1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Hi there Guest! You should join our Minecraft server @ meepcraft.com
  3. We also have a Discord server that you can join @ https://discord.gg/B4shfCZjYx
  4. Purchase a rank upgrade and get it instantly in-game! Cookies Minecraft Discord Upgrade

Best Posts in Thread: Jobs Suggestions

  1. ShadowBlizzard

    ShadowBlizzard Celebrity Meeper

    Offline
    Messages:
    519
    Likes Received:
    962
    With the recent nerfing/buffing of many /jobs, I think it's time we change up a bit for all the jobs. Now, there are a few suggestions I came up with, but if you do have anymore please comment them in and I can edit it in later!

    Job Buffs/Nerfs
    Just a few ideas when it comes to balancing the classes or adding new features to them.

    Farmer
    Currently, the Farmer job has to be one of the strongest jobs. However, there is something that doesn't really make sense. When you till(?) the land, you get money under "Builder" for it.
    Suggestion: Make using the hoe to till a land fall under farmer, not builder. Maybe reduce the price of it as it can be really easy money.

    Hunter
    In my opinion, this is one of the worst 2 jobs you could get. Why? The mobs on the list are very rare to encounter, and they're not worth that much money for the hassle anyways.
    Suggestion: Add normal mobs at highly nerfed rewards. Zombies, Creepers, Skeletons, and maybe passive mobs. They should be at a very low price so that grinders don't get too op.

    New Jobs
    These are just a few suggestions as to adding more jobs for a better way to make money depending on your playstyle.

    Alchemist Job
    Yep, we need a job that allows people who are into potion-making and alchemy to get an income from this. This'll encourage a) more potion making, b) more potion shops, and c) more attention towards materials needed.
    Tasks to do:
    Fill up a glass bottle with water (make Water Bottle)
    Side note: Amount of money for this will be very small.
    Place in an ingredient into a brewing stand This will be somewhat complicated, as you could take out/put in ingredients repeatedly for money. Understandable if this is not implemented.
    Take out potions It'll be the "beef" of the job, it grants a good amount of money, although not too much. | This'll only be for newly brewed potions (placing a potion in a brewing stand and taking it out will not grant money)

    Explorer Job
    We've all gotten bored at some point and just started running/jumping around spawn or our town, right? Well, with this job we'll be able to make a good amount of money for doing what we do best, just walking!
    Tasks to do:
    Walk (per block walked)
    Verrryyyyy minimal value, .01 or even less.
    Swim around A bit stronger than walking because swimming is less often than walking around.

    Enchanter Job
    An easy job that goes well with the Hunter Job, allows for use of those who love grinding to put it to effort.
    Tasks to do:
    Successfully enchant an item
    Given an okay amount of money, not so generous.
    Successfully use an anvil Given a bit more money than the enchantment table.

    Mastery of Jobs - Plenty of these suggestions will take a long time to implement, if accepted.
    We've all noticed how difficult it is to gain levels once we hit higher levels. And there's not much benefit to it other than a 1% meeble increase in our profit. When Mastering a job, you become a new level of it. You'll gain bonus rewards aside to the meeble increase, and those rewards may hopefully prove you more mastery in your job. What I really mean behind this is so that those who are really into their jobs and becoming a higher level won't miss out on rewards for achieving such a difficult task. I don't mean to make the economy OP for those who are always playing, but give them a reward for being so committed. It's somewhat similar to McMMo.
    Suggestion: Once players reach level 100/200, they will achieve a new title. The title won't change the name of the job, but players will be able to show off what they are by using /seen or something.
    Suggestion: Players will be able to gain bonus rewards when they reach level 100 or level 200.

    Note: Please keep in mind how hard it is to achieve these levels. Very few players have done so and these are bonuses for the commitment the player gave to achieve the level.

    Builder:

    Titles: Builder → Designer → Architect
    Bonuses
    Level 100 (Designer) = Has a chance (.2% per level) that the block will be placed, but not used [20% @ level 200]
    Level 200 (Architect) = Permanently have Leaping effect, allows you to jump higher

    Since building involves placing blocks, what if we give them a few extra blocks every now and then? That's kind of the incentive behind Designer. Now, being that this can be used to duplicate diamond blocks/spawners, it will only be able to be used with certain blocks (such as stone bricks, wood, maybe even quartz.) The Architect jump allows players to reach higher blocks when it comes to building.
    Miner:
    Titles: Miner → Tunneler → Excavator
    Bonuses
    Level 100 (Tunneler) = Right clicking your pick gives you Haste 2 for 5 seconds. (180 second cooldown)
    Level 200 (Excavator) = Always fortunate (Gives you Fortune 3 on any pickaxe unless you have Silk on it)

    Tunneler's active is very similar to McMMo's berserk. It's just a small buff that'll really help when it comes to mining. Always fortunate is something that'll give the player the holding the pick the Fortune buff, not the pickaxe. Just a few ideas, I was thinking of changing them perhaps.
    Woodcutter:
    Titles: Woodcutter → Lumberjack → Yeller
    Bonuses
    Level 100 (Lumberjack) = A growing .2% chance of wood dropping 2 pieces instead of 1. [20% chance @ level 200]
    Level 200 (Yeller) = If you use an axe, it won't damage the item. It'll keep it at the durability it is.

    Digger:
    Titles: Digger → Spadesman → Bulldozer
    Bonuses
    Level 100 (Spadesman) = A growing chance of .5% that you'll gain one point of experience [50% chance @ level 200]
    Level 200 (Bulldozer) = Silk automatically applies regardless of enchantments on tool (With the exception of fortune, then silk won't apply)

    These buffs will certainly allow Digger job to become more popular. Note: For spadesman, it may seem as a strong buff but it takes 1,395 points of experience to reach level 30. That means breaking 2.8k blocks just for level 30. Bulldozer's ability works very similar to Excavator's (miner).
    Farmer:
    Titles: Farmer → Gardener → Agriculturist
    Bonuses - Couldn't think of any for these either
    Level 100 (Gardener) = Open for suggestion
    Level 200 (Agriculturist) = Open for suggestion
    Hunter:
    Titles: Hunter → Slayer → Survivalist
    Bonuses
    Level 100 (Slayer) = Open for suggestion
    Level 200 (Survivalist) = Each hit against a mob drains their life and returns it to you. (Maybe 20% lifesteal?)

    Survivalist's bonus goes very well with those who are often crowded by mobs, like in Airship. You gain lifesteal for each auto attack against a mob (not a player.)
    Fisher:
    Titles: Fisher → Trawler → Sailor
    Bonuses
    Level 100 (Trawler) = Increase chances of fish finding you. Grows per level
    Level 200 (Sailor) = Open for Suggestion

    Fishing is an activity that takes a long time. Once you become a Trawler, hopefully the fish will be more attracted to you when you throw out your rod.
    Explorer:
    Titles: Explorer → Wanderer → Scout
    Bonuses
    Level 100 (Wanderer) = Gains 1% increased speed per level [100% increased speed @ level 200]
    Level 200 (Scout) = Takes highly reduced Fall Damage

    Wanderer is just a small speed buff where players will be able to "wander" faster as they level on. Once they become a Scout, they'll have a buff similar to excavator (miner) where they are given an enchantment without actually given the enchantment. They will have some sort of implanted Feather Falling.
    Alchemist:
    Titles: Alchemist → Sorcerer → Wizard
    Bonuses
    Level 100 (Sorcerer) = Has a growing .05% chance that the ingredient will be refunded/recycled. [5% @ Level 200]
    Level 200 (Wizard) = Open for suggestion
    Sorcerer's passive is so that those who spend a lot of ingredients brewing may sometimes have a brewer that will be able to refund you a few of those ingredients.

    All number values are to be respectfully changed to be balanced.

    I'd love to see feedback on these 3 suggestions, @staff please leave this thread open for edits / other suggestions from players.
     
    Last edited: Jun 26, 2015
  2. Deinen

    Deinen S'all Good Man

    Offline
    Messages:
    6,042
    Likes Received:
    12,529
  3. Deinen

    Deinen S'all Good Man

    Offline
    Messages:
    6,042
    Likes Received:
    12,529
    Maybe, I'll see what is possible.