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Random events for jobs

Posted: Thu Feb 17, 2005 3:42 am
by falco1029
I was asked to create a list of possible random events that can happen when doijng a craft, thus making it a bit more interesting, not just shift clikc shift click shift click item broke shift click ;).


Carpentry:

Make damaged/broken item (but still usable for much less or different effect) ~1%*

Cut your hand, lose tiny bit of hp and pause work for a few seconds. ~3%*

Damages saw (instead of breaking, makes chance to make something less)~ .5%*

Drop wood (basically just places it near you, none lost) ~1.5% d

Make High quality item (functions better, less chance to break, weps would attack faster, ect)) ~.1%`


Lumberjacking:

Miss tree and hurt yourself (same as with cutting yourself above)~1%*

Tree falls on you upon cutting down (you get the wood, but you also get half your health gone) ~.1% a

You find that the tree is bigger than expected and get 2 logs~1% p

You find a nest of flies in there which then attack~.3%

Find "High Quality" wood, which gives a better chance to make a high quality item with it.~.25%


Herb Lore:

Find a scorpion (similar to the flies above, but only in desert)~.4%

Find an herb that doesnt normally grow there~1% p

Find "clumped" herbs (more than 1 at a time)~2%

Find irriating herb (like posion ivy that acts fast, makes you unable to work for a few second)~.5%

Find discarded gold (1 or 2) ~ .25% p


Smithing (either gold or iron):

Create misshapen object (same as for carpentry; either works not as well or for something different, like a bent sword being used as a concussion wep)~1%*

Create magic weapon (Only if you have skill with at least 5 runes)~.01%`

Create Masterwork item~.05%`

"Inspiration". For the next item you can choose one of the next skill level (next set of items), but with a lower chance than normal to succeed~.05% i

Half-produce (make only part of an item, which can later be used with the other part to make the whole thing) ~ .5% w


Mining:

Find gem or ore not usually found there (can happen in nonmine rocks as well) ~1.5% p

Find a golem~.001% (obviously not mean to happen often)

Cave in (hurts you and has a few rocks appear around you) ~.5%*

Crack rock open (spreads rock or gem found there around you)~.25% s

Find naturally carved gem (only for gem mines obviously ;) )~1%


Gem Carving (not as many things here, couldn't think of many):

Find uncarved gem on machine~.35% p

Jam grinder, has to be unjammed by someone with high strength~1%*


Farming (or peasantry, whatever it's called):

Grow weeds instead of wheat~1%* p i

Collapse from heat (temporary unable to work or move)~.5% w c for hotter months and 0% for cooler ones

Plants die~1%*

Bugs (flies I geuss) fly out after cutting wheat down~.25%

Demon spawns, grabs your wheat, and leaves~.000000001% (ok yeah this is a joke ;) )

Gathering wheat more effeiciently, thus getting more~.5%* i


Glass Blowing (same thing as the gem grinding, cant think of as many):

Create oddly shaped object (just looks different, nothing else really)~1%*

Create dangerous object (sharp edges, has a chance of hurting you upon usage)~.5%*

Ruin Wooden shovel (basically cause glass to solidify all over the shovel, making a weak concussion weapon)~.25%*d


Tailoring:

Create low quality item (basically messes up slightly making it, thus making the item less efficient)~1%*

Create High Quality item (opposite of above)~.25%`

Create small item, which will only fit halflings, dwarves, and such.~1%*

Mess up, creating a similar item that isn't as good (i.e boots-shoes, full hard leather armor-half hard leather armor)~1%*

Create Random item out of your material (random item creatable with that material of course)~.5%*


Baking:

Burn item (doesnt fill you up as much)~2%*

Undercook item (same as above)~3%*

Create Large item (fills you up more)~.5%`

Create similar item~.25% i

Create Sickening item (weak poison)~.25%*


Fishing:

Get pulled in, causes a pause in work~.25% s

Catch poisonous fish~1% p

Cause a lizard or some amphibious animal/monster to come out and attack out of annoyance~.1%

Catch random common item~1%

Get hook caught on something, thus needing it to be pulled out by someone strong, and then repaired by a carpenter~.25%*

*= and gradually decrease as your skill does

`=and gradually increases as your skill does

d=for 9 dexterity, chance will change based on yours (i count on your intelligience to figure out if it's up or down).

a=same but for agility

p=same but for perception

i=same but for intelligience

w=same but for willpower

s=same but for strength

c=same but for constitution



Feel free to give your opinions and CONSTRUCTIVE criticism.

Posted: Thu Feb 17, 2005 4:07 am
by Nilo
Umm well these are fine, but this has been proposed before. I believe the answer then was to just rp it, as this is a role playing game... It's not exactly supposed to be fun just shift clicking... thats where the beauty of role playing comes in. :wink:

Actually I proposed it before... wasn't this in depth but the same concept... I think we focused on the 'hurting yourself' concept and taking away of health too much... anyway here it is:
http://forum.illarion.org/viewtopic.php?t=10200

Posted: Thu Feb 17, 2005 4:16 am
by falco1029
That'sa just the hurting yourself thing. Besides you can't rp most of these efficiently, i took that into account.

Posted: Thu Feb 17, 2005 4:30 am
by Nilo
What do you mean role play efficently? thats what the whole game is about....

Im not saying this is a bad proposal at all, i think its great. I'm just saying, we could role play it rather than go to the extremes of writing codes for it all... We should just role play it.

Posted: Thu Feb 17, 2005 4:33 am
by falco1029
Well for one thing if it's supposed to be pure rp thats what text based rpgs are for. For instance, if you made a broken stick by messing up with a carpentry thing, rping wont make it more useful on a mummie than a normal one.

Re: Random events for jobs

Posted: Thu Feb 17, 2005 10:23 pm
by Estralis Seborian
Good work! I marked in green what we could implement now, yellow what is now not possible (but sounds good) and red what could require improvement / is not desired imho.

Everybody, feel free to add your own ideas!
falco1029 wrote:Carpentry:

Make damaged/broken item (but still usable for much less or different effect) ~1%*

Cut your hand, lose tiny bit of hp and pause work for a few seconds. ~3%*

Damages saw (instead of breaking, makes chance to make something less)~ .5%*

Drop wood (basically just places it near you, none lost) ~1.5% d

Make High quality item (functions better, less chance to break, weps would attack faster, ect)) ~.1%`


Lumberjacking:

Miss tree and hurt yourself (same as with cutting yourself above)~1%*

Tree falls on you upon cutting down (you get the wood, but you also get half your health gone) ~.1% a

You find that the tree is bigger than expected and get 2 logs~1% p

You find a nest of flies in there which then attack~.3%

Find "High Quality" wood, which gives a better chance to make a high quality item with it.~.25%


Herb Lore:

Find a scorpion (similar to the flies above, but only in desert)~.4%

Find an herb that doesnt normally grow there~1% p

Find "clumped" herbs (more than 1 at a time)~2%

Find irriating herb (like posion ivy that acts fast, makes you unable to work for a few second)~.5%

Find discarded gold (1 or 2) ~ .25% p


Smithing (either gold or iron):

Create misshapen object (same as for carpentry; either works not as well or for something different, like a bent sword being used as a concussion wep)~1%*

Create magic weapon (Only if you have skill with at least 5 runes)~.01%`

Create Masterwork item~.05%`

"Inspiration". For the next item you can choose one of the next skill level (next set of items), but with a lower chance than normal to succeed~.05% i

Half-produce (make only part of an item, which can later be used with the other part to make the whole thing) ~ .5% w


Mining:

Find gem or ore not usually found there (can happen in nonmine rocks as well) ~1.5% p

Find a golem~.001% (obviously not mean to happen often)

Cave in (hurts you and has a few rocks appear around you) ~.5%*

Crack rock open (spreads rock or gem found there around you)~.25% s

Find naturally carved gem (only for gem mines obviously ;) )~1%


Gem Carving (not as many things here, couldn't think of many):

Find uncarved gem on machine~.35% p

Jam grinder, has to be unjammed by someone with high strength~1%*


Farming (or peasantry, whatever it's called):

Grow weeds instead of wheat~1%* p i

Collapse from heat (temporary unable to work or move)~.5% w c for hotter months and 0% for cooler ones

Plants die~1%*

Bugs (flies I geuss) fly out after cutting wheat down~.25%

Demon spawns, grabs your wheat, and leaves~.000000001% (ok yeah this is a joke ;) )

Gathering wheat more effeiciently, thus getting more~.5%* i


Glass Blowing (same thing as the gem grinding, cant think of as many):

Create oddly shaped object (just looks different, nothing else really)~1%*

Create dangerous object (sharp edges, has a chance of hurting you upon usage)~.5%*

Ruin Wooden shovel (basically cause glass to solidify all over the shovel, making a weak concussion weapon)~.25%*d


Tailoring:

Create low quality item (basically messes up slightly making it, thus making the item less efficient)~1%*

Create High Quality item (opposite of above)~.25%`

Create small item, which will only fit halflings, dwarves, and such.~1%*

Mess up, creating a similar item that isn't as good (i.e boots-shoes, full hard leather armor-half hard leather armor)~1%*


Create Random item out of your material (random item creatable with that material of course)~.5%*


Baking:

Burn item (doesnt fill you up as much)~2%*

Undercook item (same as above)~3%*

Create Large item (fills you up more)~.5%`

Create similar item~.25% i

Create Sickening item (weak poison)~.25%*



Fishing:

Get pulled in, causes a pause in work~.25% s

Catch poisonous fish~1% p

Cause a lizard or some amphibious animal/monster to come out and attack out of annoyance~.1%

Catch random common item~1%

Get hook caught on something, thus needing it to be pulled out by someone strong, and then repaired by a carpenter~.25%*

Posted: Thu Feb 17, 2005 10:31 pm
by AlaineMilan
Hah, I waited all the time for the post from Estralis ^^
Some things are good, but I dont like that golem *frowns*

Posted: Thu Feb 17, 2005 10:44 pm
by Nilo
Ooh now that i read it ... I do like finding two at once.... but the things that attack you wouldn't be as good i dont think... I dont think the percentages are very good.... those percentages make it very rare for one of those to happen... and if we do put those in game, we might as well have them in there a lot...

But maybe I am thinking wrong about it. What is the percentage of breaking an axe/shovel/saw...etc ? (<--ps. dont apply to that unless you know :wink:)

Posted: Thu Feb 17, 2005 10:47 pm
by Dónal Mason
1%, I think. Please, please, PLEASE don't add the golem feature. Once news gets out that someone found a golem while mining, my character would be mining all hours of the day.

Posted: Thu Feb 17, 2005 10:49 pm
by Nilo
Ha ha ha that is true :lol:

and the scorpion thing... Noooo dont do that.

Posted: Thu Feb 17, 2005 10:58 pm
by falco1029
The golem should probably be even less than i put, I was a bit tired and such when I was making this. The monsters I have as low percent for a reason. It won't happen often. Think about it, what are the chances of finding a nest of hostile flies in a tree? About 3 out of 100 sounds reasonable. Plus if it was too high newer players would be discouraged from trying in fear that they'd be killed (not that flies are deadly but still).

I know some of them aren't implementable yet, and I know some would probably anger players more than help, I just put whatever popped into my head.

EDIT: hmm you know 1 out of 100,000 actually does seem reasonable for the golem. It would maybe happen once in a month at most, probably much less.

Posted: Fri Feb 18, 2005 4:16 am
by Garett Gwenour
I do not like implementing the monsters while working. Some people just want to be workers and dont want to carry armour or weapons while working. This would just promote fighting skills if it were implemented.
However, besides the monsters, I believe this is a fine proposal, the percentages are low and for good reason. With the time it takes to learn skills, it would be nice for something like that to happen rarely, if it happened to often it would get old.

Posted: Fri Feb 18, 2005 5:01 am
by falco1029
The monster percentages are lower than the others for the most part, and are meant to eb fairly realistic. There is no gauranteed safety when one works.

Posted: Fri Feb 18, 2005 7:42 am
by Adano Eles
Nobody says you have to fight. For some tasks you can't even carry armor with you. If you find something which you didn't want to find, drop everything and run for your life.

Posted: Fri Feb 18, 2005 12:55 pm
by Lennier
A new event (in connection with the proposal of a wall of fire): If you walk/jump over a campfire there is a little chance you or your clothes become damaged by the heat of the fire.

Posted: Fri Feb 18, 2005 1:08 pm
by Naybet Grint
With the monster type things it might be worth only triggering them if the resource gathering was successful, balancing the chances of it happening against the skill of the character. Although I personally don't like the idea at all. When you start out something like farming the profit margin is tiny, negative even initially. Combine that with an attack where you have to drop all your corn and flee the field (leaving the rest to rot) and farming will become entirely impossible to start a career in.

Posted: Fri Feb 18, 2005 1:10 pm
by Adano Eles
Lennier:

A small chance? Walking into a campfire should hurt, always. Not as much as magical flames though but it should hurt.

Posted: Fri Feb 18, 2005 2:17 pm
by Djironnyma
magical flams hurt? hu? *g*

...campfires should hurt if you walk in they, yes, but it often happend accidentally, so the dameged shouldn't be very high

Posted: Fri Feb 18, 2005 2:20 pm
by Adano Eles
If you put like ten of them on one spot they do hurt ;)

Yes, that's exactly what I meant. And actually, It would encourage players to take care not to walk into flames by accident that often, too ;)

Posted: Fri Feb 18, 2005 2:45 pm
by Amok BlackFang
I like the idea about the stone golem.. "Your hammer strikes the rocks. Suddenly the rock oppens it's eyes and rises ten feet above you :roll: . Your eyes pop out in fear as you quickly grab all your most needed of items and get the hell out of there :arrow: . " :lol:

Posted: Fri Feb 18, 2005 2:51 pm
by Irania
I don't understand the whole golam thing. Wouldn't it have to be REALLY strong? I mean it is stone, correct?

Posted: Fri Feb 18, 2005 3:08 pm
by Adano Eles
Yes.

However, the golem might be a bit too much. By definition golems are unliving images that were given life by magic rituals.

Just stumbling over one accidentally is a bit of a weird thought.

Posted: Fri Feb 18, 2005 3:23 pm
by Dónal Mason
Maybe there was an ancient cult of extremely powerful mages on the island hundreds of years ago.

And golems aren't really given life, really. More like the ability to move. Just think along the lines of a robot, except it's made of stone, and it's made by magic.

Posted: Fri Feb 18, 2005 3:28 pm
by Adano Eles
According to the Judean mythology a golem is a creature made from unliving material and then given life using the power of Gods true name. ;)

Encyclopedia Mythica

You see, we would have an almost unlimited number of sleeping golems on the island. It's a bit strange that there is rarely one seen who is awake.

Posted: Fri Feb 18, 2005 4:32 pm
by falco1029
I'm sure the golem would wake up if your hit it with a hamme ror tried digging it out with a shovel ;). As for the monster things, as I said, there would never be complete safety. And even for a beginning player they could probbaly beat one thing of flies with a tool even. Also as I said many times, the golem finding is low ON PURPOSE! Please dont repeat the same things over and over again thank you ;)

Posted: Fri Feb 18, 2005 5:45 pm
by Adano Eles
I think you misunderstood me. What I tried to sayis, if there's a good chance to stumble across some golem while digging, shouldn't there be a fairly high number of other golems not sleeping in our mines? They don't seem to be that common around here.

Posted: Fri Feb 18, 2005 7:07 pm
by Vindigan
The monsters attacking while you work is a good idea. It could make some "pure workers" bring a friend along to protect them :D

Posted: Sat Feb 19, 2005 12:39 pm
by falco1029
Adano Eles wrote:I think you misunderstood me. What I tried to sayis, if there's a good chance to stumble across some golem while digging, shouldn't there be a fairly high number of other golems not sleeping in our mines? They don't seem to be that common around here.

You'll note that it isn't a high chance. You are either messing with me or a moron, I'll assume the former.

Posted: Sat Feb 19, 2005 12:58 pm
by Estralis Seborian
Instead of discussing about a single point, can anyone add some ideas to the list, please?

I think random events are desired, let's find a big list of things that might happen. After that, we can choose what makes sense / is good for the game and what not.

The Golem is something I'd consider "not necessary", but it is possible from a technical point of view.

Posted: Sat Feb 19, 2005 1:22 pm
by Naybet Grint
Minor injury to your hand. Drop whatever you were holding and instead be holding an 'injury' item (like the 'occupied' item) which can't be dropped, or unequiped but that will go away after a short while.

Gain a lesser item where one exists (ie if making full leather armour, actually get half leather armour, or get a dagger instead of a sword).

Gain a better item where one exists (try to make half leather, get full leather).

Use up more of a resource than you meant to, for example if blowing a bottle have it take an extra handful of quartz sand from my inventory. If I don't have the extra handful, then simply fail.

On hard physical labour, get a back injury or somesuch, reducing your ability to carry things and/or your agility for a short while.

Hit yourself on the head and get mildly concussed, leading to reduced intelligence and perception for a while.

Magic use failure could have all sorts of fun/deadly effects (such as casting the spell at a different location, casting a different spell, draining all your mana, etc). Can't see how to do as much with potion making as you cant store that the potion made will be defective when it is used, but there's probably something nasty that could occur.