it was worth a try ; )jack1974 wrote:nfortunately "I generate them on the fly". So having predefined jobs wouldn't be easy as it seems
different idea: later in game the reward type becomes less important, mostly when the player is informed that all skills need to be 300.
currently a player has 2 ways to train a specific skill:
- studying (for players like me more often than not impossible, too high skill levels compared to the char level)
- crafting without task (maybe it's just me, but I was never comfortable with this - the shop interface makes it not easy to find worthwhile combinations of raw materials and sales price of final products)
so my 3rd way is playing the RNG game: sooner or later I fulfilled enough jobs to train all skills to 300+. somehow unsatisfying.
I think I would often use a job screen with an upside-down logic: instead of choosing a reward (XP, gold, items, ...) one with the skill disclosed (potionmaking, woodworking, ....). not _all_ offering screens, naturally. early in game the type of reward is much more important ; )
Fitting would be the mage's guild, I imagine it as a kind of university with different schools. So the "job search" could offer buttons like: "Job for the School of Metalworking", "Job for the School of Enchanting", ... The recipe class would be set by the selected button, the reward randomized.