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Would a profession system like this interest you in an OT server?

Cygnus Server

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I've been working on a profession system for Cygnus and wanted to show how it currently works.

Cygnus has eight professions, for now:

  • Alchemy: Creates potions and elixirs using herbs and other materials.
  • Herbalism: Collects plants found throughout the map.
  • Mining: Mines ore veins placed around the world.
  • Blacksmithing: Turns ores into metal bars and uses them to create heavy equipment and weapons.
  • Enchanting: Creates magical items such as wands, rods, rings, necklaces and special runes. These are not regular Tibia runes, but more powerful items created through the profession system.
  • Skinning: Collects leather, hides, fur and similar materials from dead creatures.
  • Leatherworking: Uses leather, hides and fur to create light equipment for vocations such as Hunters, Rogues and Feral Druids.
  • Tailoring: Creates cloth and magical equipment, profession recipe scrolls, outfits and other items.
A player can have two active professions at the same time.

Professions can be changed whenever the player wants, but replacing one permanently resets its level and progress. This means players need to decide which professions they want to focus on.

Each profession has its own level and experience system, with a current maximum level of 150.

The level cap will be expanded through future updates as new areas, materials, creatures and recipes are introduced.

As the profession level increases, the player can gather rarer materials and create more useful and valuable items.



The system is also connected to the server economy. Profession materials and crafted items can be bought and sold through the market, allowing players to make money through gathering and crafting instead of depending only on hunting.

Most recipes are not learned automatically.

Recipe scrolls can drop from monsters as rare loot. The player learns a recipe by using the scroll, which permanently unlocks that recipe for the respective profession.

Recipe scrolls can also be traded and sold through the market. A recipe that one player does not need may still be valuable to another crafter.

There is a crafting interface where players can see their unlocked recipes and select what they want to create.

The interface currently shows:

  • The recipes the player has unlocked;
  • The required profession level;
  • The required materials;
  • Whether the player has the necessary ingredients;
  • Whether the item can currently be crafted.
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Profession levels are also displayed in the Skills window. This allows the player to check the level of every profession and see which two are currently active.

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To learn a profession, the player speaks with its respective NPC and pays a fee of 250 gold. The profession then starts at level 1 and can be trained by gathering materials or crafting items.

The main goal is to make professions part of exploration, progression and the server economy, rather than having them exist only as an optional side activity.

For example, a player may find a rare recipe while hunting but need the help of another player who has the correct profession and level to craft it.

Gatherers can sell materials, crafters can sell equipment, and hunters can sell the recipes they find.



Do you like having gathering and crafting professions in an OT server?

Would you focus on gathering and selling materials, crafting equipment for yourself, or collecting rare recipes to sell on the market?

Which of these professions would you personally choose?


If you like what you see, please consider joining our Discord server. I’ll be posting more updates there, and we'll soon be looking for people to test the Alpha. I also set up English channels so everyone feels welcome!

Discord Link: Discord - Group Chat That’s All Fun & Games (https://discord.gg/9eHJsCccY)
 
Do you like having gathering and crafting professions in an OT server?
I do love gathering and crafitng, but as an addition to my character

Would you focus on gathering and selling materials, crafting equipment for yourself, or collecting rare recipes to sell on the market?
gathering but not selling. crafting but to show off in house, collecting and hiding in depo bp or house xD

Which of these professions would you personally choose?
I would dislike that i'm obligated to choose and if i want to switch i loose all the progress. I would rather want to disable mining but keep progress if i want to play a little herbalism alchemist and if i don't like i would like to go back but to the point i switched not to begin from 0. There is option to transfer progress to new proffesion but i think it is pointless as probably it is not something you want to give in gameplay.

TL,DR:lol: I would rather try everything than have to choose two proffesions.


PS1: I would turn all other disabled proffesions red so you can see that having 2, disables others in skill window.
PS2: I made description to item when and who crafted it, and it is reeeeeeeeeeeeealy rewarding seeing you made it
PS3: Maybe when you turn proffesion level 100 you could start new proffesion?
PS4: If having more proffesions doesn't disbalance gameplay then i would allow players to have more ^^000640.webp
 
I dont think reseting it would be a nice thing, and whats the way to train blacksmithing? Flooding the market with weapons à la skyrim?
I wanted to give you my opinion based on two games that I played a lot and had professions:
  • Angels Online (I was invited by a friend, please dont laugh) and there were dedicated professions. Like, you had a tank, a few dps options, a healer and then: the cook, and the smith. IIRC smith could use a battle armor, and he would spend the time just gathering ores and creating items but I dont remember what difference the smith armors could make.
  • Imagine Online, and what you could achieve was limited by a total points for your level, and then where you would grind/train those points, so you could have a defensive gunner that could synthesize clothes with dodge optionals, weird combination and far from optimal but you could do it. The thing is that having a lot of points in smith would leave you with few points in damage/whatever.
In AO I could roam the map and see all cool materials around, but could never pick them up because gathering was exclusive to smiths. In IO I could gather all the materials but could not make anything because I didnt spend points in that, but I could make money selling materials, and those who could make armors with lots of optionals would make A LOT of money back.
So in a way I think being allowed to level up all the professions at the same time is better, because I in real life can: cook, do woodworking, sew and code. It doesnt make sense if I decided to learn to play an instrument I would forget how to cook entirely.
Most players wouldnt even want to try secondary professions if its too much work for little return, or some return that would come too late in the game.
In my mind, having freedom to try things without having to create multiple characters/having a hard reset is the better option. But if you wish to restrict the professions, you could tie them as a secondary job for the vocations: Knights can mine, druids can enchant, sorcerers can... idk, paladins can tailor and skinning, etc.
 
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