Post by Nanako on Mar 10, 2015 4:44:59 GMT
This is just and idea I randomly thought somehow, so I wanted to share it~
Shopkeepers are common everywhere. They’re one of the most basic connections between production classes and their customers, serving as a utility bridge with many advantages for both parties and the shopkeeper themselves. The basic idea of the shopkeeper is that of a roleplay class that can actually help on improving the economy. They do so by focusing on material management or already crafted items. Through a daily basis they have to deal with different kinds of distribution business and know which materials can be a potentially successful craft or just another dull one; Not necessarily producing by themselves, they rather work together with other crafting and roleplay subclasses to achieve results that are unique to those who require the keen eye of a shopkeeper. A shopkeeper can manage materials and choose the best ones for a production class to craft their items; doubled enhancements through reforge by using better materials, prolongued and more powerful effects for foods and drinks, unique buffs for structures that were carefully crafted to be impressive even for eyes that aren’t art talented; they are an essential intermediaries between a supplier and a consumer.
In regards of system work, shopkeepers have vast knowledge about other categories of production, but are master of none; this limits them to enhance already crafted items through the basic knowledge obtained from their crafting class, through intertion with other crafting classes or in their ways to deal with the consumer or distribute better and cheaper materials through particular/or effective connections relieving any specialized supplier or a potential consumer of getting huge extra workload or having to deal with any unfair loss thanks to lack of experience in economics and the market.To do this, materials would be labeled with blue and green stamps. The blue stamps would work as a price decreasing tool exclusive to shopkeepers. This way they can decrease the price of NORMAL crafting materials based on the subclass’ level. The green stamps would actually increase the price in exchange of QUALITY MATERIALS that can bring better results, forge effects, consumable effects and buff effects.
When using this system, the claim thread would need to specify which kind of stamp the material has, linking it to the RP thread. The blue and green stamp bonuses only apply if there was some kind of RP between both sides before( the shopkeeper and the other crafting class). I’m still not sure if it should have any effect in speedcrafting, personally, I think it shouldn’t. By making it clear which stamp that claim has ( blue or green) it would only be needed an evaluation of the consistency of the posts for it. As for speedcrafting, the shopkeeper would need to learn which materials are needed in each kind of discount or enhancing, and therefore would need to research which materials are needed to enhance or discount each different kind of equipments/weapons/food/drinks and structures, much like other classes have to rp their first time making an X type of item.
I’m still not sure how would that affect the already crafted items though. An example would be a simple apron made by a tailor that could be transformed into a chef’s apron with the use of a shopkeeper. But since green stamp materials would already result in a crafted item with unique bonuses, I don’t know if being able to change already crafted items’ properties would be any useful. By essentially requiring other subclasses to effectively work around and at the same time giving special bonuses to those who work with them could help on bringing back up many currently unpopuar markets thanks to revamped effects and different utilities.
They would work as a connection point for every class to have better results or a lesser gold requirement, but would not make it all easier or unbalanced, turning the process of making gold a bit more manageable since we do not have the bank anymore. I thought of this idea since there were some changes regarding gold and all that, and thought it’d be better to make something that players could fiddle with rather than relying on a system (I'm looking at you, bank). This is still a wip, and I’m open to any kind of suggestion. I’ll try to make some example skills tomorrow and answer any question if there is any.
The example skills are as follows;
Level 1 Skill - Resource Management : through experience with a wide variety of connections within the distribution business, the shopkeeper has developed a natural hability of identifying the quality of materials used by the production classes. Therefore, they can label materials sold by them with blue stamps (price decreasing of normal materials). The rate starts at -x% and at every 10 levels increases by -x%, capping at -y%.
Skill Commentary - the Starting skill rev olves around something basic; the reason why the materials are separated like that is because there isn't any kind of developed industry in pair with real world's one. There ARE specialized forms of extraction from people of the land and even adventurers, but there are no great industries with enough mechanisms to make sure every item's quality is the same.
Level 11 Skill - Crafting Fever : Whenever crafting something in a crafting thread, any kind of bonus posts counts towards crafting fever. When the user reaches a x quantity of bonus posts from crafting they can claim a replica of their last craft using it. The AP from these bonus posts cannot be claimed if the user decides to use the skill benefit. When doing researchs, they can reduce the number of posts by (bonus post/2?) using the bonus posts. The same rule from above applies here.
Skill Commentary - I thought of this as a mean to incentive more crafting. Nothing much to it.
Level 21 Skill - Battle Fever : The shopkeeper's will to make most of any kind of resource even affects the battlefield. Whenever in field or dungeon, the presence of a shopkeeper may activate Battle fever, which recovers HP and MP of all party members by a fixed x%. This usually occurs randomly in fields. In dungeons, it activates based in completion rate (25%, 50%, 75%) and the same applies with bosses, where the effect activates after the boss' hp pass certain thresholds.
Skill Commentary - Thought of something to help while fighting too.
Level 31 Skill - Creativity means business: This skills unlocks the usage of the green stamps.The shopkeeper learned to use their creativity in order to profit from anything possible, even already crafted items. Through the knowledge of thei crafting class and shopkeeping, they can apply special effects to their crafts. This effect (unique craft) may vary from each crafting class to another. For example, a tailor can make an apron with the chef property, allowing others to cook; an alchemikst can produce magitechs that gather mana from the ambient itself to activate, chefs can produce specialized foods that provides unique resistances. It is all down to the crafter creativity. However, this skill can't in any way alter basic battle properties of equipments (HP+ MP+, atack, defense etc) and may only be used on crafts based in your crafting class. For this skill to be valid, the claim thread must have a green stamp on it.
Skill Commentary - Now this one made me think a lot. I'd like to point out that I certainly want know what you all think about this or if its even possible to implement. I'm open to any suggestion, specially about this skill.
Level 41 Skill -
Skill Commentary - Same as above. Not sure if the restrictions are enough, or way too much.
Level 51 Skill - Almighty Stamp ~ Custom: The user unlocks the ability of using the red stamp. This allows the shopkeeper to use a custom stamp on their claims. The effect is purely aesthetic, since the player has to use a default one on their claims.