I feel this a very well thought out idea, and should be considered as a far more viable option than our current jobs.
1) Make Job Experience gain roughly equal across every job
I don't know if anyone else agrees, but I don't understand why some jobs are 100x harder to get leveled than others. Take the Digger job, for example. The TOP player is someone who only amassed 80,000 meebles from the job. Meanwhile, the farmer job has people who have amassed over 10,000,000 in job exp and meebles. I don't understand this.
Make jobs with smaller meeble outputs have a greater EXP:Meeble Ratio than 1:1 or make the Job Bonus a lot greater to make leveling up jobs equal.
~ @PseudoGod
This is needed very much. Jobs like digger and Hunter have been nerfed to the point they're virtually worthless. I personally have it, but it certainly doesn't bring me in money.
2) Allow us to buy job EXP at a 2:1 Meeble:EXP ratio
Basically the ability to buy job EXP at a higher cost than the in-game ratio. This would allow players to upgrade any job they want, or maximize job grinding efficiency- at a cost.
Pros:
- Serves as a Meeble Sink for completionists
- Serves as an Investment for people who use jobs for meebles
- Makes upgrading jobs such as digger or fisher more accessible
Cons:
- Devalues some /jobs top rankings.
2b) Change Job Leaderboards to total meebles earned rather than job levelThis would fix the issue with idea 2).
~ @PseudoGod
Again, this seems very practical. It also seems like a good way to balance the Meebles entering the economy.
3) Specialized Jobs
If you have multiple jobs at a certain level at once, you can then join a specific job which specializes in a specific task
Examples
Redstoner: Level 20+ Miner and Level 30+ Builder
- Meebles earned by placing redstone items and gains additional meebles for mining redstone ore
Nether Guardian: Level 15+ Miner and Level 35+ Hunter- Increased meebles are gained for all nether mobs. Killing a wither skeleton gives meebles although heavily nerfed.
Baker: Level 15+ Fisher and Level 35+ Farmer- Gain Meebles by smelting and manually collecting cooked food, and meebles for items such as cakes or bread. Increased meeble gain for wheat and pumpkin collection.
Blacksmith: Level 30+ Miner, Level 20+ Hunter, and Level 15+ Builder- Gain meebles for using an anvil. Meeble gain is dependant on what type of sword/armor is used. Does not give meebles for Combining Books or Applying Books.
Enchanter: Level 10+ Blacksmith and Level 35+ Hunter- Gain meebles for using an enchanting table or enchanted books.
Apothecary: Level 25+ Blacksmith, Level 25+ Baker, and Level 25+ Enchanter- Gain meebles by manually brewing and collecting potions from brewing stands. Meeble gain is dependant on the potion brewed.
Dark Mage: Level 35+ Blacksmith, Level 35+ Baker, Level 35+ Enchanter, and Level 35+ Apothecary- Gain meebles by using potions. Takes all tasks of the 4 prerequisite jobs and multiplies meeble gain by 50%, effectively increasing meeble gain of those tasks by 50%.
3b) Purchasable Job Slots
With the new jobs, all ranks, even legends, would miss out on specialized-jobs.
+1 Job Slot: 5,000 Meebles
2nd +1 Job Slot: 20,000 Meebles
3rd +1 Job Slot: 80,000 Meebles
4th +1 Job Slot: 240,000 Meebles
5th +1 Job Slot: 720,000 Meebles
6th +1 Job Slot: 2,160,000 Meebles
7th +1 Job Slot: 6,480,000 Meebles
Total Cost: 9,705,000 Meebles
Someone of any rank could get all basic jobs unlocked, while a high-ranked player can get most or all of the advanced jobs unlocked.
~ @PseudoGod
This kind of thing has been suggested before, and I'm not entirely sure what I think. I think maybe changes would be needed to certain specialties. My idea for specialties would be more advanced versions of the current jobs. Allow me to outline a system:
1. Miner
My idea for this is at lvl 50 you may specialize as a miner into a specific kind of miner, with certain perks instead of more profit. For example, choosing to be a "dwarf" would give you night vision below Y 40. The other option would be something that gives you fire resistance. I get this idea from a plugin called "Races" that was on a server that I explored factions on. I also feel Miner and Digger should be combined, as well, making way for a new seventh job, which I will outline later.
2. Builder
I foresee builders being specialized at lvl 50 as well, becoming engineers or laborers. Engineers are paid more for working with technological things, like redstone, while laborers more for placing other things.
3. Farmer
Because farmer is much easier to grind, I think lvl 75 is a better specialization point. Farmers could become either the baker mentioned above, or shepards, which would be paid for doing things like shearing sheep.
4. Hunter
This job has become so worthless, in all honesty. After Witch spawners were released, there isn't much you can kill for profit. Thus, I think there should be some kind of detector for the difference between natural and spawned in mobs. This way, you could be paid slightly for killing anything. Specialties for this would be bounty hunter, which has increased player head drop chance, and warrior, which pays for a larger variety of mobs.
5. Fisher
I honestly couldn't think of anything for this . . .
6. Woodcutter
Specialties for this would be lumberjack and carpenter, unlocked at lvl 50. Lumberjacks get a haste effect when breaking logs with an axe. On the other hand, carpenters can break planks and other wood items faster.
7. (New job) Crafter
Believe me, the name sounds kinda dumb to me too, but so does digger, in all honesty. This job would receive pay for hand crafting items only when using a table. I think it would work if it has balanced pay. The specializations for this make it clearer why this fits in as a job in an economy server. The first one I had in mind would be called "manufacturer." This job would receive higher pay for crafting more advanced items, such as redstone components, and other items than cannot be crafted from materials you can gather. Repeaters, for example, require you to do additional crafting beforehand to make the redstone torches. The other specialization for this would be the fabled alchemist position, of getting paid to brew potions as well as additional pay for crafting ingredients (such as fermented spider eyes).
The specializations I have in mind would not take the place of another job, but instead act as an extension to the job itself. Still, I think purchasing additional slots is still worthwhile. +1 overall, and thank you for a well thought out suggestion.