Works Reworks! 1.1 Alpha
Posted: Wed Jul 19, 2023 9:14 pm
I am going to create a topic that is more concise than the first one, with a clear idea of my initial suggestion.
First of all, to avoid all the PvP enthusiasts telling me what I already know since I play the game:
Yes, I know it's a PvP game. Yes, I know people like you love it, but no, it's not just about you.
Let's get started.
My initial idea was to make all the maps of Warhammer more attractive, so that people have something useful to do and not just have it there by default to say that it exists. Based on this premise, I believe the best way to proceed is to rethink the concept of professions.
Why? Professions are underutilized; in fact, I think most people don't even have professions IN THE GAME and still "get by" (in quotes because we can see that at least 80% of players are really weak and under-equipped). Professions are not really visible; when you're a beginner, you don't have a list of professions to know which one to choose. Yet, they are extremely useful because they are necessary for the current PvP optimization. Since most people are not interested in PvE, I think professions should be prioritized since they bridge both worlds (PvP and PvE), and if made more attractive, they could generate more interest in PvE and encourage more content additions at that level.
The existing professions will not disappear, but they deserve to be adjusted. For example, Cultivating is a relatively AFK (or at least passive) profession that is not the most logical. Everything is done through a window, and you can fight while "cultivating"; it's not really a profession, it's a mini-game. The plants in question should exist on the map and be harvested from there rather than being bought from an NPC and generated passively.
As for Scavenging - as I mentioned in my first topic - it would have a PvP appeal, somewhat in line with the initial idea of looting the dead, and thus the players we have just killed. It would still be useful in PvE.
In addition to the existing professions that will remain relatively the same, there would be additional professions, such as:
Foresting: This profession would allow the harvesting of resources from the forest, such as wood, tree fruits, sap, beehives, etc. This profession would be useful for all crafting professions.
Mining: This profession would enable the collection of minerals and various stones from mines or partially from the outdoors. It would be mainly useful for Smithing and Jeweler professions.
Cooking: This would be a derivative of Apothecary and would allow the creation of consumables other than potions, such as pies resulting from a fun event, for example.
Woodworking: This profession would involve the creation of siege weapons, resources for weapon creation, shields, weapon enhancements, etc.
And some modifications to existing professions, such as:
Cultivating => Farming: In addition to the plants for Apothecary, there would be additional ingredients for cooking, such as grapes, berries, cereals, herbs, etc.
Salvaging => Smithing: This would be a complete redesign, still allowing equipment to be melted to harvest resources, but to create new equipment. Smithing would allow the crafting of weapons and armor, and the potential improvement of existing ones.
Butchering => Hunting: The profession itself would remain the same, with fishing added. Fishing would allow catching more than just fish, such as debris or even rarer ingredients.
Talisman Making => Jeweler: In addition to creating talismans, it would be possible to create and upgrade jewelry.
As for Scavenging: The profession would largely remain the same for all PvE harvesting aspects, but it would also allow the collection of rare resources from player corpses for the creation of more complex items for all professions.
Not all dropable or purchasable equipment can be crafted, but it can be improved.
Almost all the resource spots in question are already in the game; they would just need to be made harvestable. Some minerals already exist, but I think there should be more.
Certain abundant areas should have PvP enabled. T1 maps with active PvP would not be accessible above level 16.
Professions should be learned by default and increased based on the attention given to them. If people don't want to pursue professions, they will still have Scavenging by default and have enough to contribute to the creation of new items and potentially a new economy.
As for the respawn rate of resources, I think it should be similar to the respawn rate of monsters: common resources respawn faster, while rarer ones respawn more slowly. To prevent people from monopolizing complete areas, all resources should be accessible everywhere, in varying quantities
First of all, to avoid all the PvP enthusiasts telling me what I already know since I play the game:
Yes, I know it's a PvP game. Yes, I know people like you love it, but no, it's not just about you.
Let's get started.
My initial idea was to make all the maps of Warhammer more attractive, so that people have something useful to do and not just have it there by default to say that it exists. Based on this premise, I believe the best way to proceed is to rethink the concept of professions.
Why? Professions are underutilized; in fact, I think most people don't even have professions IN THE GAME and still "get by" (in quotes because we can see that at least 80% of players are really weak and under-equipped). Professions are not really visible; when you're a beginner, you don't have a list of professions to know which one to choose. Yet, they are extremely useful because they are necessary for the current PvP optimization. Since most people are not interested in PvE, I think professions should be prioritized since they bridge both worlds (PvP and PvE), and if made more attractive, they could generate more interest in PvE and encourage more content additions at that level.
The existing professions will not disappear, but they deserve to be adjusted. For example, Cultivating is a relatively AFK (or at least passive) profession that is not the most logical. Everything is done through a window, and you can fight while "cultivating"; it's not really a profession, it's a mini-game. The plants in question should exist on the map and be harvested from there rather than being bought from an NPC and generated passively.
As for Scavenging - as I mentioned in my first topic - it would have a PvP appeal, somewhat in line with the initial idea of looting the dead, and thus the players we have just killed. It would still be useful in PvE.
In addition to the existing professions that will remain relatively the same, there would be additional professions, such as:
Foresting: This profession would allow the harvesting of resources from the forest, such as wood, tree fruits, sap, beehives, etc. This profession would be useful for all crafting professions.
Mining: This profession would enable the collection of minerals and various stones from mines or partially from the outdoors. It would be mainly useful for Smithing and Jeweler professions.
Cooking: This would be a derivative of Apothecary and would allow the creation of consumables other than potions, such as pies resulting from a fun event, for example.
Woodworking: This profession would involve the creation of siege weapons, resources for weapon creation, shields, weapon enhancements, etc.
And some modifications to existing professions, such as:
Cultivating => Farming: In addition to the plants for Apothecary, there would be additional ingredients for cooking, such as grapes, berries, cereals, herbs, etc.
Salvaging => Smithing: This would be a complete redesign, still allowing equipment to be melted to harvest resources, but to create new equipment. Smithing would allow the crafting of weapons and armor, and the potential improvement of existing ones.
Butchering => Hunting: The profession itself would remain the same, with fishing added. Fishing would allow catching more than just fish, such as debris or even rarer ingredients.
Talisman Making => Jeweler: In addition to creating talismans, it would be possible to create and upgrade jewelry.
As for Scavenging: The profession would largely remain the same for all PvE harvesting aspects, but it would also allow the collection of rare resources from player corpses for the creation of more complex items for all professions.
Not all dropable or purchasable equipment can be crafted, but it can be improved.
Almost all the resource spots in question are already in the game; they would just need to be made harvestable. Some minerals already exist, but I think there should be more.
Certain abundant areas should have PvP enabled. T1 maps with active PvP would not be accessible above level 16.
Professions should be learned by default and increased based on the attention given to them. If people don't want to pursue professions, they will still have Scavenging by default and have enough to contribute to the creation of new items and potentially a new economy.
As for the respawn rate of resources, I think it should be similar to the respawn rate of monsters: common resources respawn faster, while rarer ones respawn more slowly. To prevent people from monopolizing complete areas, all resources should be accessible everywhere, in varying quantities