Addition to new job system
As promised yesterday here is the addition to the new job system from our Game-Designer Ashock
The injury system will also be changed a bit in the new The West version. Only the probability to get an injury will be influenced by the job-points and no longer the damage. The damage will be a set amount of percentage rate based on the player’s maximum health. Thus a player with a huge health pool will have the same chance to seriously injure himself as does a ‘normal’ player.
This change should increase the ‘thrill’ in working as you never know if this work might kill you. There should no longer be messages like ‘someone shot you. You lose 1 health point.’, but rather ‘someone shot you. You lose 1500 health points.’.
The dropchance system for items will not be changed drastically. The drop values will be calculated the same as before but there will be a bonus on drops for shorter worktimes.
For products on the other hand the system will be changed a bit. The displayed dropchance for a product in each job counts for every task. For each task it is no longer possible to find more products but only one. If there is a 50% dropchance for a 15 second task, the players will get a product statistically every 30 seconds. For a 50% dropchance in a 2 hours task, the player will get a product statistically every 4 hours. This will of course have a major impact on the crafting system, which will be completely revised.
This new system should lessen the confusion about the drops of products and should give the player an easier understandable model for price calculation.
Experience and Money
As with the new job system the worktime can no longer be influenced every job will have a fixed experience value. The money value will still be influenced for every job by the workpoint bonus of the player. There will be a bonus on experience and money for shorter worktimes.
Further the needed experience to level-up has been increased by 3 times, but also the offered experience by jobs, quests, achievements, etc. were increased by the same amount. The necessity of this was plainly the fact that jobs at a worktime of 15 seconds produced experience values of less than 1.
The questsystem will get a slight change, as the quest requirement ‘worktime’ no longer fits the new job system. This requirement will be change to a requirement ‘task.done’, which requires a certain amount of finished jobs
Motivation and Energy
Every job will reduce the work motivation by 5% independent of the worktime for this specific job. For every day the motivation will be increased by 25% at midnight. Jobs with a motivation of 0 will no longer yield experience, money or item drops. Product drops are still possible.
Observed over a longer time period, jobs with a lesser worktime will need more energy than jobs with a longer worktime.
Both systems are to counter the offered bonuses for jobs with a lesser worktime, to prevent players from abusing the new system.
I read already a lot of misunderstandings and questions i hope this words will make some things more clear. But i think there will be still questions unanswered. I will try to collect all this misunderstandings and questions and try to answer them in this post, so beware of daily updates