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Make Flight Rising better by sharing your ideas!
TOPIC | New Way to Earn Treasure: Job System
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It's a little weird to say that a dream gave me this idea, but after reading a post about the treasure economy being as unbalanced as it is, my subconscious apparently decided it was an issue it wanted to address.

Anyway, on to the idea:

In a lot of online/mobile games, there's a job system usually set up via a timed situation, such as 2, 4, 6 and 8 hour jobs that earn a set number of currency for that game.

My proposal is that Flight Rising have a similar setup for those who can't spend hours on the Fairgrounds or Coliseum due to jobs or otherwise. In addition, it would also have a randomized element to it in the form of a wheel-spin extra job.

Let me explain.

Each Flight has the things it's known for in the lore, such as Earth being archaeologists and historians, Wind being messengers and so on. The job idea would come from that lore, and each flight would have four (4) jobs that you can assign a dragon to for the length of time you so choose, with the 2, 4, 6 and 8 hour options being the basic idea here. Each time length would award increasing amounts of treasure for more time spent at 'work', such as 6000t for 2 hours, 12000t for 4, etc.

The jobs themselves would be simple image icons related to each job, similar to the way the different locales of each flight are portrayed on the map. Below them would be a drop-down box with the different times available for each, and then another for dragon assignment, possibly with the dragon in question being shown below the job when assigned.

In addition to said four jobs, there would also be a once-a-day fifth job, based around a random chance 'wheel' of sorts, that would have you assign one of your dragons to the job you land on.

The wheel would be divided between the "Mentor" dragons in the Trading Post (Baldwin, Swipp, Tomo, Crim, and Pinkerton) and would just have a general description for each job, such as helping Pinkerton swipe junk, or helping Crim organize her hoard.

The job time length would most likely be the same for each, as well as the treasure you'd earn, but there would be a random additional item included in the job depending on who you helped, and would be based around their own 'professions'.

In addition, with the exception of Specialty Scrolls, Battle Items, and Familiars, each item you get from the "Mentor" dragons would be at least a two or three-star rarity, which would give incentive to doing said job wheel. The once-a-day format would also prevent abuse of the system to be swimming in rare items.

For basic examples:
  • Baldwin would give you random alchemy ingredients,
  • Tomo would give out books or scrolls (typically "Other" items and very rarely Specialty scrolls),
  • Pinkerton would give out from the apparel, familiar, and battle items pools,
  • Swipp would give out apparel or familiars
  • Crim would give out materials and food.

The idea here is more that it would give players with limited active time on the game more ability to gain treasure, as well as be a neat thing for your dragons to be doing outside of the Coliseum.

It would also help out newer players in that it would provide more immediately useful items to them outside of "Gather Items" as well as a way for them to make more treasure just starting out.

It's not a perfectly thought-out idea, but I figured it was worth sharing, as I know that a lot of folks I talk to have trouble with having enough time to farm treasure in the games and such. It would also be neat to have the dragons in my Lair out doing something besides fighting all the time.
It's a little weird to say that a dream gave me this idea, but after reading a post about the treasure economy being as unbalanced as it is, my subconscious apparently decided it was an issue it wanted to address.

Anyway, on to the idea:

In a lot of online/mobile games, there's a job system usually set up via a timed situation, such as 2, 4, 6 and 8 hour jobs that earn a set number of currency for that game.

My proposal is that Flight Rising have a similar setup for those who can't spend hours on the Fairgrounds or Coliseum due to jobs or otherwise. In addition, it would also have a randomized element to it in the form of a wheel-spin extra job.

Let me explain.

Each Flight has the things it's known for in the lore, such as Earth being archaeologists and historians, Wind being messengers and so on. The job idea would come from that lore, and each flight would have four (4) jobs that you can assign a dragon to for the length of time you so choose, with the 2, 4, 6 and 8 hour options being the basic idea here. Each time length would award increasing amounts of treasure for more time spent at 'work', such as 6000t for 2 hours, 12000t for 4, etc.

The jobs themselves would be simple image icons related to each job, similar to the way the different locales of each flight are portrayed on the map. Below them would be a drop-down box with the different times available for each, and then another for dragon assignment, possibly with the dragon in question being shown below the job when assigned.

In addition to said four jobs, there would also be a once-a-day fifth job, based around a random chance 'wheel' of sorts, that would have you assign one of your dragons to the job you land on.

The wheel would be divided between the "Mentor" dragons in the Trading Post (Baldwin, Swipp, Tomo, Crim, and Pinkerton) and would just have a general description for each job, such as helping Pinkerton swipe junk, or helping Crim organize her hoard.

The job time length would most likely be the same for each, as well as the treasure you'd earn, but there would be a random additional item included in the job depending on who you helped, and would be based around their own 'professions'.

In addition, with the exception of Specialty Scrolls, Battle Items, and Familiars, each item you get from the "Mentor" dragons would be at least a two or three-star rarity, which would give incentive to doing said job wheel. The once-a-day format would also prevent abuse of the system to be swimming in rare items.

For basic examples:
  • Baldwin would give you random alchemy ingredients,
  • Tomo would give out books or scrolls (typically "Other" items and very rarely Specialty scrolls),
  • Pinkerton would give out from the apparel, familiar, and battle items pools,
  • Swipp would give out apparel or familiars
  • Crim would give out materials and food.

The idea here is more that it would give players with limited active time on the game more ability to gain treasure, as well as be a neat thing for your dragons to be doing outside of the Coliseum.

It would also help out newer players in that it would provide more immediately useful items to them outside of "Gather Items" as well as a way for them to make more treasure just starting out.

It's not a perfectly thought-out idea, but I figured it was worth sharing, as I know that a lot of folks I talk to have trouble with having enough time to farm treasure in the games and such. It would also be neat to have the dragons in my Lair out doing something besides fighting all the time.
@themintymonster

Wow I REALLY like this idea I mean, more stuff to do on the site? YES PLEASE. It also sounds like something that could potentially inspire some lore, which is always nice.

As for the hour long jobs, do you mean we do the jobs for hours straight?
@themintymonster

Wow I REALLY like this idea I mean, more stuff to do on the site? YES PLEASE. It also sounds like something that could potentially inspire some lore, which is always nice.

As for the hour long jobs, do you mean we do the jobs for hours straight?
I'd love ways to generate more treasure. Coli and Fairgrounds are kind of making me rip my hair out, at this point. (Can't get that dang Artifracture song out of my head...)

My only concern is the lack of involvement mentioned.

An idle way to make treasure would be nice, but what's the downside to placing your dragons in jobs? If there's not much of a downside beyond "haha can't use you in coli for a few hours", then players with a lot of time are still gonna use it, the value of treasure will go down, and it'll honestly be no different.

Instead, I propose a change: A several day "internship" where they work to make treasure, but they're relatively 'frozen' in terms of other gameplay (that is to say, Coli, breeding, trading, etc.)

It could also function like the nests do, in that you have to press a button, and then it would count as sending a dragon out to do work? Depending on the day's job you choose to take, it could last a different length of days and generate different income. Maybe have a max amount of working dragons at a time, too, so that it remains more balanced.

The concern of treasure losing value is something I feel might trip some folks up on this idea, and did kind of trip me up, but it'd probably be fine? I'm sure there are ways to balance out this idea.

So... Support.

(please pardon any flawed thinking or bad spelling/grammar!! pretty sick at the moment, if clarification is wanted i can try my best !!)
I'd love ways to generate more treasure. Coli and Fairgrounds are kind of making me rip my hair out, at this point. (Can't get that dang Artifracture song out of my head...)

My only concern is the lack of involvement mentioned.

An idle way to make treasure would be nice, but what's the downside to placing your dragons in jobs? If there's not much of a downside beyond "haha can't use you in coli for a few hours", then players with a lot of time are still gonna use it, the value of treasure will go down, and it'll honestly be no different.

Instead, I propose a change: A several day "internship" where they work to make treasure, but they're relatively 'frozen' in terms of other gameplay (that is to say, Coli, breeding, trading, etc.)

It could also function like the nests do, in that you have to press a button, and then it would count as sending a dragon out to do work? Depending on the day's job you choose to take, it could last a different length of days and generate different income. Maybe have a max amount of working dragons at a time, too, so that it remains more balanced.

The concern of treasure losing value is something I feel might trip some folks up on this idea, and did kind of trip me up, but it'd probably be fine? I'm sure there are ways to balance out this idea.

So... Support.

(please pardon any flawed thinking or bad spelling/grammar!! pretty sick at the moment, if clarification is wanted i can try my best !!)
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I have to say no support as-is, but there are opportunities here. This has so few barriers to use that everyone would be using it once or twice a day, and nothing would change.

In order for money to be worth something, it must be difficult to get. Suggestions aimed at decreasing the gap between those who put in a lot of effort and those who don't often fall prey to this. Easy treasure does nothing but cause inflation.

That said, I do like the lore opportunities. I would support this if it was more involved to use, but that contradicts part of the suggestion's purpose, which would be unfortunate.
I have to say no support as-is, but there are opportunities here. This has so few barriers to use that everyone would be using it once or twice a day, and nothing would change.

In order for money to be worth something, it must be difficult to get. Suggestions aimed at decreasing the gap between those who put in a lot of effort and those who don't often fall prey to this. Easy treasure does nothing but cause inflation.

That said, I do like the lore opportunities. I would support this if it was more involved to use, but that contradicts part of the suggestion's purpose, which would be unfortunate.
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I think this would be a great potential! I support :)
I think this would be a great potential! I support :)
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I will admit I skipped some of the OP, but here are my thoughts regarding what was replied to:

Idle jobs? No. A user can have, at most, three dragons in the coliseum at one time. A user can also have 197 dragons NOT in the coliseum at one time. This means that a user could give their 197 dragons jobs, gaining money doing so, while still leaving their coli dragons alone. Even if the number of jobs were limited to X dragons per day, that is still X dragons per day that EVERYONE could send out. Even giving restrictions, such as no-trade, no changing etc.. wouldn't work with the ability to have up to 200 dragons. (even having 15 dragons still leaves a lot of leeway as that is 15 dragons to choose which 5 are out of commission for however many days, leaving 10 dragons to use). Users can just have too many dragons for restrictions on the dragons to work. Instead it would need to have different restrictions, perhaps on the jobs themselves, or account wide restrictions.

Instead, Jobs should either be strictly lore only, leaving the gaining of treasure to other avenues, OR it should be something that requires user input. I know this is meant for casual players, but remember, what is put in place for casual players can be used by non-casual players as well. What this means is that, while casual players now are gaining more money, so are players who are using the fairgrounds and coliseum. Casual players would have more money, but everything in the AH would cost more in return and the MP would be even more quickly emptied as the gap between what people are willing to pay for the items and what the item costs in the MP widens.

The biggest problem is that there really is no way to decrease the gap between those who can put in a lot of time and/or effort and those who are more casual. I don't think I have seen any game yet that doesn't have this dichotomy. If you add things in for casual players to gain money, then those who aren't casual can use that same avenue to gain more money.

The second part is the availability of jobs. I feel that should jobs be allowed, then there shouldn't be restrictions on them. I mean, I am in water flight, but maybe my dragons have more lightning flight jobs. It would also be nice if people could perhaps 'create' their own jobs.

Here is what I mean (I read an idea like this on a different thread). You can choose from a list of prexisting jobs, which can give you various bonuses, or you can create your own jobs, by creating a name for said job, choosing a bonus for the job and then assigning the dragon to it.


I think one way to balance out a job system is really to make it less about treasure and more about items. So, for instance, if you have an Alchemist, they earn a small treasure amount, but instead get non-hoardsellable items, such as baldwin materials (the non-hoardsellable would mean that it would have to be sold to other players instead of being able to be hoard sold back to generate more treasure out of nothing) as their 'pay'. A 'tailor' dragon would get random apparel (perhaps exclusive to the job system, perhaps not). And so on. For the creating a job aspect of it, a user could choose to have a Chemist have an 'alchemist' bonus, while a Seamstress could have a 'tailor' bonus.
I will admit I skipped some of the OP, but here are my thoughts regarding what was replied to:

Idle jobs? No. A user can have, at most, three dragons in the coliseum at one time. A user can also have 197 dragons NOT in the coliseum at one time. This means that a user could give their 197 dragons jobs, gaining money doing so, while still leaving their coli dragons alone. Even if the number of jobs were limited to X dragons per day, that is still X dragons per day that EVERYONE could send out. Even giving restrictions, such as no-trade, no changing etc.. wouldn't work with the ability to have up to 200 dragons. (even having 15 dragons still leaves a lot of leeway as that is 15 dragons to choose which 5 are out of commission for however many days, leaving 10 dragons to use). Users can just have too many dragons for restrictions on the dragons to work. Instead it would need to have different restrictions, perhaps on the jobs themselves, or account wide restrictions.

Instead, Jobs should either be strictly lore only, leaving the gaining of treasure to other avenues, OR it should be something that requires user input. I know this is meant for casual players, but remember, what is put in place for casual players can be used by non-casual players as well. What this means is that, while casual players now are gaining more money, so are players who are using the fairgrounds and coliseum. Casual players would have more money, but everything in the AH would cost more in return and the MP would be even more quickly emptied as the gap between what people are willing to pay for the items and what the item costs in the MP widens.

The biggest problem is that there really is no way to decrease the gap between those who can put in a lot of time and/or effort and those who are more casual. I don't think I have seen any game yet that doesn't have this dichotomy. If you add things in for casual players to gain money, then those who aren't casual can use that same avenue to gain more money.

The second part is the availability of jobs. I feel that should jobs be allowed, then there shouldn't be restrictions on them. I mean, I am in water flight, but maybe my dragons have more lightning flight jobs. It would also be nice if people could perhaps 'create' their own jobs.

Here is what I mean (I read an idea like this on a different thread). You can choose from a list of prexisting jobs, which can give you various bonuses, or you can create your own jobs, by creating a name for said job, choosing a bonus for the job and then assigning the dragon to it.


I think one way to balance out a job system is really to make it less about treasure and more about items. So, for instance, if you have an Alchemist, they earn a small treasure amount, but instead get non-hoardsellable items, such as baldwin materials (the non-hoardsellable would mean that it would have to be sold to other players instead of being able to be hoard sold back to generate more treasure out of nothing) as their 'pay'. A 'tailor' dragon would get random apparel (perhaps exclusive to the job system, perhaps not). And so on. For the creating a job aspect of it, a user could choose to have a Chemist have an 'alchemist' bonus, while a Seamstress could have a 'tailor' bonus.

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It would be interesting to combine something like this with crafting - in order to do a certain job, a dragon would first need to train or study in that area. So you could spend book items to train an archivist, fabric items to train a tailor, and so on.
It would be interesting to combine something like this with crafting - in order to do a certain job, a dragon would first need to train or study in that area. So you could spend book items to train an archivist, fabric items to train a tailor, and so on.
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While some sort of crafting/job system would be interesting, I am against any "idle" treasure/gem generation, mostly because all other treasure/gem generation in this site require effort.

Coli/fairground? You need to spend time and do something. Doing things on AH? Time and effort. You're an artist? Time and skills. Buying gems? RL currency, which also needs time and effort to gain. If you could just leave a dragon for several days and you'd get treasure, how would FR pay for itself if everyone could just log in once a week to reset the job? While this kind of thing might work in other games, I do not think it fits FR.

However, I like the additional suggestion of getting (exclusive?) items via sending the dragons to jobs, especially if they would be multistep: like, send dragons to gather twigs for X time, build a hive for Y time, wait for Z time and receive a Swarm of Bees apparel.
While some sort of crafting/job system would be interesting, I am against any "idle" treasure/gem generation, mostly because all other treasure/gem generation in this site require effort.

Coli/fairground? You need to spend time and do something. Doing things on AH? Time and effort. You're an artist? Time and skills. Buying gems? RL currency, which also needs time and effort to gain. If you could just leave a dragon for several days and you'd get treasure, how would FR pay for itself if everyone could just log in once a week to reset the job? While this kind of thing might work in other games, I do not think it fits FR.

However, I like the additional suggestion of getting (exclusive?) items via sending the dragons to jobs, especially if they would be multistep: like, send dragons to gather twigs for X time, build a hive for Y time, wait for Z time and receive a Swarm of Bees apparel.
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But if it's just timed, you aren't doing anything for the treasure. You're literally just waiting for money. If everybody did that, treasure would pour into the game at an alarming rate and become devalued very quickly.
But if it's just timed, you aren't doing anything for the treasure. You're literally just waiting for money. If everybody did that, treasure would pour into the game at an alarming rate and become devalued very quickly.
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UK time. Sorry for timezone-related delays in responses. They/Them.
No support for any kind of "idle" aspect to FR. I like that it's not at all like the mobile trash flooding the market. Give me a game I can sink my teeth into. XD Basically, I agree with everything RedWillia said. Even the daily treasure bonus isn't truly free, you need to keep your dragons fed to get it.
No support for any kind of "idle" aspect to FR. I like that it's not at all like the mobile trash flooding the market. Give me a game I can sink my teeth into. XD Basically, I agree with everything RedWillia said. Even the daily treasure bonus isn't truly free, you need to keep your dragons fed to get it.
It takes Twelve Years for one Imperial pair to produce a Primal-eyed offspring of a specific sex. Goal-based breeding is dead.
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