This is outlining in more depth/detail the plan for revamping trades.
Basics
Trades will no longer have a lesson cost. All lessons will be refunded (we will potentially allow people to trade lessons for credits, details to be determined).
Players will be able to select up to two trades. One trade inherently at no cost. The second trade will be selected by either using the Demipower SecondTradeSkill or the Endowment of Arts artifact. We will allow players to refund the essence for SecondTradeSkill should they want it. BeauteousThought will be fully refunded to everyone that has selected it and it will be replaced (see below).
When a player selects a skill, they will have access to the entire skillset for the most part. We may link some things to proficiency (certain patterns etc). Most basic things will be available to players initially.
They will start at 0% proficiency.
Trade Proficiencies
Traders will become proficient in a trade by performing the trade, or spending lessons to become more proficient. We will introduce names and tiers for proficiency levels so we don't have to refer to them by percentages etc.
Players can gain up to 5% proficiency at a base level per day by performing the trade. Certain things will be introduced that will increase how much proficiency you can gain per day. Classes will have bonuses towards certain skillsets initially(see below). We may also introduce guild bonuses, family bonuses, order bonuses, artifacts etc that will allow more proficiency gain per day. This will be capped at up to 10% per day.
The demipower BeauteousThought will be changed grant a 0.5% bonus to gaining proficiency, and allow players to reach a higher level of proficiency (105%) than normal.
In addition, players can spend 100 lessons a day to learn an additional 5% proficiency. The difference is that you will only be able to gain up to 50% proficiency through lessons. The same bonuses above would count towards how much proficiency you gain, again maxing out at 10% per day. The lesson cost would remain the same, so at max bonus, you would gain 10% proficiency for 100 lessons.
The likely number for max proficiency gain when we introduce things will be at 6.5%, meaning that with both learning in-game and performing lessons, you would hit 100% proficiency in 8 days. When other bonuses are introduced (mostly for flavor and theme), the fastest would be 5 days.
Skillflexing will be allowed, but when a player skillflexes out of a tradeskill, all proficiency will be lost. This may seem harsh and we may introduce ways to keep some level of proficiency but the goal here is that we want to encourage players to participate in the economy and have to engage with other traders. Promoting proficiencies, whether through shops or directly with players will mean that proficient players will be able to sell their goods and services at a cheaper rate and potentially higher quality than non-proficient players.
Additionally, proficiency will need to be upkept, with it being used at least once a game year. It will decay 10% every year it is not used. This may be changed but the goal here is to encourage players to buy from active traders and their shops.
The overall goal with proficiency levels is that a trader at 100% proficiency and zero artifacts will be more efficient/effective than a player at 0% proficiency and all the artifacts.
Here are a few benefits from being proficient in a skill
- Gather things faster and easier
- Services will be faster and more efficient
- Goods will be of higher quality, cost fewer comms to make, and last longer.
One aspect of proficiency will be that making designs will cost more commodities at lower levels of proficiency. Current design commodity requirements will be the level for 100% proficiency, so players at 0% proficiency will need more commodities to make the items, including special commodities. This may mean that players at lower proficiency are unable to make certain designs because they cannot gather enough special commodities.
Trade Restrictions
We will be removing all trade restrictions. Anyone will be able to select any trade skill, regardless of class. Certain classes will instead give a 1% bonus towards gaining proficiency in that skillset.
- Warriors - Forging
- Monks - Tattoos
- Bards - Tinkering/Brewmeister
- Guardians/Mages - Spellcraft
- Wiccans/Druids - Lorecraft (Alchemy)
Trans Tradeskills and other mechanical benefits
We will be removing most trans trade items and any other mechanical benefits from trade skills. We want to eliminate mechanical reasons that players will choose trades and instead allow players to pick the trade that they want to do. Most trans-items, and any skill that grants the trader some mechanical benefit will be removed. This will affect some trades more than others. Additionally, for the same reason, we are removing aethertrading. We do not want to encourage players to select specific trades because they can aethertrade while others cannot.
Note: To be clear - this will eliminate benefits that the trader gets, benefits that the trader makes/creates (like kirigami for instance) will be left in that everyone can use.
Trades and Shops
Every trade skill will have a way to sell their goods or services in a shop. Tattoos, enchantments etc will all be able to sell their goods in a shop. This will include things like engraving services or piping services.
Prospecting Skillset
A new prospecting skillset will be introduced. We're not going to go into more nitty-gritty details here but will summarize the skill. Prospectors will be able to produce various metal commodities by either mining it through veins of the metal or panning for them in the rivers and waterways. They'll be able to turn metals into alloys as well by combining them in various ways. We will be introducing more base metal and alloy commodities (such as copper, bronze, and titanium) as well as skills such as dowsing to find metal veins.
Proficiency will allow prospectors to mine/pan faster and for more metals as well as refining them into allows better.
Agriculture Skillset
A new agriculture skillset will be introduced. This will be a skill set that allows players to gather/create a variety of commodities such as fruit, veggies, milk, and meat. You'll be able to gather cows and slaughter them for meat and tan their hides for leather, shear sheep for cloth and gather spinnerets to make silk. Gather fruit and veggies and maybe even grow your own trees/plants to harvest them. You'll require a variety of equipment that other trades will have to make for you (such as nestboxes, buckets, baskets, looms or tanning racks).
Proficiency will allow you to get more commodities from your efforts in a faster time.
Specific Changes to Current Trade Skills
Alchemy/Lorecraft
- Alchemy will be combined with Lorecraft to become one skillset - Alchemy
- Brewmeisters will no longer use Alchemy
- Liniment, Antidote, Mending, Restoration, Sanguine, Phlegmatic and Melancholic will be removed (unless I'm missing use for them, like antidote)
- MagicInk will be added from Brewmeister
- PhilospherStone will be removed
- Proficiency will increase how amalgamation speed, how much power it uses, and how many sips you get per batch.
Artisan (Potential name change to Carpentry or something better)
- Prized Skill will be removed
- Low Proficiency will increase commodity costs to build designs and maintain them
- Proficiency will increase how much furniture they can fit in a room
- Packaging sold in shops will consider the creator's proficiency in regard to room use.
Bookbinding
- Low Proficiency will increase commodity costs (including origami)
- Proficiency will reduce balance times and magicink costs to make.
- Vellum will be made riftable (apparently already is)
- Ensure that all books are sellable in shops, including Omnibus etc.
- MagicTome will be removed
- Languages will be removed from Bookbinding and moved into a Lingualism mini-skill
- Lingualism will be unlocked for 250 credits and will allow players to spend 100 lessons to learn up to 5 languages (from various NPC's that speak the language)
Brewmeister
- Brewmeister will no longer require alchemy
- All drinks from Cooking will be moved to Brewmeister
- Brews/Ales/Spirits/Wine/Colddrinks
- MagicInk will be moved to Alchemy
- TeaCeremony, Belch, BeerBelly, PukeMaster, StandingDrunk, Steelgut will be removed.
- Proficiency will increase sips created, as well as lower balance times and power usage. It will also increase decay times.
- Proficiency may increase alcohol potency (not sure if good idea)
Cooking
- Refinement, Dietician and Herofete will be removed (Herofete will remain on wondercorn)
- All drinks will be removed from Cooking and added to Brewmeister
- Brews/Ales/Colddrinks/Spirits/Wine
- We will add 'piping kits' that will be sold in shops that allow players to pipe onto their own food, in color if we can.
- Low proficiency will increase comm usage
- Proficiency will improve preserving, satiation and balance times (power costs?)
Enchantment
- Proficiency will be linked to either Tinkering/Spellcraft
- It will increase enchanting speed, decrease power cost, and maybe more charges per enchant
- Develop a way to sell enchants through shops so players can enchant their specific piece of jewelry.
- This could take the form of enchanters enchanting cubes with specific enchants that they can use to sell in the shop. This would not allow players to use the cubes to use the enchantments themselves, only to apply it to other items
Forging
- MasterArmour will be removed
- Padding and weapon/armour enhancements will be given a way to sell in shops.
- Low Proficiency will increase comm requirements
- Proficiency will reduce time to forge items
- Will increase commodity recovery from smelting (this may already be 100%)
- Will make items last longer
Herbs
- Remove Herblore and Smoking
- Proficiency will increase balance recovery and how many herbs you can harvest per HARVEST
Jewellery
- Remove Refinement and Tierstone
- Make powerstones at 100% riftable (they will always decay outside a rift)
- Allow engraving services at a shop
- Low proficiency will increase comm costs
- Proficiency will make gemcutting more efficient
- Proficiency will increase decay times and prestige.
- Proficiency will make melting more effective.
Poisons
- Remove Immunity
- Proficiency will increase how many applications you get
- Proficiency will reduce balance times.
Spellcraft
- Remove MagiCrown
- combine Guardian/Mage enchanting to be available to all
- See Enchantment for proficiency bonuses
Tailoring
- Remove Refinement
- Splendours will remain, but tailors will be able to make them for anyone.
- Allow the selling of padding/thermal/depadding services
- Allow selling of enhancement knots
- Allow mending services in shops
- Sell embroideryKits to allow players to embroider items (in color if possible)
- Low Proficiency will increase comm requirements
- Proficiency will increase decay times and prestige
Tattoos
- Remove TattooMaster
- Tattoo traders will be able to prepare skin on anyone and give them tattoo armour (up to 16% resistance) This means it will no longer be limited to monks.
- Need to design a way to sell tattoos in a shop (see Report 115 for one example)
- Proficiency will decrease time to tattoo
- Selling in shops could not last as long as getting it from a tattooist
- Low proficiency will increase the amount of tints required.
Tinkering
- Remove RoseGlasses
- Offer a way to sell miniature repair services
- see Enchantment.