No kingdom job? no …

 

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No kingdom job? no problem. Get a permit bum.



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Dembongo
(@dembongo)
Posts: 7
Eminent Member

Topic starter

 

The initial flow of currency on the server for a player isn’t bad, it’s terrible.

A character can acquire decent gear, Armor, Sword. At the beginning of their lifespan given they spend the starting allotment SMART, but the lifespan quickly becomes shop owners rushing to be the person that acquires that coin.

(I’ve done this myself before with my own character, and have stopped. I dislike the idea of selling at a minimum to be considered purchasable.)

(Because of the inherent thought that the player may not stick around, and this coin will be wasted.)

Generally uncaring for the character unless interesting rp takes place, which doesn’t happen often unless its a character considerably interesting, or one being brought up by another character harboring on mom and pop syndrome.

(Something I also find myself doing, not intentionally. But it comes to a point where the character genuinely can’t get engaged to the main rp as a whole, and must be circulated in by another character considerably more successful.)

I think at the baseline, a fix that encroaches on both the issues of people considering only selling at a minimum and players having their own lifespan expandable on their OWN. MORE SO, on new players own lifespans.  
                                                                                                               

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The big opening:

Court serves to provide information to the character, what’s also important and can be used within the court system and scribery as a whole. Actually a key element to new players being introduced to scribes. Permits. 

Make shops comparable to the permits the player buys, if a player has a permit associated to the shop. Make them capable of accessing it.

This I assume couldn’t be that difficult, if all player characters are notated for what permits they have already.

Since permits are large paths that expand on characters, there’s lots of options to be considered so- you won’t be seeing. Many of the same characters who are focally on one life path encroaching on others for the sake of coin.
(Unless the character pursues those life goals which leads to roleplay.)

Polo brought up a good point, that there can be many players that take on a grind like mentality. I am one of them and I can acknowledge that.

The easiest solution to a standpoint like this, would be introducing a weekly, daily, monthly OOC cap on silver. But ultimately, have it be something a player can work on in their own time that returns the investment of the permit. In which you could up the price of said permit, considering they are meant to work as a life path and not generally something everyone should be collecting.

But also trust in the player to be true to their character, and it would become clear quickly which characters are being influenced by a player heavily in regards to a thing like this if roleplay does not add up.

EXAMPLE:

Permit:20 silver.
Permit earning weekly capability: 3 silver.

With the examples pricing in mind.
Permit = six OOC weeks of character time associated to the permit. = character growth within the field actually comparable.= AT THE BARE MINIMUM, They break even and can consider more rp with this permit and path WHICH won’t lead to feeling like they WASTED time [Leave server.], silver. At the very least.

The longevity of the lifespan the character has with the associated permit skyrockets when they have a opportunity to make currency on their own. And when they believe it is a investment they can actively work on that benefits the character.

(I personally as it stands see people collect permits so they can do more things as a whole in pursuit of currency already. However, with something like shops being associated to them that can return the investment. You would invite players to choose more wisely and consider abit harder on their choice. Unless a character truly wants more permits. But in my opinion, make the cap global. Equal pay, equal opportunity. All permits cap and all sell-ability within the permits are shared. I,e I sell 1 silver worth of wood to the Lumbering area, with my lumbering permit. I can only make 1 silver now for that week in total from any other permit. since the cap is 2. This isn’t outright for older characters, but they can still minorly benefit from it. A character making an extra two silver a ooc week won’t impede anyone more than if that character has a passive job that they already don’t entirely interact with others on. This should be done with new characters in mind.)

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The big ending:

The shop can sell things associated to the permit, but very minor things that assist the new players baseline. Not directly impeding older players capability to sell unique items that skyrocket a characters potential. (Things like, hunter? tier 2 bow. A step above the free one given. Arrows of the same nature, Etc. For what the permits are in unique manners. Allow players to see emotes in yellow text that explain how their weapons function and operate, rather than relying on characters explaining it to them in terms that persuade them to upgrade.)

The shop can purchase baseline items with a cap sizeable to however much the permit is, and however long it should be believed to take to have a investment returned until it begins to slowly help the character. But that’s a hard pill to swallow, this is to help characters. Not harm them, it needs to be done with the thought that it will be a passive income that the character can work towards. Which only benefits the Kingdom technically.

I’m certain, something in this nature along these ideas can be taken seriously and agreed on by if not a majority of staff members. At least a few.

(A large amount of RP can come from things like this, events. Things associated to permits where staff can put out bounties for items that might sell for a little more than the usual weekly cap.)

This all takes a RPG like element. Sure, but its engaging and works well with roleplay in mind. In which it is in good fun.

This should be done with new players in mind, obviously lots of things like player shops can be brought up and specialties.
But this is a passive income, down size it however you may need to.
THESE SHOPS, DO NOT. REPLACE. PLAYER SHOPS.
These shops should be thought in mind to producing a form of income for the new character and a kickstart to a permit and lifepath.

I think, a great start. 

20 silver permits, 
2 silver global cap to earning.

2 silver a week capable of being earned with rp and mechanical work on the associated permit.

Rather than aimlessly wandering around to taverns hoping for a interaction, spending silver at a detriment.
 

This is a suggestion, I EXPECT, you all as staff to have better ideas and contradictions that can at the VERY LEAST. LEAD to something that can scratch this itch. I know it may not have worked out before, but keep moving forward! and with permits!! it can at the very least be built upon something already introduced!!!!!!.

I’m not expecting anything to come from this, but I HOPE, something grows from it.


 

Posted : 06/07/2025 6:40 pm

halomantis
(@halomantis)
Posts: 13
Member

 

I’m kinda confused reading this… So what something like the Pumpkin and Pestle could only sell five silver’s worth of things every month icly? I’m unsure on the point of a cap for work/services that requires permits, it seems strange to me


 

Posted : 07/07/2025 3:55 am

(@elder_futhark)
Posts: 14
Member

 

So from the explanation I got in VC, this is an idea to give a form of income for newer players.

Essentially it would allow them to get a permit to sell things to a specific shop, selling items they can acquire through effort. The idea is it would give them something to do to acquire coin. The idea is it would ensure they can have an income without needing to know people, since that’s difficult to find out when you’re starting out.

 

However, this runs into many issues:

  1. It removes an element of roleplay from a roleplay server.
  2. It suffers the same flaws as anyone would have when first joining; you’d have to know this was a thing in order to use it.
  3. In order to sell your items, the shop would have to be open. IE, you’d have to go to the shop anyways and thus interact with someone to sell what wares you have.

Functionally, this idea comes from a good place but would not fix the base issue, only adding another thing for people to potentially learn and use while coming with the weird downside of ignoring rp for the sake of selling items to a sign stall.

Fundamentally the only way to be less confused by things is to ask questions. Icly, and oocly. You can find other people and ask them questions and get answers. Oocly, we’ve multiple means to get questions answered for how to do things, and it’s not like people hesitate to give out good tips. It’s merely a matter of seeking that involvement, of knowing you can ask and are encouraged to do so.


 

Posted : 08/07/2025 6:29 am

(@midnightchan123)
Posts: 8
Active Member

 

I think this would be a good idea in a newer place, but falkvard and barkhamsted are already established so something like this would be a detriment to these cities….and the goal of the permit shouldn’t be to just giving a new player some silver on x amount of days, in a new city they should be used as potential investments in the town itself.

As someone who is technically “new” the hard part is finding ways to establish the character in general, you have to rely on shops to be open and people being willing to interact with someone who might not be used to the rp environment, ya’ll have to admit, Saphriel is pretty unique and it can be hard to find the information to make a character really tick icly, I noticed in other servers they had way more ooc information available, but I know that won’t work for Saphriel…..not only that, but court can be hard to attend, which as someone who works during court, can be hard to work with!

As such, I think Saphriel should develop a better information network and a central interaction based hub where that information can be accessed in server, maybe it could be a form of volunteering opportunity where people can get some kind of small reward for sending their character there to help with newcomers, maybe some kind of alchemy? nothing huge, but something that could be a small, silly effect that only lasts for a few minutes.

there just needs to be better opportunities for people to mingle with one another that doesn’t involve coin, in a way that promotes getting involved…….there is an 18+ con in my area that has a newbie auction, maybe when a new player joins those who have achieved some sort of milestone can gather and “bid” on the newcomer for a chance to show them around and integrate them? I dunno, at this point I’m just spit ballin.


 

Posted : 09/07/2025 12:21 am

(@abstractcloud)
Posts: 3
Member

 

Having the kingdom newspaper to recount court and stuff for a while was really helpful for that. It would be nice if someone IC started that up again.


 

Posted : 10/07/2025 7:46 pm

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