I have been working on a unique orpg and need ideas!
Now of course, everyone thinks there orpg is unique, but in the end it's always just about killing stuff, leveling up and getting epic lootz. The only thing that is ever different is how you kill, level and loot.
In my orpg however, I am basing it completely on economy.
Your toon will die unless you skill up your profession and make money selling your good to markets/other players. And by die, I literally mean you have to start him over again.
Anyways I need people to come up with creative professions, each player may only have 1 (none of this secondary, primary profession bullshit
) and I want some to be unique. Although most of the orpg is played in the massive city, 'Behemoth', you can go to the outskirts to mine, cut trees, etc.
Right now I have these:
Miner- Mines ores (can be used by blacksmith).
Blacksmith- Turns ores into useable weapons and armor (players can only use armor, as there is no combat, the town guards will have use for weapons though). Also can help to repair town walls.
Methodist- Makes bandages and practical medicines. Heal wounded civilians/ players inured by marauders.
Herbalist- Gathers Flowers and Herbs used by methodists and apothecaries.
Lumberjack- Harvests lumber used by carvers and, sometimes, blacksmith.
Carver- Uses lumber, skins and rare ores to create tribal weaponry and beneficial idols.
Skinner- Skins animals for furs used by carvers and methodists.
Tailor- Uses skins to create magi apparel.
Repairman- Uses various materials to repair damaged houses and buildings. Cannot repair walls, like the blacksmith.
Apothecary- Creates elixirs, poisons and questionably effective medicines by use of herbs and demonic idols made by carvers. Medicines aren't consistent like a methodists, and may end up killing taker. Apothecary can also be used to make poisons to assassinate wanted AI's.
Arcanist- Uses herbs and apothecaries idols to create enchanted artifacts (crystal balls, etc), beneficial tomes (+ movement speed, armor, profession skill. or if your selling to AI's +damage, agility, etc) and scrolls that can teach other players defensive spells.
Salvager- Breaks down made good into raw materials that can be sold.
Innovator- Improves on crafting professions plans and can create new ones to sell.
Woodworker - Uses lumber from the lumberjack and metall parts from the blacksmith (nails, screws, bolts and such) to make arrows, bows, crossbows even waggons that can be sold and/or hired by other players for movement of big amounts of material, for an example a miner wants to get a bigger profit for each run to the mine he can hire or buy a waggon dragged by a horse that can carry more ores or whatever needs to be carried.
Animal breeder- As the name applies breeds animals used for diffrent things, horses for transport or waggons made by the woodworkers, pig/cows/chickens and such for food (pork, meat, milk, eggs etc.)
Farmer- Creates farmlands where the farmers can grow diffrent types of plants, could also be able to build fences to keep animals from running away.
Actor- It would inhabit the theater and create happiness in the town, which would affect the morale of the city guard, making them tougher. Actors play at theaters. The higher skill level of acting you have, the better theaters you can play at. The better the theatre, the more costly the admission. When players watch a performance they get extremely beneficial buffs that help them to skill up.
*Crafting classes can now make armor for players that is not only defensively beneficial, but also helps them to become more leveled in there profession.*
Note- Classes must in some way benefit from other classes (ex: miner ---> ores ----> blacksmith). I want classes to have to trade with each other, and for certain classes to depend on others. Although you can buy and sell to AI's, it is far more profitable to trade with other players who are desperate to skill up and prosper.
So if a blacksmith wants to sell the armor he made to the cities militia, have at 'er, but if he wants to make a big profit, sell it to the player who keeps getting harassed by oncoming marauders who will pay much more for it.
Also the marauders are AI's who come into the city and destroy buildings and walls as-well as kill guardsmen and wound players. Wounded players must see methodists or apothecaries to not die, just as repairmen find there work repairing shit the marauders broke. Keep this in mind when thinking up classes.
Anyway gimme some proff ideas!
Now of course, everyone thinks there orpg is unique, but in the end it's always just about killing stuff, leveling up and getting epic lootz. The only thing that is ever different is how you kill, level and loot.
In my orpg however, I am basing it completely on economy.
Your toon will die unless you skill up your profession and make money selling your good to markets/other players. And by die, I literally mean you have to start him over again.
Anyways I need people to come up with creative professions, each player may only have 1 (none of this secondary, primary profession bullshit
Right now I have these:
Miner- Mines ores (can be used by blacksmith).
Blacksmith- Turns ores into useable weapons and armor (players can only use armor, as there is no combat, the town guards will have use for weapons though). Also can help to repair town walls.
Methodist- Makes bandages and practical medicines. Heal wounded civilians/ players inured by marauders.
Herbalist- Gathers Flowers and Herbs used by methodists and apothecaries.
Lumberjack- Harvests lumber used by carvers and, sometimes, blacksmith.
Carver- Uses lumber, skins and rare ores to create tribal weaponry and beneficial idols.
Skinner- Skins animals for furs used by carvers and methodists.
Tailor- Uses skins to create magi apparel.
Repairman- Uses various materials to repair damaged houses and buildings. Cannot repair walls, like the blacksmith.
Apothecary- Creates elixirs, poisons and questionably effective medicines by use of herbs and demonic idols made by carvers. Medicines aren't consistent like a methodists, and may end up killing taker. Apothecary can also be used to make poisons to assassinate wanted AI's.
Arcanist- Uses herbs and apothecaries idols to create enchanted artifacts (crystal balls, etc), beneficial tomes (+ movement speed, armor, profession skill. or if your selling to AI's +damage, agility, etc) and scrolls that can teach other players defensive spells.
Salvager- Breaks down made good into raw materials that can be sold.
Innovator- Improves on crafting professions plans and can create new ones to sell.
Woodworker - Uses lumber from the lumberjack and metall parts from the blacksmith (nails, screws, bolts and such) to make arrows, bows, crossbows even waggons that can be sold and/or hired by other players for movement of big amounts of material, for an example a miner wants to get a bigger profit for each run to the mine he can hire or buy a waggon dragged by a horse that can carry more ores or whatever needs to be carried.
Animal breeder- As the name applies breeds animals used for diffrent things, horses for transport or waggons made by the woodworkers, pig/cows/chickens and such for food (pork, meat, milk, eggs etc.)
Farmer- Creates farmlands where the farmers can grow diffrent types of plants, could also be able to build fences to keep animals from running away.
Actor- It would inhabit the theater and create happiness in the town, which would affect the morale of the city guard, making them tougher. Actors play at theaters. The higher skill level of acting you have, the better theaters you can play at. The better the theatre, the more costly the admission. When players watch a performance they get extremely beneficial buffs that help them to skill up.
*Crafting classes can now make armor for players that is not only defensively beneficial, but also helps them to become more leveled in there profession.*
Note- Classes must in some way benefit from other classes (ex: miner ---> ores ----> blacksmith). I want classes to have to trade with each other, and for certain classes to depend on others. Although you can buy and sell to AI's, it is far more profitable to trade with other players who are desperate to skill up and prosper.
So if a blacksmith wants to sell the armor he made to the cities militia, have at 'er, but if he wants to make a big profit, sell it to the player who keeps getting harassed by oncoming marauders who will pay much more for it.
Also the marauders are AI's who come into the city and destroy buildings and walls as-well as kill guardsmen and wound players. Wounded players must see methodists or apothecaries to not die, just as repairmen find there work repairing shit the marauders broke. Keep this in mind when thinking up classes.
Anyway gimme some proff ideas!
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