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Consolidate jobs #20
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Consolidating similar jobs reduces the total amount of maintenance for the Jobs plugin, since there are fewer jobs to maintain. Coalescing them around single actions additionally simplifies maintenance, and makes them more of a class specialization, which is what we want. It also fits into the server's lore, with the religion of Toolism in particular. Also, this is a unique opportunity to rename the jobs so they don't conflict with mcMMO's skills. This will avoid confusion between which is which. |
List of jobs I'm currently planning to have after the rework, in the order that they will appear in the file:
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We don't want to put any one action under multiple jobs, as this would make it possible to game the system by stacking overlapping jobs and doing the same action over and over to make insane amounts of money. |
Looks like a good list, but I have a few concerns. Hunter already gets paid for killing, so I don't think it needs to be paid for throwing harmful potions. In theory, those harmful potions would end up killing the target anyway, which pays the hunter. If your reasoning is that harmful potions are very expensive, then maybe it's worth considering. Also, there are a few things I might advocate for being under builder that aren't necessarily "blocks". Trip wire and red stone dust, for example. Not big deals, but if we're casting a vision for a perfect jobs future, I'd like to address that type of thing. |
Those are really good points. We should define Builder more-generally, then -- placing anything that isn't placed by the Farmer job. Also, very good point about throwing harmful potions. Let's just make throwing potions an Alchemist exclusive -- although I don't actually know that it's even possible to pay for that action, anyway.
Alchemist wasn't even originally on my radar, but I realized there was enough stuff to make a separate class, rather than just including it all under Crafter, which already gets so much. Plus, enchanting doesn't make sense for Crafting. Alchemist makes for a neat support class, both in combat and in basekeeping. |
@Middie321 Silas and I made the decision over Skype to be very literal about assigning blocks to jobs by which tool is used to break them. Beds, for example, are broken fastest with a pickaxe. While that's probably a bug in Vanilla Minecraft, until it is otherwise, we are going to follow suit and give it to the Miner job. Are you good with this? |
Yup that’s fine with me!
…On Tue, Jan 28, 2020 at 11:36 Miles B Huff ***@***.***> wrote:
@Middie321 <https://github.com/Middie321> Silas and I made the decision
over Skype to be very literal about assigning blocks to jobs by which tool
is used to break them. Beds, for example, are broken fastest with a
pickaxe. While that's probably a bug in Vanilla Minecraft, until it is
otherwise, we are going to follow suit and give it to the Miner job. Are
you good with this?
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Silas just double-checked, and apparently beds are broken fast with any tool. That makes it like glass, which is slow with any tool. I think in situations where blocks are fast or slow with every tool, we should make a subjective decision to fit them into just one job, since having the same block in multiple jobs would, as previously mentioned, be exploitable. In this particular case, I think the obvious course of action for these two blocks, is to have beds be Chopper, and glass be Miner. What do you guys think? |
A couple questions I have: Hunter:
Miner:
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Good questions. Hunter:
Miner:
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Woodcutter and Excavator seem rather lackluster and unrewarding. I can't see very many people being interested in them. My suggestion would be to consolidate the two into one as a sort of "over world miner" job. I ran it by Miles quickly and he suggested the name "Landscaper". Alone they don't seem good, but together, I could see people taking interest. |
Landscaper: Paid for breaking shovel-blocks with a shovel and axe-blocks with an axe. I think this makes sense to do. There is a lot you can gain by mining, but relatively little you can get with a shovel and an axe. Merging the two might make it properly worthwhile, like Miner or Crafter. It also, coincidentally, gives us a total of 8 jobs, which fits nicer in the UI than 9 jobs does. |
I like Landscaper! Back to farmer, should the action of breeding earn the breeder a small reward? It should be quite small though, since breeding is super easy and can be done in large quantity. Still, as an action that many farmers take, breeding should be included |
Breeding is already planned to be included in Farmer. Quote from above: Farmer: Paid for [...] breeding animals [...] |
I thought we would be moving player kills to be just Hunter, but it seems there was some disagreement on this. I think we should remove player kills from all but Hunter for the following reasons:
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I don't have a strong opinion either way, but PvP doesn't necessarily seem related to Hunter IMO. All jobs are "PvE" in style where other players aren't really involved. I thought it was fine to allow all jobs to be paid for PvP, where having multiple jobs just means you get paid more for PvP if you have a higher rank. Again, not a strong opinion either way. |
Currently, players lose a little money on death; I wonder if it would be possible to give that lost money to the PKer. I would prefer that to using Jobs for this purpose, and it would give the PKer a lot more money than they'd get from Jobs. It'd also make the world more dangerous, and make PKing worthwhile -- you could steal up to $1,000 per kill with our current lose-on-death settings. OTOH, maybe we don't want to encourage PvP? On that note, do we even want PvP outside of designated areas? |
I like the idea of open PvP in the wild, but I think in practice I don't like it lol. So yeah maybe you have a point |
I suppose the money taken could be limited. Maybe max $100/kill? That should be low-enough to keep friends from turning on each other. |
Pistons are broken by pickaxes in the 1.16 beta, so breaking them should go to the Miner job. Currently, in 1.14, they do not have a default tool. |
List of jobs I'm currently planning to have after the rework, in the order that they will appear in the file:
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@slankford @Middie321 Implemented in 27a9369. |
Jobs aren't well-balanced or evenly distributed. We use jobs as a kind of class mechanism on this server. I would like to make jobs match single actions -- so, all blocks that are broken with a pick pay the miner, and placing all non-farm block pays the builder.
This will eventually require job name changes, which will require a database update.
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