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 Post subject: Your ideas on Improving the current Job System
PostPosted: Thu Jun 26, 2008 11:56 pm 
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(Not sure if this has been posted already)

Yeah I know this is an issue that should be presented to Joymax but I want your views on the current job system as it is before going to Joymax. What im seeing lately which is quite disappointing is people going into job suits just to pvp in them, rather than play through the job system as is. Ever since the new job update, the activeness has been really downhill everywhere.

Really what im thinking is, the effort to take over a 5* trade or for a trade run between Const and Samark isn't intact to the current times and economy. People would benefit more from making a taxi than organizing a whole trade run.

What do you guys think? Agree/Disagree, suggestions, criticism? It's not something I've been just observing on my server, I've got people telling me the same thing across other servers aswell. Trade runs aren't just as significant as they were back then.

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Thu Jun 26, 2008 11:58 pm 
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Hell yeah I agree. The way the economy is going in almost all servers; a change in the job system (also like to add that we should try to get joymax to change the job system back to the old one, so we can do any job and equip job items anywhere without that bullshit 7 day waiting period between jobs.) would give people more incentive to make trade runs rather than do powerlevel taxis.

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 12:06 am 
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Decrease the gold drop rate by 60% after level 20. Remove alias' for hunters and traders. Make trade runs more profitable and remove 1 star protection after level 24. To compensate for lack of One-Star Protection add a Level bracket:

You can only party with people within 5 levels of the party leader.
You can only be attacked by people within 5 levels of the average party level.

Have Job level go up to 6.
Add job specific skills/buffs:
Thief's stealth and Attack.
Hunters Defense.
Traders Speed&Economics.

Make growing a job level actually mean something:
Each level a thief grows his stealth increases by 5s and the time it takes for thief return scrolls decreases by 15% making a total decrease of 3/4th at level 5 and an increase of 25s to stealth. Thief's phy/mag attack increases by 3% each level, making a grand total of 15% physical and magical attack increase. Give thieves a buff that increases off by 20% for 30s, give it a 180 second cool down. Make thief zerk double damage only. Increase thief income by 5% every level.

Each Level a Hunter grows causes an Increase in Defense by 3%, making a grand total of 15% defense increase at level 5, Make it so only Hunters can see stealthed thieves. Give Hunters a buff that increases def by 30% for 15s, give it a 120s cool down. make Hunter zerk double defense only. Give hunters and ability that allows them to res only traders in their party.

Increase the speed of transports by 10% each time the trader grows a level. giving a level 5 trader a 50% boost in movement speed. Decrease the price of goods by 5% each time the trader levels. A total of 25% decrease in price at level 5. Increase money gained by 10% each level, culminating in a 50% level increase at level 5. Give traders a buff that increases speed on transports by 15% for 20s. Make the cool down 80 seconds. Make trader zerk double speed on and off transports only.

Make Cleric/Chinese res usable on people in the same job outfit only.

Killing several birds with a well aimed ricochet.

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 12:18 am 
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i like the current job system, i think its better than the old one, where u could kill thiefs attacking a trade, go to a ferry, switch suits and rob it. this system makes u choose which job u want to do and you gotta stick with it. JM has bigger issues than job system atm, let them fix the bigger problems.

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 12:22 am 
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i liked barotix's idea until i read where the transport move faster goods cost less and get more money.

it is already easy enough in some servers to go constant-hotan. and those silk pets haul ass already. that would only make more traders more hunters. killing the thief ruining servers. in my opinion

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 12:24 am 
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You can make plenty of money doing trade runs if you do enough. In 3-4 months a guildy of mine made 600mil+ on trade runs alone.

Traders need new transports that are NOT silk ones. That would make for more trade runs.

Money never hurts though, yakno ;P

Kill the alias's.

Lose the prodigy capes, only make 2 colors. Would make for less pvp at dw south, and either group pvp or more jobbing.

Agreed with barotix, make level mean something plx

Give thieves JUST as much money as hunters. Would even it out more.

I like how they have it where you can only choose one job though. It was fecking stupid when someone would cross ferry and switch to thief after being hunter for you.

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 12:25 am 
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Barotix wrote:
Decrease the gold drop rate by 60% after level 20. Remove alias' for hunters and traders. Make trade runs more profitable and remove 1 star protection after level 24. To compensate for lack of One-Star Protection add a Level bracket:

You can only party with people within 5 levels of the party leader.
You can only be attacked by people within 5 levels of the average party level.

Have Job level go up to 6.
Add job specific skills/buffs:
Thief's stealth and Attack.
Hunters Defense.
Traders Speed&Economics.

Make growing a job level actually mean something:
Each level a thief grows his stealth increases by 5s and the time it takes for thief return scrolls decreases by 15% making a total decrease of 3/4th at level 5 and an increase of 25s to stealth. Thief's phy/mag attack increases by 3% each level, making a grand total of 15% physical and magical attack increase.

Each Level a Hunter grows causes an Increase in Defense by 3%, making a grand total of 15% defense increase at level 5, Give Hunters a detect like skill, each level he grows the cooldown for the skill decrease by 5s.

Increase the speed of transports by 10% each time the trader grows a level. giving a level 5 trader a 50% boost in movement speed. Decrease the price of goods by 5% each time the trader levels. A total of 25% decrease in price at level 5. Increase money gained by 10% each level, culminating in a 50% level increase at level 5.

Killing several birds with a well aimed ricochet.


i sure that the level goes up to 6 now :P
and the 60% gold thing = bad idea that would mean 2x the goldbots

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 12:30 am 
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lolthatstheshit wrote:
Barotix wrote:
Decrease the gold drop rate by 60% after level 20. Remove alias' for hunters and traders. Make trade runs more profitable and remove 1 star protection after level 24. To compensate for lack of One-Star Protection add a Level bracket:

You can only party with people within 5 levels of the party leader.
You can only be attacked by people within 5 levels of the average party level.

Have Job level go up to 6.
Add job specific skills/buffs:
Thief's stealth and Attack.
Hunters Defense.
Traders Speed&Economics.

Make growing a job level actually mean something:
Each level a thief grows his stealth increases by 5s and the time it takes for thief return scrolls decreases by 15% making a total decrease of 3/4th at level 5 and an increase of 25s to stealth. Thief's phy/mag attack increases by 3% each level, making a grand total of 15% physical and magical attack increase.

Each Level a Hunter grows causes an Increase in Defense by 3%, making a grand total of 15% defense increase at level 5, Give Hunters a detect like skill, each level he grows the cooldown for the skill decrease by 5s.

Increase the speed of transports by 10% each time the trader grows a level. giving a level 5 trader a 50% boost in movement speed. Decrease the price of goods by 5% each time the trader levels. A total of 25% decrease in price at level 5. Increase money gained by 10% each level, culminating in a 50% level increase at level 5.

Killing several birds with a well aimed ricochet.


i sure that the level goes up to 6 now :P
and the 60% gold thing = bad idea that would mean 2x the goldbots


I thought it stopped at 7. I haven't done a job in a LOOOOOOOOOOOOOOOONG time.

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 12:42 am 
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I gotta agree with some of Baro's ideas, the levels need better benefits and reworked. The core of SRO used to be the job system, it's sad to see that be neglected.

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 12:45 am 
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hunter and trader is 5 and thief is 7 i think

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 12:52 am 
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All jobs go to level 7 max.

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 12:53 am 
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really? last time i checked it went up to 5 and 7

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 1:11 am 
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it does go to 6 iunno about 7
Trader
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both bots but there lvl 6 =p


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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 1:19 am 
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AkillerNXC wrote:
You can make plenty of money doing trade runs if you do enough. In 3-4 months a guildy of mine made 600mil+ on trade runs alone.

Traders need new transports that are NOT silk ones. That would make for more trade runs.

Money never hurts though, yakno ;P

Kill the alias's.

Lose the prodigy capes, only make 2 colors. Would make for less pvp at dw south, and either group pvp or more jobbing.

Agreed with barotix, make level mean something plx

Give thieves JUST as much money as hunters. Would even it out more.

I like how they have it where you can only choose one job though. It was fecking stupid when someone would cross ferry and switch to thief after being hunter for you.


Thieves work reallyhard to find a load and actually risk their tail to hold off a carvan for 15 mins until the scroll completes. I think that it is fair. But yes hunters should get paid more

( From what ive read hunters make little so if they dont nvm my comment)

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 1:30 am 
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-make more money in all jobs
-def buff for ea trade star and ea trader in party (0.5% per star + 2% per trader)
-dmg buff for ea hunter/thief in party (3% per hunter/thief)
-warning when a thief/trader/hunter is within 300m radius

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 1:38 am 
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Make a 'job' server. Where when you go jobbing your character's data is transferred to the job server. That way the jobbing can have actual jobbing and alias put into real effect(rofl). Not waiting for that one union, but rather out of 30 servers.

This would remove outside buffing, scouts, and.. mm.. can't think of a third.

On top of that each job level up should give some sort of benefit.

Trader = More gold on less turned in goods at each town+allow a bigger load
Hunter = Attack power, defense
Thief = Stealth(Dunno how this would work, but I guess you can replace it with speed or remove them from showing on the map and semi invisible ish?) more gold on less stolen goods

Of course since it would be a multi-server conflict you'll be only able to trade certain items.(Pots, transports, etc. No gear, gold, etc)

I honestly think that'd be great, but I doubt it'd ever be made, but could hope.. lol

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 1:48 am 
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Great idea tosiharu. ^^
And squirt I think you read what I typed wrong, hunters get a pretty good amount, maybe a little more. But I meant that thieves hardly get anything right now, they should get paid alot more too. It would balance out the jobs. ^^ =)

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 1:51 am 
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Toshiharu wrote:
Make a 'job' server. Where when you go jobbing your character's data is transferred to the job server. That way the jobbing can have actual jobbing and alias put into real effect(rofl). Not waiting for that one union, but rather out of 30 servers.

This would remove outside buffing, scouts, and.. mm.. can't think of a third.

On top of that each job level up should give some sort of benefit.

Trader = More gold on less turned in goods at each town+allow a bigger load
Hunter = Attack power, defense
Thief = Stealth(Dunno how this would work, but I guess you can replace it with speed or remove them from showing on the map and semi invisible ish?) more gold on less stolen goods

Of course since it would be a multi-server conflict you'll be only able to trade certain items.(Pots, transports, etc. No gear, gold, etc)

I honestly think that'd be great, but I doubt it'd ever be made, but could hope.. lol



Yeah that way, people can have more "epic" trades, rather than just having to kill npc thieves all the time. Then that way, thieves will know whose trading and they can come in big groups, and so can the hunters, and it'll all be chaos and so much fun.
^ Lol don't mind my rant, I'm just bored. xD

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 9:03 am 
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AkillerNXC wrote:

I like how they have it where you can only choose one job though. It was fecking stupid when someone would cross ferry and switch to thief after being hunter for you.


I disagree; having the old job system but revised a bit is better. My suggestion? Read below.

-Able to switch in and out of any job suit like the old job system, but ONLY when in town rather than anywhere like the old system (to prevent that situation mentioned above)
-Ditch the aliases; I've seen countless arguements pop up where a group of people in a guild who are thieves get told off by another guild in the same union who are merchants/hunters for robbing their trade unknowingly, causes un-needed drama and sometimes loss of guilds from Unions.
-Ditch the 7 day waiting period for switching between jobs; have it instead at a 5 minute cooldown after taking off a job suit and switching to another.
-Leave the arrange point system out (never liked that in the first place).

Thats all I can think of at the moment, if I come up with more I'll re-edit this post.

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 10:28 am 
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I would just say that the current job system lack of purpose..
beside "being a roxor" or making money ...

leveling his jobs gives nothing or about.

I like Barotix idea but it should be tested, and re-written
( unlike JM do , write, implement and see how bad and unbalanced it can be...)

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 10:46 am 
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Barotix wrote:
You can only be attacked by people within 5 levels of the average party level.


A big +1 to that. That would make job much more fun at lower levels.

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 11:06 am 
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Flightmeck wrote:
Barotix wrote:
You can only be attacked by people within 5 levels of the average party level.


A big +1 to that. That would make job much more fun at lower levels.


Thats the thing i disagree about. Would take the risk and fun out of it.

Make a way so thieves / hunters cant camp gates.. and no i dont have a clue how you'd do that.


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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 11:29 am 
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Flightmeck wrote:
Barotix wrote:
You can only be attacked by people within 5 levels of the average party level.


A big +1 to that. That would make job much more fun at lower levels.


Than wheres the benefits to high levels? Whats the point of being a high level if you cant use your power on anyone? Why not just stay at lvl 29 and 5* all day knowing only people lvl 29 and below can kill you?


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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 12:26 pm 
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to improve trade systems? continue banning gold botters and stop putting out new silk items to give better advantages to ppl with money, then more ppl will join silkroad and joining the job system and making it more fun. Also eliminate all the pussy and dumbass traders, put in more fun and active smart ppl

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 12:30 pm 
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I just want it to be improved so that when an outsider (out of job suit) buffs, assists, ressurects, or helps in any way, he/she will go purple, these annoying interfierences is sometimes what made me lose a trade, as thieves had clerics who were not in job suits always healing and ressing them. :banghead:

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 1:43 pm 
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tedtwilliger wrote:
Flightmeck wrote:
Barotix wrote:
You can only be attacked by people within 5 levels of the average party level.


A big +1 to that. That would make job much more fun at lower levels.


Than wheres the benefits to high levels? Whats the point of being a high level if you cant use your power on anyone? Why not just stay at lvl 29 and 5* all day knowing only people lvl 29 and below can kill you?


If you haven't noticed yet, the reason people avoid doing multistars is because they're afraid of dying. Yes, most players fear death in this pixelated world because it means losing exp. Even though the exp loss is small they still avoid it at all cost. Give them a safety blanket, so they know even though they might lose exp at least they stand a fighting chance. We could make it so after a certain level this "night light" goes *poof*.

Btw it would be people between 26 and 34.

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 2:15 pm 
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Rhe7oric wrote:
AkillerNXC wrote:

I like how they have it where you can only choose one job though. It was fecking stupid when someone would cross ferry and switch to thief after being hunter for you.


I disagree; having the old job system but revised a bit is better. My suggestion? Read below.

-Able to switch in and out of any job suit like the old job system, but ONLY when in town rather than anywhere like the old system (to prevent that situation mentioned above)
-Ditch the aliases; I've seen countless arguements pop up where a group of people in a guild who are thieves get told off by another guild in the same union who are merchants/hunters for robbing their trade unknowingly, causes un-needed drama and sometimes loss of guilds from Unions.
-Ditch the 7 day waiting period for switching between jobs; have it instead at a 5 minute cooldown after taking off a job suit and switching to another.
-Leave the arrange point system out (never liked that in the first place).

Thats all I can think of at the moment, if I come up with more I'll re-edit this post.

Aliases are meant to prevent that. If there weren't any, it's going to drag the Job drama out into other aspects.

I agree with the outside help too, if you wanted to ress or buff someone in a job suit, you should go into a job suit yourself or else you'd go pink.

There really needs to be more job benefits to the game, more benefits as you get higher level hunter/thief/trader. Hopefully maybe they'll implement the new job suits you get when you get higher level (Like the golden white euro hunter suit on ksro website) Image. People should be pulled to job more than to do lame taxi powerlevels or w/e.

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 2:25 pm 
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Just Bring Back The Old Job System, It Was More Fun

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 3:30 pm 
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Barotix wrote:
If you haven't noticed yet, the reason people avoid doing multistars is because they're afraid of dying.

Actually, they avoid doing multistars because they are afraid of losing a million gold to that lvl 90 thief waiting at the gate for them to come out.

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 Post subject: Re: Your ideas on Improving the current Job System
PostPosted: Fri Jun 27, 2008 3:34 pm 
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chickenfeather wrote:
Barotix wrote:
If you haven't noticed yet, the reason people avoid doing multistars is because they're afraid of dying.

Actually, they avoid doing multistars because they are afraid of losing a million gold to that lvl 90 thief waiting at the gate for them to come out.


That makes a lot more sense. How about a bracket based on star level?
1 Star, people +/- 5 your level can attack you.
2 Star, people +/- 10 your level can attack you.
3 Star, people +/- 20 your level can attack you.
4 Star, people +/- 40 your level can attack you.
5 star, Free for all.

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