Weaponsmith
/end thread
All jobs that exist in the era we start have to be available. Because Afaik we can take over every npc.
But if we proceed into future eras more jobs of different kinds must become available. Everything that has to do with big ships for example.
EDIT: sorted the list so people have an easier time figuring out which ones I missed.
Adventurer
Alchemist
Architect
Assassin
Blacksmith
Boat builder
Boatmen
Bodyguard
Bootmaker
Bounty Hunter
Breeder
Butcher (?)
Carpenter
Cartographs
Detective (?)
Farmer
Fisher
Forester
Glassblower
Guard
Herbalist
Hunter
Lawyers (depends on the court system)
Locksmith
Miner
Ruler (the various forms)
Shop owner
Soldier
Tailor
Tamer
Tanner
Teacher
Tinkerer
Trader
Travel Guide/Navigator
Travelling Merchant
Wagon builder
War-machine builder
Woodcutter
"Jobs":
Bandit
Thief
Burglar
Cut-throat
Raider
Just the basic ones which came to my mind right now probably missed a few obvious ones though some of them could probably be done by 1 person at the same time. You do the rating thing.
I can't help but be very excited, the jobs seem plentiful and i wanna see how they will make them interesting so they attract players ^^
i also want to see how they work to attract npcs lol i feel there will be a lot more reliabilty in NPC workers then PC workers... dont ask me why but yes...
weed man
thats gonna be an important one
You may have erased my signature, but you can't corner the dorner
@mandrake1980 i have read that human characters will have automated functions when the player is offline, sort of like a script of "go to work , do this , do that" so there wont be much difference there , unless the human player is slacking on his job while online :P
Well, just to be clear.
Quite a few of the jobs on my list are some that players make themselves rather than having a "profession" in a skill sense.
Although some of those jobs would probably include "professions".
You should also add where to your question, What to do, when and where ?
Because depending on the availability of ressources, the developpment of the area, its connexions to the rest of the continent, the state of the power that rule over the place, all those factors will have a big impact on what to do.
then we will need deeper knowledge on how skills work and interact, how you level them and what can be achieved with what skill mastery.
An exemple, architects, they are needed to draw blueprints for buildings and to supervise the construction of them. Ok,but do a building shematic is needed for every single building ? if i want to build a crude wooden shak in the woods, do i need an architect ? or can i and any body draw that kind of building blueprints, or yes as soon as i get basic knowledge of architectur ei can do so, but how to get that basic knowledge, do i need a teacher, a book, to be an aprentice or just study an existing building ???
Depending on how easy it will be for any one to get basic knowledge of skills and what you can do with that basic level, we will be able to see how many customer a profession need to be viable and as such where do it.
Then will come the question of what NPCs can do and can they assume the full charge of some community needs. If yes even to some extent then those jobs and occupations will be less attractive or sustainable for PCs.
Posted By Atogrim at 01:04 AM - Thu Jan 19 2017
All jobs that exist in the era we start have to be available. Because Afaik we can take over every npc.
But if we proceed into future eras more jobs of different kinds must become available. Everything that has to do with big ships for example.
Very much what I'm going for. I've only done the beginning stage of the game and even then I'm not convinced I've finished. I had a thought about how jobs would move in importance from early to middle game, especially with farming.
Posted By markof at 06:24 AM - Thu Jan 19 2017
You should also add where to your question, What to do, when and where ?
Because depending on the availability of ressources, the developpment of the area, its connexions to the rest of the continent, the state of the power that rule over the place, all those factors will have a big impact on what to do.
then we will need deeper knowledge on how skills work and interact, how you level them and what can be achieved with what skill mastery.
An exemple, architects, they are needed to draw blueprints for buildings and to supervise the construction of them. Ok,but do a building shematic is needed for every single building ? if i want to build a crude wooden shak in the woods, do i need an architect ? or can i and any body draw that kind of building blueprints, or yes as soon as i get basic knowledge of architectur ei can do so, but how to get that basic knowledge, do i need a teacher, a book, to be an aprentice or just study an existing building ???
Depending on how easy it will be for any one to get basic knowledge of skills and what you can do with that basic level, we will be able to see how many customer a profession need to be viable and as such where do it.
Then will come the question of what NPCs can do and can they assume the full charge of some community needs. If yes even to some extent then those jobs and occupations will be less attractive or sustainable for PCs.
As far as your concern for where, I believe that should be the player's choice. I don't think it will be like Archeage where you need proficiency in a skill to use it for something minor (ie wood shack). This categorization is more for main purpose profit. If the shack was used to store logs from lumbering, you may want an architect to build a wood cutting platform and while at it, upgrade to "premium mahogany wood shack of the ancients."
As far as NPCs and PCs, yes, NPCs will be doing the job, but it won't be a quality job. The PC could probably become proficient and do better than the NPC counterpart.
I think it's too early to make a post like this..We don't know how any of the mechanics work..We don't know how easy it will be just to pick up and craft or how easy/hard combat will be. This list could also vary where you start out and family you live in.
Assassin/ locksmith sounds fun :)
On a different note you don't know what you need to do to unlock a magic/talent skill. You might start out as a Assassin for 6 months then try your hand at farming end mastering farming and unlock a magic skill that double your yield on all crops. From what I take that your not going to pick one job and keep it for a year you have freedom to chose.
Edit: Wrong thread
I created a spreadsheet early last year with all the confirmed jobs/professions/crafts listed in the wiki: https://docs.google.com/spreadsheets/d/1N5LIRs6jeOSerqLtU3riBqqE3tNRx8KWhC247H9H0/edit
Original post may be of some use to this thread however... It's pretty similar to the other one since one of the posters just moved their reply to its own thread. :)