title for your character, itâs as simple as placing your player token into a âjob titleâ slot in your own GUI. Once youâve done this, you become a novice in which ever field youâve chosen. Weâll say for the sake of this example, youâve chosen to be a farmer.
Havok40k
Novice Farmer
Now that youâre officially a farmer, put on your straw hat and get to farming! (Hat not included.)
While anybody CAN plant and harvest crops, when farming crops as a novice farmer you passively gain a small amount of currency at the end of every crop harvested. This fills goals 1, 3 and 5 for my concept. Yes, anybody can farm, and no, it wonât instantly make you successful, but by taking the title âNovice Farmerâ, youâre already gaining a small reward for performing farming duties. This can be especially helpful when you attempt to take your crops to market! Since youâve already earned a small sum of currency by harvesting your crops, you gain a competitive edge in the food market. You can charge slightly less than non farming competitors and still turn a nice profit for yourself!
So youâve been a diligent farmer, youâve gathered a number of crops and for a full 24 hours (in game time!) youâve not changed your job title. Your knowledge as a farmer has improved vastly! You now progress to the next level of farmer, Adept Farmer! (Edited- added requirement to gather a number of crops too, not just wait for a time period)
Havok40k
Adept Farmer
Now, as an adept farmer, you gain a little more passive currency per harvest than a novice farmer. Additionally, your crops are healthier and more delicious! Crops you produce now carry your meta data when harvested, and provide a slight bonus when consumed! They may appear like this;
[Carrot]
Harvested by Havok40k, Adept Farmer
+5 Nutrition!
-Theyâre great for your eyes, too!
Here now we see where goals 2 and 4 are satisfied. By keeping your job title into the next tier, you now see benefits to becoming a more proficient farmer. Your meta data is attached to the products you sell, so other players can see the benefits of your proficiency, while also giving validation for your higher prices at market. Those carrots are premium organic! Havok40k sure makes the best carrots!
Now, letâs say that the carrot business just isnât the life of excitement youâd really dreamed of. Thatâs ok, because youâre not restricted to being a carrot farmer for life! Simply move your token in your GUI to a new profession. Soldier sounds exciting!
Havok40k
Novice Soldier
Time to take up arms and do battle with the protectors! Youâre so excited to start your new life as a soldier, you have unlearned everything you know about carrot farming. You can still harvest carrots, but you no longer passively gain currency or attach your meta data to your carrots. Theyâre just regular olâ carrots. But now you know a thing or two about slaying protectors! Upon slaying a protector, you gain a slight amount of currency! Sound familiar? You now have a slight advantage over civilians when fighting protectors in that, in addition to regular drops from slain foes, you also make a little money on the side. Sure, you can sell the spoils of war at a slightly lower price and still make a handsome profit as well! This is great! Just like when you were a farmer, keeping your job as a soldier for 24 in game hours teaches and slaying many monsters teaches you much about combat. (Edited- added requirement to slaying a number of protectors too, not just wait for a time period)
Havok40k
Adept Soldier
Toughened in combat, you are starting to see physical benefits! You gain a small amount of bonus health, not much, but enough to possibly make a difference in clutch situations. You also take a larger bounty from slaying protectors, as well as occasionally take trophies from your enemies!
[Protectorâs Hide]
Slain by Havok40k, Adept Soldier
+5 defense when consumed
The hide of the protector is thick and light, great for patching weak points in armor
Now, as a soldier, you can either use these for yourself, or trade them to civilians to defend themselves in the event of attack. You may not have as much to sell as a farmer, but your passive health benefit balances that out.
Edited- Late game progression: After you have completely mastered a profession, you can keep the knowledge of it up to the second tier, (Adept) while still learning a new skill! However, you will only gain passive money on the skill you currently are mastering. So, if you master farming, but want to start training as a soldier, you revert down to Adept Farmer while beginning your training as a soldier. You still harvest adept crops, but you donât gain passive currency from them. You now gain passive currency from your active skill as a soldier only. After reaching the max tier in your second profession, you now permanently unlock the skill bonuses in that profession up to tier two (Adept) and may begin mastering a third skill. In this way, you can be a Master of one particular skill, but no higher than Adept in any other skill. This rewards players that master everything without making them too powerful at everything at once. Your primary active skill is the only one that grants passive money and the only one that can advance past tier two.
So, to conclude this concept, letâs recap on a few things.
- Anybody can do anything in the game they want, but professionals gain a bonus for making it their focus.
- When doing your profession, you make a small sum of money up front! You can still sell carrots as a soldier for a profit, but itâs not as profitable as if you were a farmer already.
- You can change your profession at any time, but youâre rewarded for remaining in a profession for longer.
Any thoughts on what may make a better profession system? Is there a better way to determine a playerâs profession?
Naturally, I did not cover all the possible professions in game or possible wayâs they could gain currency, these two were just quick examples of the diverse ways it could work. Please donât nit-pick at my given examples, as theyâre just examples. If you think there are better ways professions could reward the player though, letâs hear it!
Edit notes:
1) @Thorbjorn42gbfâs suggestion to negate just waiting for the next progression level was added in bold.
2) @Predatoxic @Thorbjorn42gbf idea to allow learning multiple professions (up to a point) added in "Late game progression
[1]: http://oortonline.com/have-your-say-early-inventory-crafting-gui/ âabout tokensâ
[2]: http://oortonline.com/#features