Occupation Changes/Additions
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After going through the list of occupations over on the wiki here recently, there were some suggestions I wanted to make regarding what I would like to see with both existing professions and future professions I would like to see in-game. I think it's worth noting that all of this is in my opinion, and would have to be tried and tested to ensure everything is properly balanced and fair for both gameplay and fun; there were several professions I either thought were fine as is/didn't know what additions could be made, and some I do not regularly play (such as Electrician, Engineer, and Metalworker), and as a result haven't addressed them to avoid accidentally extremely upsetting a balance. 

 

Feedback or suggestions for additional changes would be appreciated. :) 

 

Existing Professions:

Fire Officer - I think this profession should have additional points in strength and fitness due to the physical training required of firefighters; I'd also suggest experience in both first aid and blade. A change I'd suggest apart from skills would be to change the name from 'Fire Officer' to Firefighter, as in KY they are referred to as such and I don't believe I've ever heard anybody refer to firefighters here using the term 'Fire Officer'.

 

Spoiler

Instead of this:
Fire Officer
Major Skills:
Strength +1
Fitness +1
Sprinting +1
Starting Points: 0

 

Something similar to this:
Firefighter
Major Skills:
Strength +3
Fitness +2
Sprinting +1
First Aid +1
Blade +2
Starting Points: -2 or -4

 

Something I thought might be worth checking out that I found doing while doing some background research - regarding the Physical Agility Test overview for firefighter applicants in the Louisville Metro area that I think would warrant these increases to the profession's skills: https://louisvilleky.gov/sites/default/files/fire/documents/physical_fitness_prep_manual.pdf

 

Police Officer - For this, I would suggest minor additional experience in strength, along with minor experience in First Aid and minor experience in Blunt based on police training (baton, basic first aid training).

 

Spoiler

Instead of this:
Major Skills:
Aiming +3
Reloading +2
Nimble +1
Starting Points: -4

Something like this:
Major Skills:
Aiming +3
Reloading +2
Nimble +1
First Aid +1
Blunt +1
Strength +1
Starting Points: -6 or -8

 

Park Ranger - Park Ranger overall should be more similar to the Police Officer occupation, including more experience with firearms. Though requirements vary depending on the agency, rangers are federally commissioned law enforcement officers that act as the police force within the majority of national parks they work for. In Kentucky specifically, park rangers go through the Department of Criminal Justice Training and are certified law enforcement officers (https://docjt.ky.gov/) - they should carry the same equipment that a normal police officer would carry, including firearms.

 

Spoiler

Instead of this:

Major Skills:

Foraging +2

Trapping +2

Carpentry +1

Starting Points: -4


Something like this:

Major Skills:

Foraging +1

Trapping +1

Aiming +2

Reloading +1

Starting Points: -4

 

Lumberjack - Minor boosts in strength and blade maintenance.

 

Spoiler

Instead of this:

Major Skills:

Blade Accuracy +2

Strength +1

Perk: Axe Man

Starting Points: 0

 

Something like this:

Major Skills:

Blade Accuracy +2

Strength +2

Blade Maintenance +1

Perk: Axe Man

Starting Points: -2

 

Carpenter - Minor boost to experience in Blunt and Blunt Maintenance.

 

Spoiler

Instead of this:

Major Skills:

Carpentry +3

Starting Points: +2

 

Something like this:

Major Skills:

Carpentry +3

Blunt Maintenance +1

Blunt +1

Starting Points: 0

 

Veteran - As a profession by itself, I'd leave it as-is. An idea that's been tossed around before is that, rather than being a profession, Veteran should instead be a trait - something I think might be worth considering, such as with veterans who continue working in other areas of employment.  

 

New Professions:

There are several future professions I would like to see be implemented in the future not addressed by the wiki page, including the following:


(Ex)Convict - 'Current' or ex-convicts, with 'current' convicts spawning in relevant jails or correctional facilities, possibly minor firearms and melee experience (taking from TWD prisoners utilizing guards' weapons during the outbreak), with distinguishable orange inmate uniforms bearing black lettering, or orange uniform pants with white T-shirts (as seen with TWD prison population).

 

Corrections Officer - Similar to Police Officer with the ability to spawn in primarily correctional facilities/jails; should have unique uniforms (dark blue with badges & patches) and equipment, with experience in firearms and minor experience in first aid.

 

Reporter - As a reporter in the wrong place at the wrong time (evidenced by the news vans around town with vehicles), I think the Reporter occupation should spawn in with minor experience in Sneak, possibly minor experience in Sprinting, and possibly minor experience in aiming/reloading (harkening back to reporters carrying firearms in the book World War Z); I also think, given the nature of the occupation, reporters (along with other certain occupation groups, such as first responders) should be able to interact with other NPCs a bit more easily than other occupations might be.

 

Paramedic - A healthcare professional - predominantly in the pre-hospital and out-of-hospital environment, and working mainly as part of emergency medical services - should be accompanied by experience in First Aid, with a minor boost to strength and possibly nimble, with minor combat experience - distinguishable uniforms and equipment (such as medical supplies and radios) ought to accompany the occupation as well.

 

Spoiler

See the source image

 

See the source image

 

 

Military Soldier/Military Officer - These two particular occupations are mentioned on the list of planned occupations on the wiki - I did want to address these as I think they should instead be combined to created one occupation, 'Soldier' - active duty, separate from Veteran, though bearing marksmanship similar to if not better than Veteran.

 

On a somewhat separate note from skills but still tied to professions, I think the idea talked about here by Rockenbach regarding certain professions spawning in with job-specific items ought to be looked at again and reconsidered.

 

Spoiler

I'd advocate for this system in particular with both locations and equipment primarily in Survival/First Week scenarios, as I think it could lead to a large improvement in varying initial runs and starts of the game while providing (much-needed imo) incentives to trying out different professions.

Examples I'd have would be:

 

Police Officer -

  • Spawning at home with a uniform in the closet, equipment, and keys to both the house and the town's police department
  • Spawning next to a police cruiser in-uniform with equipment and keys
  • Spawning in a bloody police uniform in the police station with equipment and keys

 

Firefighter:

  • Spawning at home with keys to the house/fire department (which FD could depend on which the player is closest to, or if the chosen town has a FD)
  • Spawning at the FD in-uniform with keys/equipment (again depending on which the player is closest to, or if the chosen town has a FD)
  • Spawning in-uniform next to a FD vehicle with car keys/department keys

 

Paramedic:

  • Spawns in-uniform in hospital or clinic with equipment and keys
  • Spawns next to ambulance in-uniform with equipment and keys
  • Spawns at home with equipment and keys

 

I've heard this might be in to an extent already in regards to spawning in a certain location with a certain profession, but I think this could be taken quite a bit further with animations - this could apply to additional professions, and as a result I think there could be a large combination of possible scenarios to present players with. As Rockenbach said, many jobs would need to be nerfed, but it would be sensible to have them spawn in with something that fits their job.

 

I think it would also be worth looking at if occupations would be able to spawn in with either all of their supplies, or a random assortment (such as a police officer spawning in with either all, an assortment of, or none of the following - keys, baton, firearm, handcuffs, and ammo), leading into varied runs.

 

This could also work in tandem with NPCs further down the line - spawning in as certain profession with pre-existing coworkers/friends (i.e. a number of police officers starting out in a station or two officers starting out by a police car discussing what to do, or two paramedics with each other by an ambulance) - I think there could be a large amount of potential if these scenarios could be implemented.

 

I think having only uniform/similar beginnings (i.e. almost always starting out in a safehouse) overall leads to starting new runs being increasingly boring, and decreases the incentive to try out new professions/playstyles - rather than spawning in without a key to the house occasionally, I think utilizing a unique spawning system with professions designating players as important members of the chosen and infected pre-existing communities would allow for much more unique and fun gameplay overall.

 

Again, all of this is my opinion based off of what I believe should be in-game and what certain occupations should have; as said before, any feedback or suggestions for additional changes would be appreciated.

 

Things worth checking out:

List of current and planned future occupations (future occupations near the bottom of the page):  http://pzwiki.net/wiki/Occupation#Not_Implemented_Occupations

Job Specific Items thread by Rockenbach: https://theindiestone.com/forums/index.php?/topic/23384-job-specific-items/

 

Edited by Deputy

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Those are good ideas, I'd like to add a few:

 

Construction Worker - Just as Lumberjack comes with Axe Man, this profession could be a little more interesting with the addition of a similar trait, but for sledgehammers. A powerful weapon that needs to see more use against the hordes.

 

Farmer - Unlike carpentry or metalworking, farming levels are not a requisite to do anything in game (with the exception of mildew cure and insecticide spray recipes, that you can learn from a magazine), you can farm just as well with 0 levels if you need and you're experienced with how farming works. So this profession shouldn't cost the same as carpenter. That or give it a new trait to make it more interesting.

 

Metalworker - Many people agree that it isn't worth investing in metalworking when you compare it to carpentry right now. The profession costs more, I understand it gives you all recipes, but I have no idea why it needs recipes for building things when carpentry doesn't. Carpentry also gives you more things to build. So this is not just a problem with the profession but also with how the skill works in the game. Right now I'd say remove the recipe requirement, add build options (stairs) and lower profession cost. As an ideal though I'd say fix and enable the blacksmith code already in the game files, merging the skills (No way people are going to invest in 2 more skills just so they can make metal items). And then add at least one level to this profession.

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Excellent ideas. I think there are a lot of other occupations that could be implemented, such as:

 

  • Truck Driver
  • Factory Worker
  • Janitor
  • Exterminator
  • Lawyer
  • Pizza Deliveryman 
  • Postal Worker
  • Store Clerk
  • Lawyer
  • Banker
  • Teacher
  • Salesperson
  • Veterinarian 

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Yeah we definitely need to go into this stuff - with the prevailing thought being that it should hit alongside anims, 'character' spawns and such.

 

I'm not so sure about adding a bunch more but idea for refinement more than welcome. Thank you Deputy and co :)

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I think that the occupations titles need to be more general. So instead of Police officer you have something like 'Law Enforcement'.

This title would cover Police officer, sheriff, SWAT, Corrections Officer, etc. without creating a different  occupation for each. 

You would then add the appropriate 'Traits' to make them fit there role, possibly with unique occupational traits like- Firearms, Melee, Fitness, etc.

 

Other General titles-

Laborer (Construction Worker, Farmer, Lumber Jack.)

Trade (Carpenter, Plumper, Electrician.)

Health Care (Doctor, Nurse, Paramedic.)

Food (Chief, Burger flipper, Waiter)

 

  

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On ‎2‎/‎12‎/‎2018 at 7:59 PM, Brex said:

Also I love the idea of spawning as a convict in the prison, having to fight my way out and make my way to Rosewood in order to survive. 

 

Exactly. Having unique starting scenarios such as that with every occupation would (imo) be great to see, and would add much-needed variety to both professions and the game overall.

 

On ‎2‎/‎16‎/‎2018 at 3:03 AM, Trojan_Turps said:

I think that the occupations titles need to be more general. So instead of Police officer you have something like 'Law Enforcement'.

This title would cover Police officer, sheriff, SWAT, Corrections Officer, etc. without creating a different  occupation for each. 

You would then add the appropriate 'Traits' to make them fit there role, possibly with unique occupational traits like- Firearms, Melee, Fitness, etc.

 

Other General titles-

Laborer (Construction Worker, Farmer, Lumber Jack.)

Trade (Carpenter, Plumper, Electrician.)

Health Care (Doctor, Nurse, Paramedic.)

Food (Chief, Burger flipper, Waiter)

 

I don't agree with this. I think this would be stepping too far into generalizing occupations and limit whatever RPG-elements are already present - such as if I wanted to spawn in as a police officer, not a corrections officer in a prison - and would severely limit, not benefit, unique starts and playstyles. Concerning experience, those professions shouldn't be thrown together under those broad titles - a police officer/deputy sheriff would have much different experience and training than a corrections officer would, and both would/should be in different locations starting out (such as a police station versus a jail or prison). The same could go for your 'Health Care' division - a doctor, a nurse, and a paramedic would each have separate experiences, skills, and knowledge regarding their particular areas.

Overall, I wouldn't vouch for this system as I think it'd be far too vague and would hamper professions overall rather than help them.

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17 hours ago, Deputy said:

-snip-

I wouldn't vouch for this system as I think it'd be far too vague and would hamper professions overall rather than help them.

 

Ideally there would be a 100 plus professions  to choose from all with unique skills and traits. That would be great but probably not going to happen :( 

 

If you had 10 general titles each with unique trait sets to choose from you could create any job you could think of. 

I feel like having specific professions limits you to those specific jobs. (but it kind of doesn't because you could choose firefighter and Role Play as a Zoo keeper.)

 

I do feel like there should be a lot more spawn options. (these do not need to be attached to professions but could be?)

 

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2 hours ago, Trojan_Turps said:

 

Ideally there would be a 100 plus professions  to choose from all with unique skills and traits. That would be great but probably not going to happen :( 

 

If you had 10 general titles each with unique trait sets to choose from you could create any job you could think of. 

I feel like having specific professions limits you to those specific jobs. (but it kind of doesn't because you could choose firefighter and Role Play as a Zoo keeper.)

 

I do feel like there should be a lot more spawn options. (these do not need to be attached to professions but could be?)

 

 

Why would there be a zookeeper in the middle of rural Kentucky?

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On 2/18/2018 at 7:59 PM, Brex said:

 

Why would there be a zookeeper in the middle of rural Kentucky?

I think that the Louisville Zoo probably has some zookeepers???

 

On 2/15/2018 at 11:56 AM, Batsphinx said:

Yeah we definitely need to go into this stuff - with the prevailing thought being that it should hit alongside anims, 'character' spawns and such.

 

I'm not so sure about adding a bunch more but idea for refinement more than welcome. Thank you Deputy and co :)

I think that the starting skill level for professions should be much higher, maybe level 6-8. I don't want to be grinding First Aid if i'm a Doctor. i should be grinding carpentry etc.

 

At the moment choosing most professions only gives you a little head start in your specialist skill. This makes a lot of professions not worth choosing and they do not have much/any impact on your play style.  

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23 hours ago, Tails said:

Security guard occupation should at least have firearm  experience.

Having once worked in security, that's not something you require training for with the majority of contracts. Most security guards that you see don't pack much heat if any, or can even shoot.

Edited by Kim Jong Un

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