Jobs and Leveling in Skrim

Post » Thu Jun 07, 2012 2:28 am

How many have found yourself power leveling through the game via crafting, like say Smithing?

Additionally, how many of you have perhaps found yourself low on gold, especially in early stages of the game, with no real desire to go on quests, or the inability to carry much for whatever reason.

Currently, for example, I haven't bought a house yet for my Orc, I've done the whole power through with Iron Daggers and am now level 15ish but usually have a small amount of gold. I have no desire to quest because sometimes I feel it is boring (Companions had me go kill like... 6 wolves in a cave -.-) and chopping wood is equally boring.

Would you be for or against a system that gave your character (for RP, financial, and exp) an actual job in the game. For instance, instead of just loading up on ingots from a merchant and then power leveling yourself, you had to fill out orders and got your experience that way (or most of it), while doing things on your own time got you some experience but not as much.

For example, say you start out as a Blacksmith in Whiterun. You are hired and are paid say, 10+ gold per piece made (depending on what it is and your level) for an order (you aren't selling what you're making), you also gain say like 15 exp per item made.

The thought behind this is when you first head to War Maiden's there's a conversation about getting an order done, why can't the player step in on this and help out?

It may cut down on the super power leveling (though in a single player it doesn't matter much), but it could add a nice chunk of RP elements to the game, especially if say you could advance far enough to be asked to work the Skyforge or make a weapon for the Jarl, or even be asked to say relocate to a new city for work.

So, yay or nay?
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W E I R D
 
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Post » Wed Jun 06, 2012 8:25 pm

This is the first TES game where you can chop wood for pay, mine ore for pay, grind wheat for pay, craft things for pay. Well, you could enchant and make potions for pay in the other games. I think we have enough job opportunities.

What you are really asking for is provided by Radiant Quests and Misc Quests. Go talk to the Innkeepers, they will keep you busy.
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Marie Maillos
 
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Post » Wed Jun 06, 2012 3:05 pm

i actually do the boring chop and mine stuff but, thanx to this website, i do not OVER smith/craft/alchemize.
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celebrity
 
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Post » Wed Jun 06, 2012 3:33 pm

This is the first TES game where you can chop wood for pay, mine ore for pay, grind wheat for pay, craft things for pay. Well, you could enchant and make potions for pay in the other games. I think we have enough job opportunities.

What you are really asking for is provided by Radiant Quests and Misc Quests. Go talk to the Innkeepers, they will keep you busy.

Where exactly do you get paid to craft a sword or piece or armor?
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HARDHEAD
 
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Post » Thu Jun 07, 2012 2:59 am

For instance, instead of just loading up on ingots from a merchant and then power leveling yourself

If I want to "work" I usually mine ore and hunt leather myself to maximize profits, if anything you will lose money making iron daggers and buying the materials with a low speech skill

But I was a little dissapointed it wasn't an option, especially since they allow you to do it at the smith in riverwood for 2 or 3 items in the beginning, which set my expectation to keep "apprenticing" under someone
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Sheila Esmailka
 
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Post » Wed Jun 06, 2012 4:22 pm

it might be an okay idea, but how do you see it implemented? are you getting the materials yourself? will you be buying them from merchants or actually gathering them?
will there be rare things you have to fetch in caves? fable gave it a good shot at making it more interactive, but it was kind of annoying....
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Baby K(:
 
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Post » Wed Jun 06, 2012 4:26 pm

Where exactly do you get paid to craft a sword or piece or armor?

The person who buys it from you pays you.
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Tracey Duncan
 
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Post » Wed Jun 06, 2012 8:39 pm

it might be an okay idea, but how do you see it implemented? are you getting the materials yourself? will you be buying them from merchants or actually gathering them?
will there be rare things you have to fetch in caves? fable gave it a good shot at making it more interactive, but it was kind of annoying....
Why not all of the above? Just put a 5% or so chance of having to grab an item from a cave for the rare things and as far as buying materials or gathering it's your choice based on what you want to get paid.

I support this idea.
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Cash n Class
 
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Post » Thu Jun 07, 2012 12:53 am

When I first overheard that conversation about a big order I was also expecting there to be a job opportunity, but alas there was none. But I don't think I would be doing smithing orders when I can just go out bounty hunting again, and if Fable was anything to go by the jobs will get tedious and boring quickly.
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sarah taylor
 
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Post » Wed Jun 06, 2012 10:57 pm

If I want to "work" I usually mine ore and hunt leather myself to maximize profits, if anything you will lose money making iron daggers and buying the materials with a low speech skill

But I was a little dissapointed it wasn't an option, especially since they allow you to do it at the smith in riverwood for 2 or 3 items in the beginning, which set my expectation to keep "apprenticing" under someone

Yeah, powering through Iron Daggers does drain money however it's exceptionally great for leveling.

Balancing that out is what I am proposing. Pay the player in gold to make items they can't sell themselves, making said items would give them more exp than making it on their own would, but not as much as you get now.

Yes, the lack of being able to do commission work for NPCs like you did for the Blacksmithing tutorial is quite disappointing. I would not be against Adalene stopping you when you're wearing a high quality armor and asking if you could make her some for an additional amount of gold and exp.

it might be an okay idea, but how do you see it implemented? are you getting the materials yourself? will you be buying them from merchants or actually gathering them?
will there be rare things you have to fetch in caves? fable gave it a good shot at making it more interactive, but it was kind of annoying....
It could depend on the job. Like the introduction to War Maiden's in Whiterun, the smith gets a large job she has to handle and you offer your help. She gives you the supplies to make what she needs and then pays you for your work. Some jobs could have you go out and collect the goods yourself via dungeon diving or ask that you purchase the ingredients but then compensated better when the job is done.

The person who buys it from you pays you.
Yes, that's a given. However that does not address the rest of what I have brought up. Also in order to get a decent/fair price for what you make you have to level Speechcraft.
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Janine Rose
 
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Post » Thu Jun 07, 2012 12:02 am

Yeah, powering through Iron Daggers does drain money however it's exceptionally great for leveling.

Balancing that out is what I am proposing.

That is another issue though, it technically is pretty balanced, if you want a balanced run, without it being OP, go through all the quests and dungeons and exploring like normal, don't sell any of your ingots or gems or hides to merchants, just store them somewhere for later, when you want a break from questing, go sleep somewhere for +10% xp, you might want the warrior stone for additional gains, though not necessary, go to your storage and craft what you found, I'm doing a run through like that and it's pretty balanced, not so high I'm wearing only gear I crafted, and high enough that I'm improving what I found
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Britney Lopez
 
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Post » Wed Jun 06, 2012 4:31 pm

I would like to see more training given as payment for a job completed. Like with Ysolde in Whiterun - she trains you for helping her. I would definitely like that, but I don't think it should override the ability to just do the crafting and advance that way.
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Romy Welsch
 
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Post » Thu Jun 07, 2012 4:31 am

I would like to see more training given as payment for a job completed. Like with Ysolde in Whiterun - she trains you for helping her. I would definitely like that, but I don't think it should override the ability to just do the crafting and advance that way.

And I'm not asking to remove the ability to craft whenever you want.

I'm suggesting it potentially be weakened in the sense of how much exp you gain from just buying 30 Iron Ingots and 30 Leather Strips and going to town.

Basically, do a job for someone would net you gold and more exp than simply doing the crafting by yourself.

If you combined this with say... making crafting other than just Alchemy/Cooking recipe based, it could be a very deep crafting system with lots of reward, both mechanics and RP wise.
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Ella Loapaga
 
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Post » Thu Jun 07, 2012 1:15 am

Actually I'd like a system where I could hire on as an apprentice!! It gives you a way to focus on the skill, you probably would be provided all the raw materials ... you wouldn't be crafting the same lame daggers all the time ... If done right this wouldn't even be power leveling through a skill. You'd just get a few extra free craft attempts per day then you can go out and adventure when you help them "catch up".
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Curveballs On Phoenix
 
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Post » Thu Jun 07, 2012 12:58 am

or, an apprentice when its appropriate. a merc when appropriate...

not much to it.

a thief with a protege. could be fun.
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Charles Mckinna
 
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Post » Thu Jun 07, 2012 6:39 am

Actually I'd like a system where I could hire on as an apprentice!! It gives you a way to focus on the skill, you probably would be provided all the raw materials ... you wouldn't be crafting the same lame daggers all the time ... If done right this wouldn't even be power leveling through a skill. You'd just get a few extra free craft attempts per day then you can go out and adventure when you help them "catch up".

This would be quite awesome.

It would also be awesome if the Trainers actually did something with you when you paid them...
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Chantel Hopkin
 
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