Aug 27, 2015, 12:57 AM
Hi everyone,
Today I made a woodcutting system. It's basic at the moment, but in the future I hope to expand it with more trees, more axe types, and integrate it with some elements of the crafting system.
It's our first truly passive way of making money. You simply cut down some pine timber, transport it to the lumberjack NPC (in industrial in both maps) and sell it. On both maps, the pine trees are sourced near to the lake. We decided to implement this because we had too many people simply using contraband, and those who did not enjoy aggressive roleplay were unable to make much money and quickly becoming bored. While this doesn't have as high a maximum profit as, say, an advanced meth farm or running a good casino, it is still very formidable.
The current basic axe has a 1/5 chance of getting timber, and can strike once every second. Each piece of timber sells for $100. This amounts to about 72k/hour on average , however, you have to account for travel times, which is why you can work in groups to organize transport and so on. Each piece of timber weighs 1.5, so you'll need to invest in pockets or make more frequent trips. As such, the true average will likely be somewhat lower than 72k/hour.
In future I want to add better axes, created by the crafting system. I also want to add some anti-botting elements, similar to Runescape; for example, there's a small chance you disturb a wasps' nest and it does you harm unless you run away.
I've been considering adding a mining system to complement this, but I'm not sure how well it would suit CityRP. What are your thoughts on this? Also, I'm looking to add more trees and perhaps move the NPC - where should these go?
It's been fairly popular already on v2d:
The basic axe can be bought from the miscellaneous inventory section.
In regards to the inevitable comments about the economy: I'm aware that this generates a fair amount of money fairly easily, but I think that's a good thing. We're not talking millions and millions here, but tens of thousands, and this is an injection we need to see. If players can't get money passively, they may not be inclined to roleplay.
Enjoy!
Today I made a woodcutting system. It's basic at the moment, but in the future I hope to expand it with more trees, more axe types, and integrate it with some elements of the crafting system.
It's our first truly passive way of making money. You simply cut down some pine timber, transport it to the lumberjack NPC (in industrial in both maps) and sell it. On both maps, the pine trees are sourced near to the lake. We decided to implement this because we had too many people simply using contraband, and those who did not enjoy aggressive roleplay were unable to make much money and quickly becoming bored. While this doesn't have as high a maximum profit as, say, an advanced meth farm or running a good casino, it is still very formidable.
The current basic axe has a 1/5 chance of getting timber, and can strike once every second. Each piece of timber sells for $100. This amounts to about 72k/hour on average , however, you have to account for travel times, which is why you can work in groups to organize transport and so on. Each piece of timber weighs 1.5, so you'll need to invest in pockets or make more frequent trips. As such, the true average will likely be somewhat lower than 72k/hour.
In future I want to add better axes, created by the crafting system. I also want to add some anti-botting elements, similar to Runescape; for example, there's a small chance you disturb a wasps' nest and it does you harm unless you run away.
I've been considering adding a mining system to complement this, but I'm not sure how well it would suit CityRP. What are your thoughts on this? Also, I'm looking to add more trees and perhaps move the NPC - where should these go?
It's been fairly popular already on v2d:
The basic axe can be bought from the miscellaneous inventory section.
In regards to the inevitable comments about the economy: I'm aware that this generates a fair amount of money fairly easily, but I think that's a good thing. We're not talking millions and millions here, but tens of thousands, and this is an injection we need to see. If players can't get money passively, they may not be inclined to roleplay.
Enjoy!