PlaneShift
Gameplay => Wish list => Topic started by: r.guppy on February 20, 2006, 09:31:43 pm
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1. On death you get a box appears asking you to tick a box.
A. Loss of 1000 tria.
B. Loss of half your PP.
C. Loss of weapon or equipment. [1 item]
D. for new answer a question on game. [within one month]
2. Trainers.
A. Each town has a arena, with a second tier for trainers of weapons. Each room has five trainers in a skill. [same skill all levels]
B Outside each Town a magi academy. Six rooms. Two trainers in each room. [same skill all levels]
C. Suggest mock training [animation] to simulate training, and one click to train level. [ Provided you have right amount of tria and PP]
3. Master forge for smithy skills. [suggested place Hyddla]
4. Alchemy and Herbal school. A master in each. [suggested place Hyddla]
5. Training mine. one master miner. [suggested place magic shop]
6. L/M/Heavy armor trainers in arena, a room in second tier.
7. Guilds have a master Trainer. [NPC] placed in their guild Building [when they get one] trains all magic and weapons skills, all levels.
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1) http://www.planeshift3d.com/wbboard/thread.php?threadid=17798&boardid=11&styleid=4
2) You want an arena and a magic school for every city? Realism?
It sounds as if you were tired of searching the right people to have a training, so there should be trainers EVERYWHERE. This idea is just good for nothing.
3) about the death penalty: see 1) and post to a related thread!
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#7 makes no sense without further explanations. (Why?)
#6 is related to #2
#5 also makes no sense without further explanations (why one master miner? Isn\'t Harnquist one already?).
#4 isn\'t convincing enough - why would be need entire schools instead of trainers right now? How will a school/academy work?
#3 is weird - Harnquist already has a forge in Hydlaa, and once smithy skills are introducted, there will be a trainer for \'em.
#2 - I really hate towns all cut out of the same mold. I want variety. Once we know how every town in the entire world is laid out, it gets boring, and feels like you\'re in the same city throughout the whole of Yliakum - regardless of the different architecture.
#1 also isn\'t convincing without a further discussion. Why those choices? How will they work? Obviously one may be ridiculously conveniently better for a certain character than another, and won\'t be fair at all. Upon death, you\'ll go to the DR and things will occur there - not in a box, especially not if it involves answering a question, solving a riddle, etc.
Detail detail detail :) Feed us.
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By VMann
It sounds as if you were tired of searching the right people to have a training, so there should be trainers EVERYWHERE. This idea is just good for nothing.
No not at all i am 15 short of max on axe, 8 short of max blue way, all the rest i have Maxed. [ALL stats and skills]
The idea was to have a common place to train, to STOP the moaners saying why have you got you swords drawn in town.
The reason i have my swords or axe drawn in town is to train. It stands to reason you need a axe in hand or sword to train it, so before moaning about you got a weapons try asking why, or assume they are training.
By Karyuu
#7 makes no sense without further explanations. (Why?)
#6 is related to #2
#5 also makes no sense without further explanations (why one master miner? Isn\'t Harnquist one already?).
#4 isn\'t convincing enough - why would be need entire schools instead of trainers right now? How will a school/academy work?
#3 is weird - Harnquist already has a forge in Hydlaa, and once smithy skills are introducted, there will be a trainer for \'em.
#2 - I really hate towns all cut out of the same mold. I want variety. Once we know how every town in the entire world is laid out, it gets boring, and feels like you\'re in the same city throughout the whole of Yliakum - regardless of the different architecture.
#1 also isn\'t convincing without a further discussion. Why those choices? How will they work? Obviously one may be ridiculously conveniently better for a certain character than another, and won\'t be fair at all. Upon death, you\'ll go to the DR and things will occur there - not in a box, especially not if it involves answering a question, solving a riddle, etc.
Detail detail detail :) Feed us.
7. Is just a extra for guilds. [A bonus if you like for guilds] So members of a guild can train.
6. True same category, but felt it was a separate skill.
5. It was to free up Harnquist and to add a bit of realism.
4. The main reason was to centralize trainers in a certain skill and remove the need to have weapons drown in towns.
3. This again is to me not realistic to have on man do all that he does [skills to train] and run a shop. Also his little forge would not be capable of training all smithy skills. Repair weapons repair amour, and i intended for making weapons and items also to be included in this. i meant to edit Hyddla for Ojaveda as that is were the means to make weapons and items is planed to be. [so i believe]
2. Yes i agree but until flying [ridder mounts] and teleport is introduced it would make more sense to have a main area for training in each city or town. As in Hyddla these would be outside town limits, were posable. As i fell these are at the moment the main things to do skill wise, and most players would benefit from it in the short term.
1. This is to give you a chose as to the penalty you get when you die. Also when the game is ready for version one, this will be a good way to get ride of your vast amounts of PP.
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Originally posted by r.guppy
7. Is just a extra for guilds. [A bonus if you like for guilds] So members of a guild can train.
No, there is no realism in this at all. So a random trainer of all skills (which you argued against in your post as well) suddenly comes over to live in a guild house and trains all members, even when there are (supposedly) arenas and training centers? Again, makes no sense :P
The main reason was to centralize trainers in a certain skill and remove the need to have weapons drown in towns.
#4 dealt with Alchemy and Herbal schools :P What does that have to do with weapons?
2. Yes i agree but until flying [ridder mounts] and teleport is introduced it would make more sense to have a main area for training in each city or town. As in Hyddla these would be outside town limits, were posable. As i fell these are at the moment the main things to do skill wise, and most players would benefit from it in the short term.
A short term modeling and coding of arenas and training centers and magic schools is sure a heck of a lot of effort, for something supposedly short term. Besides, not every town is supposed to be a convenient little center of everything. Yes you will have to walk further, yes it might take a lot of time, but it will be far more realistic than have every single town provide exactly the same resources. This still gets a no from me.
This is to give you a chose as to the penalty you get when you die. Also when the game is ready for version one, this will be a good way to get ride of your vast amounts of PP.
When this game is ready for version 1, vast amounts of PP won\'t be a problem ;) I\'m wondering why you chose the penalties you chose - your reasoning behind them - especially since after training, a character may have only a few PPs they wouldn\'t mind losing instead of any of the other choices. It doesn\'t seem balanced to me. But what this your aim?
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Well, it would be a problem, actually. Say it takes about five points to train a sword for a newbie; That newbie trains on rats, gaining 40 Experience Points for each kill. Now, if that newbie dies, they would be losing 2.5 points, which at 40 Experience Points per kill, would take a long time to gain back. Someone of a higher level would also have the same problem. They have about 2000 PPs, and they train on Trepors, which give 2 each. Now that I mention it, this is a worse problem. If they die, and lose 1000 PPs, which is half, it would take them 500 Trepor kills to gain those back. The punishment seems balanced to me.
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Originally posted by r.guppy
7. Is just a extra for guilds. [A bonus if you like for guilds] So members of a guild can train.
By Karyuu
No, there is no realism in this at all. So a random trainer of all skills (which you argued against in your post as well) suddenly comes over to live in a guild house and trains all members, even when there are (supposedly) arenas and training centers? Again, makes no sense :P
This is set in a Medieval time, so yes it would be realistic for a guild to have there own master trainer.
2. Yes i agree but until flying [ridder mounts] and teleport is introduced it would make more sense to have a main area for training in each city or town. As in Hyddla these would be outside town limits, were posable. As i fell these are at the moment the main things to do skill wise, and most players would benefit from it in the short term.
A short term modeling and coding of arenas and training centers and magic schools is sure a heck of a lot of effort, for something supposedly short term. Besides, not every town is supposed to be a convenient little center of everything. Yes you will have to walk further, yes it might take a lot of time, but it will be far more realistic than have every single town provide exactly the same resources. This still gets a no from me.
Once these are in place as new skills become available thy can be recoded for example [music school anglers club.] I hoped the Magic schools would remain as it would be more real to have them trained out of town.
When this game is ready for version 1, vast amounts of PP won\'t be a problem ;) I\'m wondering why you chose the penalties you chose - your reasoning behind them - especially since after training, a character may have only a few PPs they wouldn\'t mind losing instead of any of the other choices. It doesn\'t seem balanced to me. But what this your aim?
It will be a problem because when you are at that stag, once you have trained all that is posable to train, there is at moment no way of getting rid of them. But that is not the main reason, it is to give you a say in what you loss.
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Originally posted by r.guppy
1. On death you get a box appears asking you to tick a box.
A. Loss of 1000 tria.
B. Loss of half your PP.
C. Loss of weapon or equipment. [1 item]
D. for new answer a question on game. [within one month]
2. Trainers.
A. Each town has a arena, with a second tier for trainers of weapons. Each room has five trainers in a skill. [same skill all levels]
B Outside each Town a magi academy. Six rooms. Two trainers in each room. [same skill all levels]
C. Suggest mock training [animation] to simulate training, and one click to train level. [ Provided you have right amount of tria and PP]
3. Master forge for smithy skills. [suggested place Hyddla]
4. Alchemy and Herbal school. A master in each. [suggested place Hyddla]
5. Training mine. one master miner. [suggested place magic shop]
6. L/M/Heavy armor trainers in arena, a room in second tier.
7. Guilds have a master Trainer. [NPC] placed in their guild Building [when they get one] trains all magic and weapons skills, all levels.
no it would ruin a perfectly good time
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Originally posted by r.guppy
This is set in a Medieval time, so yes it would be realistic for a guild to have there own master trainer.
I fail to see that ;) Did all guilds in the medieval times have their own personal trainers of all skills? High guild members may teach their own lower members what they have learned, and player-to-player training has been proposed and discussed before, but a completely separate all-skill NPC trainer in each guild house is not a realistic proposal.
Once these are in place as new skills become available thy can be recoded for example [music school anglers club.] I hoped the Magic schools would remain as it would be more real to have them trained out of town.
Let\'s not get too off track - I was replying about your idea concerning every town having an arena and every town having a nearby magic school. I said that this was too convenient and unrealistic.
It will be a problem because when you are at that stag, once you have trained all that is posable to train, there is at moment no way of getting rid of them. But that is not the main reason, it is to give you a say in what you loss.
When you are at a stage when you have trained all that is possible to train, losing PP won\'t matter at all. So again I fail to see, from your arguments, how this would punish someone. Yes if would be nice to have a say in what you lose, but it would be a lot nicer if you can lose it through more RP in-game mechanics, such as sacrificing an item to an actual DR God or entity, being actually sapped of energy (or PP), actually talking to a DR NPC and solving a riddle of answering a question, etc. A simple box just isn\'t enough.
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Originally posted by r.guppy
1. On death you get a box appears asking you to tick a box.
A. Loss of 1000 tria.
B. Loss of half your PP.
C. Loss of weapon or equipment. [1 item]
D. for new answer a question on game. [within one month]
... No comment
Originally posted by r.guppy
2. Trainers.
A. Each town has a arena, with a second tier for trainers of weapons. Each room has five trainers in a skill. [same skill all levels]
B Outside each Town a magi academy. Six rooms. Two trainers in each room. [same skill all levels]
C. Suggest mock training [animation] to simulate training, and one click to train level. [ Provided you have right amount of tria and PP]
So everyone in this world is freakin awesome!!! Every city has people that master EVERY SKILL IN THE WORLD!!! How great!, now all cities will have a great reputation because they have masters and the others don\'t.... oh, wait...
Training animation could be cool though. And I agree, you should be able to train each level\'s knowledge all at once if you had the necesary PPs and tria, rather than clicking for every single PP.
Originally posted by r.guppy
3. Master forge for smithy skills. [suggested place Hyddla]
Eventually it\'ll come.
Originally posted by r.guppy
4. Alchemy and Herbal school. A master in each. [suggested place Hyddla]
A good thing to have, Alchemy schools and Herbal schools. It\'d be ok to have schools in most cities, but Masters should be harder to find.
Originally posted by r.guppy
5. Training mine. one master miner. [suggested place magic shop]
Yeah, I thought Harnquist was the one. It\'d be cool to have a mining town and have a master miner work (or live, if retired) near there, but still, not so easy to find.
Originally posted by r.guppy
6. L/M/Heavy armor trainers in arena, a room in second tier.
I am strongly against trainers in arena. Why would someone go to the arena to teach the theoretical knowledge of any skill in a place where you\'re supposed to train the practical aspects.
Originally posted by r.guppy
7. Guilds have a master Trainer. [NPC] placed in their guild Building [when they get one] trains all magic and weapons skills, all levels.
Oh, so it would definitely make sense to have a dark way master in the Guild of Baker\'s. Remember, Guilds aren\'t societies meant for ultimate power (ok, some might, but it wouldnt make sense to have master Cooks in them, now, would it. Same thing), they\'re organizations where people with similar jobs, skills or goals gather to help each other. It would make sense to have a trainer who could train guild members to the highest skill level existent inside the guild, so if you\'re a guild of mercenaries specialized in sword fightig, sure, have someone who can train guild members, to make them stronger, but only as far as the most able guild member is skilled. Say you\'re the leader of that guild, and your sword skill is lvl 10, then you can surely train someone who will take care of training newcomers to make your guild stronger, but I ask, could you train him to a higher level? I don\'t think so, so it doesn\'t make sense to have a master trainer, unless there are masters inside the guild, as well as it wouldn\'t make sense to have Master Jewlers in an Alchemist\'s guild. I hope I made mi point clear, and not to confusing, as it sometimes happens.
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1. On death you get a box appears asking you to tick a box.
A. Loss of 1000 tria.
This can be role played as a thief stealing your purse, for example, or you find you have lost your tria through a hole in your pouch.
B. Loss of half your PP.
This can be due to a fall and you lost part of your memory, or a blow from a Karcass fight, same thing, a blow to head renders you with partial memory loss.
C. Loss of weapon or equipment. [1 item]
Again through theft or an offering to the gods for a safe passage out and back to the real world.
D. for new answer a question on game. [within one month]
You are incouraged to read the players guide so you should know a few basic things.
2. Trainers.
A. Each town has an arena, with a second tier for trainers of weapons. Each room has five trainers in a skill. [same skill all levels]
This is intended as a temporary solution for all cities towns, except one. to A. cut out need for weapons drawn in cities or towns. B. Also till we have a faster means of getting to each place. These could be changed to eg. archery school etc or relocated or deleted.
B Outside each Town a magi academy. Six rooms. Two trainers in each room. [same skill all levels]
I feel this is a must as there will be a need to practice as you learn your skill and in a populated areas it would be very dangerous to cast spells.Also i accept that it would not be realistic to train all levels, so each school trains different levels.
C. Suggest mock training [animation] to simulate training, and one click to train level. [ Provided you have right amount of tria and PP]
3. Master forge for smithy skills. [suggested place Ojaveda]
This i feel is not too much to ask as the two existing smithys had to train somewhere themselves.
4. Alchemy and Herbal school. A master in each. [suggested place Hyddla]
On reflection i would place this at the magic shop as it would be handy for Levrus, and he has a lab in his basment.
5. Training mine. one master miner. [suggested place near magic shop]
This way it can be done both at once, train and practice. I like the idea of a retired old miner in charge. [ Also the gold could be shared with trainer as payment and a stake for the new to begin.
6. L/M/Heavy armor trainers in arena, a room in second tier.
This too in arena second tier.
7. Guilds have a master Trainer. [NPC] placed in their guild Building [when they get one] trains all magic and weapons skills, all levels.
Depending on what your guild does a master trainer. This is just a bonus for guilds. Or it could be a way for guilds to make Tria. [money] If the master has the say top 5 levels in a chosen skill. or Stat.
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Janner, you have already explained :) Your job now is to convince. I don\'t see most of those ideas (particularly the ones I\'ve commented on several times) as necessary, or well-formed.
Please answer my following questions:
1. Wouldn\'t it be better to have a death penalty actually played out in the Death Realm, instead of choosing your penalty from a box?
2. Modeling separate arenas for each town is again a lot of effort for a temporary solution - and they will have to be different, because reusing the same arena design over and over is just plain boring. Do you think this is actually worth it? Do you think this will add any variety to the towns of Yliakum at all?
3. Do you feel that the same design used over and over for a magic school outside every town will provide anything interesting to players besides skills? How will the exact same architecture be explained throughout every town, and the world? Do we have a band of wandering builders?
4. What is the RP explanation for a guild \"owning\" a master trainer?
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Originally posted by r.guppy
7. Guilds have a master Trainer. [NPC] placed in their guild Building [when they get one] trains all magic and weapons skills, all levels.
I haven\'t seen any good ideas.... this one in particular is just plain bad. Why? What\'s the justification for it?
\"Hey, we\'re the best guild with all the leet exploits! Join us and you\'ll get a free sword, a million trias, and access to our guild trainer!\"
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Here are my thoughts on the ideas in response to Karyuu\'s questions.
1. A DR quest or task to get out sounds great but it wouldn\'t be practical now - too many deaths to falling through floor and so on. I think i read somewhere that \'they\' were going to expand the death realm so that you could have \'life\' there. :P
2. In all honesty i don\'t think an arena in every town would be real. It would not suite the demographics of some cities to be i.e. the lemurs or xacha would probably have a library the size of the Hydlaa arena. I think the intent of the Ylaans was to have a race similar to us, and so i think the arena in hydlaa is quite plausible.
3. Karyuu also has a good point here. In the player guide it says that farmers and warriors are happy to see Wizards of the white way because of their healing skills, but general people regard them as a bad omen. I think there should only be one magic academy as such if any, and that should be near one of the temples.
4. In my opinion what would be ideal is a balanced system where characters of a certain level can train lower level characters in any skill. This would let experienced tradesmen/warriors earn a living through teaching. However, this has obvious problems like players becoming insanely rich. This could be countered by some role-playing where characters can turn down certain pupils. Perhaps a job for GMs or certain players who have been about for awhile, noted RPs, or people with yay many advisor points?
my 2 tria (or 4 :P)
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Huzzah, someone answered :)
Originally posted by Nyramael
1. A DR quest or task to get out sounds great but it wouldn\'t be practical now - too many deaths to falling through floor and so on. I think i read somewhere that \'they\' were going to expand the death realm so that you could have \'life\' there. :P
Indeed, I found myself sharing this info frequently ;) Real DR penalties just aren\'t an option until everything else is more stable - otherwise there will be just too many complaints to handle about bugs, and things won\'t be enjoyable at all. However, discussing some future-but-not-too-far-away ideas is pretty harmless.
Agreed with the middle two responses, and:
4. In my opinion what would be ideal is a balanced system where characters of a certain level can train lower level characters in any skill. This would let experienced tradesmen/warriors earn a living through teaching.
Player-to-player training has been proposed, and generally well-liked. If I can just hunt down some previous threads.... Ah, here we are.
Player training thought out a bit more (http://planeshift3d.com/wbboard/thread.php?threadid=20928&boardid=11)
Training by PCs (http://planeshift3d.com/wbboard/thread.php?threadid=17920&boardid=11)
Player Training (http://planeshift3d.com/wbboard/thread.php?threadid=13701&boardid=11)
If you\'re interested, there are some tasty bits sprinkled throughout the threads.
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1. Wouldn\'t it be better to have a death penalty actually played out in the Death Realm, instead of choosing your penalty from a box?
After ticking box you Role-play the outcome i posted a few suggestions for this.
[2. Modeling separate arenas for each town is again a lot of effort for a temporary solution - and they will have to be different, because reusing the same arena design over and over is just plain boring. Do you think this is actually worth it? Do you think this will add any variety to the towns of Yliakum at all?
The buildings don\'t have to be the same in design. [If this is easy for Devs to do] Being the same would make it recognizable for what it is.
3. Do you feel that the same design used over and over for a magic school outside every town will provide anything interesting to players besides skills? How will the exact same architecture be explained throughout every town, and the world? Do we have a band of wandering builders?
The buildings don\'t have to be the same in design. [If this is easy for Devs to do] Being the same would make it recognizable for what it is.
4. What is the RP explanation for a guild \"owning\" a master trainer?
I have said this is just a bonus for guilds. RP reson is for master trainer. Depending on your guild role you would benefit from his ability to train your guild, and for a set small fee, non guild members can benefit from his training. As it is not possible at moment for player to teach player, this is the next best thing.
PS I have redone my original list to reflect the comments received so far.
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i don\'t mean to turn this thread in the direction of player training and reignite the debate, but ...
what if we had a seperate skill in training that was provided by an NPC? Not all characters would be competent teachers. Teachers get taught how to teach. So then a player who wanted to teach would develope skill in teaching and the skill he wants to teach. That way a teacher would have had to put his own PP and tria into learning how to teach (which should make him very poor) and so he would be less likely to give away free lessons. Guilds could then \'employ\' teachers and fund them to train their members which would be mutually beneficial. that way \'teachers\' can go on strike and demand pay-rises and apply for jobs in other guilds?
edit: Practice points would be obtained by succesfully teaching someone one training session, and the level to which they can teach would be governed by their own skill in the skill and in teaching
How does that sound?
PS: pardon the bad spelling - it\'s late. :P
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Originally posted by r.guppy
After ticking box you Role-play the outcome i posted a few suggestions for this.
Roleplaying the outcomes yourself and having the game give you actual RP situations instead of a box is much more preferrable.
The buildings don\'t have to be the same in design. [If this is easy for Devs to do] Being the same would make it recognizable for what it is.
Janner, I urge you to make a 2D design of an arena, then a 3D model of it, then texture it, make it CS/PS compatible, and then make about 10 more ;) Come back and tell me how easy you think it is. If it were indeed so simple, we would have about twenty more towns than we do right now. And all the player models. And a few hundred monster NPCs.
This is not an option for a \"short term\" solution. Whenever modeling is involved, it\'s not short term. It\'s permanent.
Being the same would be recognizable, but it would be boring first. This still gets a no from me.
I have said this is just a bonus for guilds.
Guilds could have automatic pets as a bonus. But why?
RP reson is for master trainer. Depending on your guild role you would benefit from his ability to train your guild, and for a set small fee, non guild members can benefit from his training. As it is not possible at moment for player to teach player, this is the next best thing.
No, the next best thing is actually finding a trainer that trains your skill, and gain the theoretical knowledge realistically. You haven\'t explained anything about how every guild would get this seemingly random NPC trainer. Every NPC, just like every single player character in PlaneShift, needs a story.
*edit* Nyramael, I rather like it :) Maybe you could develop your idea further and post it in one of the newer Player Training threads, if it hasn\'t already been poked at?
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thanks for the thumbs up i might go persue that now ;)
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Originally posted by Karyuu
Originally posted by r.guppy
After ticking box you Role-play the outcome i posted a few suggestions for this.
Roleplaying the outcomes yourself and having the game give you actual RP situations instead of a box is much more preferrable.
OK I think you are missing the point. We have been told there will be a punishment. So instead of a fixed one, i am suggesting 4 possible options. which after making a choice you RP the outcome your own way.I understand your objection to a box, so whot do you suggest for giving player a choice?
Originally posted by Karyuu
The buildings don\'t have to be the same in design. [IF this is easy for Devs to do] Being the same would make it recognizable for what it is.
Janner, I urge you to make a 2D design of an arena, then a 3D model of it, then texture it, make it CS/PS compatible, and then make about 10 more ;) Come back and tell me how easy you think it is. If it were indeed so simple, we would have about twenty more towns than we do right now. And all the player models. And a few hundred monster NPCs.
IF [If this is easy for Devs to do]
Originally posted by Karyuu
This is not an option for a \"short term\" solution. Whenever modeling is involved, it\'s not short term. It\'s permanent.
Being the same would be recognizable, but it would be boring first. This still gets a no from me.
IT was you who said the same was boring, Not me. So i try to be flexible and you hit me with question above.
Originally posted by Karyuu
I have said this is just a bonus for guilds.
Guilds could have automatic pets as a bonus. But why?
They could have fancy coats and shiny shoes but not in game yet:) Why not.
Originally posted by Karyuu
RP reson is for master trainer. Depending on your guild role you would benefit from his ability to train your guild, and for a set small fee, non guild members can benefit from his training. As it is not possible at moment for player to teach player, this is the next best thing.
No, the next best thing is actually finding a trainer that trains your skill, and gain the theoretical knowledge realistically. You haven\'t explained anything about how every guild would get this seemingly random NPC trainer. Every NPC, just like every single player character in PlaneShift, needs a story.
Like most master of a skill they are higly prized and a lot would be spent on employing them.
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Say, why are you typing in red now, chill, relax, meditate your answer, and explain the real reason you want a master trainer in your guild, because so far, it looks like you want that only to make things easier for you and your guildmembers, by adding some sort of robot-like NPC that just popped out of nowhere to help you... and you don\'t even want just any NPC, you want a MASTER, a type of character that should be rare, and not very easy to find and train with. Just searching through all the world looking for clues as to where to find the ultimate master for a ceirtain skill to become yourself a master should be the ultimate adventure, not just a routine visit to the guild\'s building.
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Originally posted by Celebrimor
Say, why are you typing in red now, chill, relax, meditate your answer, and explain the real reason you want a master trainer in your guild, because so far, it looks like you want that only to make things easier for you and your guildmembers, by adding some sort of robot-like NPC that just popped out of nowhere to help you... and you don\'t even want just any NPC, you want a MASTER, a type of character that should be rare, and not very easy to find and train with. Just searching through all the world looking for clues as to where to find the ultimate master for a ceirtain skill to become yourself a master should be the ultimate adventure, not just a routine visit to the guild\'s building.
I am calm it was just a color i chose, not intended to look angry.
I suggest you look at my guild opening post, you will find me and my guild are helpers, not fighters.
So as suggested in a post hear i changed it to read depending on what your guild does a master trainer
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Red! Like blood! Blooooood!
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Janner, you still haven\'t explained where this master trainer comes from nor why it would be a good idea besides convenience/excuse-for-lazyness. All towns are already (and will be further) filled with trainers of all sorts. Why a guild would need a separate one is beyond me.
Please take some time to formulate an understandable and thorough reply, because so far I haven\'t found any satisfactory answer, myself.
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Originally posted by Karyuu
Janner, you still haven\'t explained where this master trainer comes from nor why it would be a good idea besides convenience/excuse-for-lazyness. All towns are already (and will be further) filled with trainers of all sorts. Why a guild would need a separate one is beyond me.
Please take some time to formulate an understandable and thorough reply, because so far I haven\'t found any satisfactory answer, myself.
Right then; a guild of thieves would have some very skilled thieves who would train the juniors in the art of thievery, likewise a defenders guild would have masters of sword, axe, archery, etc. The suggestion by Nyramael would cover this nicely but I was suggesting an NPC \"As it is not possible at moment for player to teach player, this is the next best thing.\"(quoting myself)
A top ranking trainer would be like a status symbol when employed by a guild, he would be expert in his field and as such he can sell his services to the highest bidder. \"Like most master of a skill they are higly prized and a lot would be spent on employing them.\"(quoting myself)
The master trainer i would hire would have proven themself on the battlefield, as a true unbeatable warrior, unmatched in all skills, all would fall before them. Or they would be the best dueller in all the land none would stand up to them, for fear of death..
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This doesn\'t work as well with an NPC. I would personally wait for player-training to be available instead of using resources for this idea ;) It\'s not a necessity, people can survive without it, so again instead of \"short term solutions,\" we should really have the dev team focus on something more useful and permanent.
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Originally posted by r.guppy
Right then; a guild of thieves would have some very skilled thieves who would train the juniors in the art of thievery, likewise a defenders guild would have masters of sword, axe, archery, etc. The suggestion by Nyramael would cover this nicely but I was suggesting an NPC \"As it is not possible at moment for player to teach player, this is the next best thing.\"(quoting myself)
That\'s right, I agree that a guild would do their best to help the newer people raise their skills, but having a Master goes beyond that point, as it would be an easy way for the higher skill lvl players to get to the top.
Originally posted by r.guppy
A top ranking trainer would be like a status symbol when employed by a guild, he would be expert in his field and as such he can sell his services to the highest bidder. \"Like most master of a skill they are higly prized and a lot would be spent on employing them.\"(quoting myself)
The master trainer i would hire would have proven themself on the battlefield, as a true unbeatable warrior, unmatched in all skills, all would fall before them. Or they would be the best dueller in all the land none would stand up to them, for fear of death..
Now why would an unbeatable warrior, unmatched in all skills, before whom all would fall, that has proven him/herself on the battlefield would want to be some guild\'s servant?
Edit: I forgot to write what my point was.
I like your idea if it\'s implemented so there IS a servant dedicated to training guildmembers, but with LOW skills. That\'s easy to get, Im sure with the right salary many people would like that job, and it would be in the best interest to the guild to spend their money in them because you\'d set a standard for your members\' skills, but you can\'t expect that standard to be too high.
Your idea is not a bad idea itself, having a trainer of basic skills in a guild makes sense. People who want to be blacksmiths would join the guild of blacksmiths as apprentices to LEARN the trade. It\'s jut that I think you\'re asking too much.
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My guild is a super guild which has mastery over all career paths and fighting styles. I demand a trainer which can train every skill for free and without any limits on max levels!
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Well, when I was a noob, I had no idea where to train what. And I still dont know where to train all my stats.
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Well, when I was born I didn\'t know how to do anything I know how to do now, and sure, I\'ve gotten a few pointers in the right direction, but there wasn\'t an almighty person just waiting to teach me everything there is to know about life, and you know why? because life is not about knowing stuff, it\'s about living and learning. Exploring the Planeshift world in look for knowledge is part of what will make Planeshift a great game to play, and not just another leveling game.
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Life isn\'t about anything. It\'s a meaningless void filled by our own personal dellusions.
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Life isn\'t about anything. It\'s a meaningless void filled by our own personal dellusions.
An interesting statement, but ultimately as meaningless as the point of the statement.
Life is about whatever we make it about and there is nothing meaningless in that from a personal perspective. Personal perspective doesn\'t mean that it is a dellusion, though that is quite possibly often the case.
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The meaning of life... err, I actually wish PS would have some of what RG was talking about.
Death box:
Seems like an immersion killer to me. I would not want it in the game, but would not cry much if it was.
Trainers in well defined area\'s (rephrased a bit):
Too me NPC trainers placement seems random and non newbie freindly. I think you need NPC trainers and, I don\'t see the drawback to putting all of one skill set of trainers in the same spot. Someone who is a warrior trainers should have a building near them and some practice dummies and wooden weapons nearby. The \"warior\" trainers should train Strength and endurance, armor and other fighting skills should all be in the same easy for newbies to find area. Well respected magic should be trained in a easy to spot building as well.
\"Evil\" Magic and thieves skill should be more underground. Trainers in back alleys and in the wilderness makes more sense for these kind of trainers. Possible requiring a quest just to be able to use there training funtions.
Guild trainers:
It would make having a guild building more important if you could have trainers in them. Again you could make them lower level trainers, in order to keep the hide and go seek nature of training. However, this is not the \"fun\" part of the game for me. The issue I would have about this is how to decide what kind and how many NPC\'s a guild got. Do they get one \"super\" NPC that is invincible and can train everything, or do they purchace them similar to Shadowbane? Maybe they get them based on guild points and type of guild.
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Originally posted by derwoodly
The meaning of life... err, I actually wish PS would have some of what RG was talking about.
Death box:
Seems like an immersion killer to me. I would not want it in the game, but would not cry much if it was.
Completely agree on this.
Originally posted by derwoodly
Trainers in well defined area\'s (rephrased a bit):
Too me NPC trainers placement seems random and non newbie freindly. I think you need NPC trainers and, I don\'t see the drawback to putting all of one skill set of trainers in the same spot. Someone who is a warrior trainers should have a building near them and some practice dummies and wooden weapons nearby. The \"warior\" trainers should train Strength and endurance, armor and other fighting skills should all be in the same easy for newbies to find area. Well respected magic should be trained in a easy to spot building as well.
\"Evil\" Magic and thieves skill should be more underground. Trainers in back alleys and in the wilderness makes more sense for these kind of trainers. Possible requiring a quest just to be able to use there training funtions.
I agree that at this moment, trainers locations are completely non newbie friendly, and so basic skill trainers should be easier to find. I like the idea of having training grounds and stuff like that, adding to Janner\'s idea of having Alchemy schools and such. Truth is, at the moment, that would imply a lot of graphic designing work to make buildings for them, so I wouldn\'t mind waiting for this to happen when the game is more complete. However, having more basic skills trainers around Hydlaa plaza, or in Akkaio (there aren\'t many NPCs in Akkaio, so this would make the city feel a bit less deserted... although I might be the only one who feels that way about it) is something I definitely support.
The evil trainers should definitely be more underground, but again, for nooby skills they shouldn\'t be too hard to find.
Originally posted by derwoodly
Guild trainers:
It would make having a guild building more important if you could have trainers in them. Again you could make them lower level trainers, in order to keep the hide and go seek nature of training. However, this is not the \"fun\" part of the game for me. The issue I would have about this is how to decide what kind and how many NPC\'s a guild got. Do they get one \"super\" NPC that is invincible and can train everything, or do they purchace them similar to Shadowbane? Maybe they get them based on guild points and type of guild.
I would say, if this is implemented, there should be NPCs for hire, with a daily salary based on their skills. What NPCs you can hire would deppend on skill levels amongst guild members, so the highest skill level the trainer can teach isn\'t above the highest skill level amongst the members, why? because then you need to find actual trainers outside (that\'s how I think it should be, I really don\'t like the concept of having uber skills available so easily). Guild points could also affect what skill lvl trainers you can get, and I also don\'t think a guild should have trainers with ALL skills available, I\'d set a limit to 5 different skills or so (again, because Im against having everything so easy to get).
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Originally posted by Induane
Life isn\'t about anything. It\'s a meaningless void filled by our own personal dellusions.
An interesting statement, but ultimately as meaningless as the point of the statement.
Life is about whatever we make it about and there is nothing meaningless in that from a personal perspective. Personal perspective doesn\'t mean that it is a dellusion, though that is quite possibly often the case.
Life isn\'t about that. You\'re just making it up as you go along. You\'re delluding yourself.
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Of course it is, because life IS about making it up as you go along. If everything done by a person is done meaninglessly, then youre right.
Anyway, we\'re talking about trainers and stuff and PS, not about how happy or deppressed people are.