It's from your own post, I bolded and made the size bigger for you.
You did a pretty good job of completely missing what I said. Let me isolate the entire thought for you:
"or the danger rating of the job doubles
as a percentile chance"
I get enough risk from high-danger jobs to be very loathe to make them more unattractive for four-hour shifts. However, giving the danger aspect another use besides simply injuring the worker by stubbing his toe (or worse) isn't necessarily a bad thing and would take advantage of an existing variable, thus making it easier to program into the game.
Err, if you check my dueling record in W1, you can see I'm not a dueler by far. However, I believe a game is better if everyone has a role to play, rather than inbalance anyone.
I fully agree. It's when a player's forced to choose between his role and his class advantages that the problem begins. I said this elsewhere. If an adventurer or worker makes $33 on a two-hour job, then a dueller comes along and takes $11, the job only paid off $22. A dueller doing an honest days' work would make $24 or more off of the same job, thus the whole point of an adventurer or worker is lost. The two classes become invalid as their advantages are moot. They must either give up their job superiority to defend themselves and thus fall behind in income or they must put up with being "pimped" and fall behind in income that way. Yet these two classes exist for the purpose of non-combat income. So if you have a class who's advantage gives them less than a class without that "advantage", is it really an advantage?
Duelers have problems of their own, until you try or have friends who are very successful duelers, you don't know the difficulty they are facing. More than one of my dueler friend told me if I can consistently get $500 / day income without premium and can also gain exp at the same time, they'll probably switch to working instead. Some top level worker with premium are earning insane amount of money a day.
Every town I belong to (five total) has their own duellers. Perhaps their levels are all too small to run into this sort of problem, or perhaps they've found an exception. The rules of conduct they generally follow have thus far done nothing to prevent them from continuing to duel successfully:
1. They buy good mounts and often travel far to find opponents without complaint.
2. If a member of our town who's not a fighter is attacked, then we go to war against the offending town, providing plenty of fair game for our fighters.
3. Town alliances give us an even largert range of targets, as attacking an allied town is synonymous with attacking us.
A good fighter will always have targets to fight. It's perfectly acceptable to fire at will during a war, and in peacetime, the fighter
should have the best mount they can buy and be travelling all over, using the duelling ranks as a roadmap. It takes a lot of time, yes. But in the end, they gain far more from pursuing their own class than targetting non-fighters who'll eventually just give up or (as you pointed out) leave town for good. Worst case scenario: constant victimisation could end up leading to a shortage of non-fighters as people will simply start quitting the game and/or cease to participate in towns. And then everybody suffers