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Idea: Register professions as a trade in Nodes and gain your own reputation

I have an idea how craftsmen can make their profession more attractive and at the same time be linked to the node's progress and their community.

So you could add a feature that from a certain node level, craftsmen have the opportunity to register a trade with the mayor.
The craftsmen then have the permission to build their own workshop and to name it freely. At the same time, this unlocks a kind of reputation mechanic for that craftsman, named after his workshop. Now the craftsman can build up his reputation with every sold item or by crafting very rare items. He can then use this reputation as a title, e.g. Master Blacksmith of the Glowing Hammer, in front of his name. Every player who now buys items from the craftsman increases his reputation further. From a certain reputation level, he can then, for example, recruit employees: other players. These players could collect the necessary materials for him. The employees, on the other hand, receive a percentage of the sales value for each item sold, depending on how much one has contributed in collecting the materials. Later, the craftsman can also hire an apprentice. A player who has a lower level in the corresponding profession. The apprentice could then receive an exp bonus when crafting, depending on the reputation of his master and level faster. The master, in turn, receives reputation and a proportionate amount of gold when the apprentice sells his crafted items.

Now, in order to create a meaningful link between the 'small business' and one's home node, the following mechanics could be introduced.
The Node or the Citizen's Treasury also receive a certain amount of gold from the craftsmen for each sale, depending on their reputation. In addition, the reputation of the craftsman also increases the progress of the node. So at the same time the citizens also benefit from supporting their local craftsmen.

Of course, the system should not be too complicated and has to be balanced, but what I have outlined as a concept should not be that difficult. Plus, players who like to craft will have a meaningful and rewarding mechanic this way.

What do you think? Is there already a similar solution in development? Is it to complicated? Could it be motivating?

Comments

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    DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One
    I don't think I'd want to be an employee for another player.
    I don't understand what this would be a solution for.

    We can already set up shops - especially in Economic Nodes.
    I have a feeling we will already be able to register shops and gain renown based on the prowess of our Artisanship.
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    Dygz wrote: »
    I don't think I'd want to be an employee for another player.
    I don't understand what this would be a solution for.

    The idea is that you have an permanent exp boost as employee when you are leveling. And you may benefit also from the resources.
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    DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One
    I don't think that changed my opinion.
    Probably already covered by the Mentor feature.
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    tautautautau Member, Alpha One, Adventurer
    Won't there be boards to post things like your profession available in taverns, both in nodes and freeholds?
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    Lord_ShadeLord_Shade Member
    edited April 2022
    If the registered workshop was owned by a guild it work better for everyone imo.(kind of like teso) you'll be locking be out tons of players from selling goods in a store. individual sellers and crafters will just sell goods in the streets and undercut your shop. 100 street vendors, one shop owner.

    With guild stores multiple high end crafters can stick together(in a guild) and sell goods in their guild store. this will not only reduce the amount of street vendors but help stabilize prices. Maybe implement buy orders for raw materials any adventurer can fulfill at the shop? The guild gets money to pay the property tax, sales tax for the city(like new world), and you can hopefully get a profit. you could have a diverse inventory with multiple crafters and make your guild banner have the reputation. "crafted by: username" would be cool too.
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    Lord_Shade wrote: »
    If the registered workshop was owned by a guild it work better for everyone imo.(kind of like teso) you'll be locking be out tons of players from selling goods in a store. individual sellers and crafters will just sell goods in the streets and undercut your shop. 100 street vendors, one shop owner.

    With guild stores multiple high end crafters can stick together(in a guild) and sell goods in their guild store. this will not only reduce the amount of street vendors but help stabilize prices. Maybe implement buy orders for raw materials any adventurer can fulfill at the shop? The guild gets money to pay the property tax, sales tax for the city(like new world), and you can hopefully get a profit. you could have a diverse inventory with multiple crafters and make your guild banner have the reputation. "crafted by: username" would be cool too.

    Good point but not everyone wants to join a guild. For these players a solution should be found also. The TESO guild store concept is interesting but could be improved.
    So beside the monthly beautiful progress videos I would love to read some more detailed information about the different concepts incl. guilds, crafting and so on.
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    DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One
    Seems like we're going to have to wait until after Alpha 2 starts before Steven approves articles discussing guilds, crafting and... Nodes 3.
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