PlaneShift
Gameplay => Wish list => Topic started by: Nyramael on February 21, 2006, 12:17:33 pm
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Hi,
i came up with yet another thought on player to player training. In response to all the issues about free lessons and so on I thought of making teaching a skill. In other words if a player wanted to teach someone a skill he would have to first specialise in a skill and then take lessons from an NPC on how to teach.
So teachers would have to be taught how to teach. This would cost both PP and tria so teachers would be less likely to give away free lessons. With an NPC training costs 42 tria per lesson and 1 PP. to go up a level in swordsmanship in the 20 level range can cost up to 80 PP. That works out to about 3000 tria for one level. (rough figures worked out off the top of my head). A player would be less likely to give away that many tria for free, especially if it costs him much more than that to rank up a level in the teaching skill, which would be very theory based meaning lots of training for the teacher as well.
The teacher can also get practice points and PP by conducting lessons so this would slow down \'super trainers\'.
The level to which a teacher can train a player can be limited by his knowledge in the teaching skill, and also in the skill he has in what he is teaching. This would mean that teachers would generaly be more experienced players who would be better at Roleplaying and keeping the economy/power distrubtion sane.
Furthermore, teachers could be hired or funded by guilds for to teach the guild inductees. If the teacher wants to keep his job then he would have to improve his knowledge of the skill and his teaching skills. This means, you guessed it, no free lessons for guilds. :) Teachers can also go on strike or leave to teach another guild if they want to.
A bit of friendly competition and the prices charged should stop teachers from becoming insanely rich.
Teachers can put their skills in their info panel, and become known by word of mouth.
Teachers can always turn down students for their own RP reasons.
What are your thoughts on this alternative to the player to player training?
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Specializing in teaching would be interesting. I like the general idea.
Personally, I think that the game should exist in a way that NPCs could be eliminated all together. So you can advance in a skill without an NPC, but it\'s faster with an NPC.
Add in the teaching ability, and then yes you\'ll have players RPing teachers for hire, RPing guild trainers, etc.
There could be a rule like you can\'t teach past 60% of what you already know. So if you have level 50 in light armour, you can\'t teach past level 30. Also, you can only teach someone so much during a day, depending on their mental stamina.
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Cool, I agree with this, and was thinking of posting something similar myself (less well thought out though). However, I think that this should wait in the priority cue until after weapon repair or some other \'economic drain\' is implemented in PS.
The only problem with P2P training is it keeps trias in player hands, which results in inflationary pressure unless you have some other kind of economic outflow like crafting or raw material purchases, or house rental.
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To be honest, there are already two threads on this. BC did bring up an interesting point though... but I think that that outflow as it exists right now:
i) health potions, and light green potions depending on your tactics
ii) training new guild members
There are other things, but those belong in new threads.
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There is another possible solution to keep free training from happening, or at least with less ease.
It takes materials and time to teach something, no? And usually, the cost represents that, as you have to pay for supplies to teach, whether it be a sword or a pen, a glyph or paper.
And thus, there could be a minimal cost necessary, ie. equipment and such, perhaps a bit of a surplus for supposed \'time\' spent, and this cost is deducted from the student, and lost into the hands of NPCs, a portion divulged to the teacher/player.
There could be some factors that influence cost: Stature of the teacher in question, experience of the student, equipment available, what guilds the teacher and student are in, etc.
This is just a suggestion to keep training from being a no-cost, no expense skill.
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No. If a guild has a lot of money, then it might as well be no expense training.
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It is dangerous, due to the posibility of having filthy rich powerleveling guilds/players who use all that money to powerlevel more members/friends. I would, however, want to see this feature implemented, so on to suggestions:
A: It might seem a bit drastic, but what about this: If you belong to a guild, you have to give them 10% (could be less) of your income, and Guild money can only be used only for Guild expenses, buying stuff, such as buildings (if building buying is implemented), furniture for those buildings, taxes, guilld wars (maybe two guilds face each other and whoever looses has to pay the other guild a ceirtain ammount of money), salary of LOW SKILL npc trainers (if implemented), and so on.
This to make belonging to a guild something that you have to work for, as well as to drain some money from players to avoid excesive free lessons. It would make sense to me, because a Guild, being an organization, has expenses, and so it is only right that it charges their members to belong to it.
B: Teachers can teach up to their teaching skill level, and half the teached skill level they have. That\'s right, if you have lvl 12 teaching and lvl 40 cooking, you can only teach up to level 12 cooking, or if you have lvl 20 teaching, but only lvl 30 cooking, you can only teach up to lvl 15 cooking.
This way, even if there end up being tons of free lessons, it\'s harder to free powerlevel, as players would still have to go out there and look for the biggest masters in each skill to have them themselves. I know, if a player has maxed his/her skill level in something they\'re as good as the biggest master, but this helps players ROLEPLAY a bit more and have adventures, rather than have everything they need inside their guild and never go out to the great wide world our dear developers are working so hard to create.
I like the idea of teachng requiring materials too, and not only the teacher\'s good will ;)
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To get money more easily, you need to powerlevel.
Do we want to encourage powerlevelling?
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Well, my goal here is to avoid powerleveling, so Im not quite sure what you mean. The point here is teaching, and how it can be dangerous due to risk of tons of free lessons. What I tried to do with my ideas was to avoid having people with too much money who\'d give away free lesons everywhere. By using a percentage for guild donations, rather than a fixed quota, people with little money pay little money, and people with lots of money pay lots of money, thus making it a bit more difficult for the ALREDY RICH to become more rich. The donations could be less, could be 5%, 2.5%, it\'s justa factor to make it harder to get a lot more money when you alredy have tons, rather than making it easier, and all this would get us to less free lessons because people wouldn\'t waste their time giving them if they have stuff to pay for.
I don\'t think the second idea has anything to do with money, so I\'ll asume you have no problem with it.
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this idea hasn\'t ever been thought
I\'ve searched it too.
lets say your fighting a ceature(who had a sword) and it hits you with the flat of its blade !bing! you just tought of a new way to attack. so you roll out of the way stand up try to mimick the ceatures attack but instead you slip and accidentily throw your sword into the creature killing it.
So basis of paragraph
-need to be able to learn new ways of attacking by mimickery and serendipity.
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This has nothing to do with player training, nightstalian. Moreover you already have a whole separate thread for your idea, so please do not hijack another.
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For more on Night\'s ideas visit:
http://www.planeshift3d.com/wbboard/thread.php?threadid=22124&boardid=11&styleid=3&sid=b8d30cc1a649c45b5eeb5a9ba652161b
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Originally posted by Karyuu
This has nothing to do with player training, nightstalian. Moreover you already have a whole separate thread for your idea, so please do not hijack another.
but it does relate to how you train, like have a skill called train, that is a teaching skill, in which you have a mock fight that is when my idea when come into play.
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Again, this is a discussion on how players can train players, not training overall. My point stands :)
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Originally posted by Karyuu
Again, this is a discussion on how players can train players, not training overall. My point stands :)
all it does is go more indept, maybe a little more thought out
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@ Night
Your idea is half baked, you hijacked the thread, and your arguing with the mod. Quit while your behind.
@ Topic
Even if it cost players money to train, they would still be portable NPC trainers. Your guild trainers could camp out near desirable mobs and provide easy access to training. And thus faster leveling. The faster leveling is not really a bad thing, you should have some reward for becoming a trainer.
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Originally posted by nightstalian
Originally posted by Karyuu
Again, this is a discussion on how players can train players, not training overall. My point stands :)
all it does is go more indept, maybe a little more thought out
This thread: blue blue blue blue blue blue blue RED
You are red.
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Originally posted by derwoodly
Trainers could camp out near desirable mobs and provide easy access to training. And thus faster leveling. The faster leveling is not really a bad thing, you should have some reward for becoming a trainer.
And the reward would be money, you\'d charge other players to train them in ceirtain skills. Besides, if I was a trainer, of course I\'d look for a place where my services are demanded. Oh, and training doesnt only mean weapon training, it also means all the other skills, so the place where the trainer would go to look for students would vary.
Another thing that came to my mind is, I\'m not sure how other skills such as crafting, cooking and so on would work, but I\'d imagine there would be a quota for you to make clacker stew (clacker meat, maybe something else, and maybe money), and by making a clacker stew you\'d aquire experience. More complex recipees would equal higher experience when cooking them and more PPs. With this, people are able to gain PPs doing their jobs rather than just fighting, which makes sense. If you apply this to the teaching job, you\'d be getting PPs by succesfully training other players, so it makes sense that you are \"charged\" some stuff to do it. All this is just to back up the necesity of \"spending\" teaching materials to train other players so free lessons would be harder to give. Another thing to avoid free lessons, would simply be to stablish a price, lower than the NPC prices, that every player who trains under another player MUST pay TO THE SYSTEM (not to the teacher). This way, the teacher spends money into teaching (teaching materials) and the trainee spends money in training, and we don\'t have problems with free lessons because they don\'t exist. It makes sense because both sides are gaining alredy, the teacher is gaining PPs, and the student is gaining skill lvl.
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Not trying to steer offtopic here, but I felt like adding to this thread.
First off the idea of player-teachers could be good, and it could be bad, depending. For the heavy roleplayer, i\'m sure they\'ll want to RP the actual teaching event. I will say this: Our guild on the MUD was heavy-RP oriented, so...to increase in guild status and open up more RP opportunity (since we were military based) you had to RP getting trained. Some of the roleplays lasted an hour or more, and they happened pretty frequently. And I have to admit, after so many training sessions...that is, if you RP them heavily...you eventually get burned out of the idea, and the whole idea of actually roleplaying through a training session just gets sick to you after awhile.
Not trying to throw off the idea of player-based training, just recounting personal RP experience on the matter. Feel free to return to your regularly scheduled topic. :)
I think if player-training and teaching does eventually come into being, it should be -extremely- lite RP and done at leisure. But I do think that limits should be placed in some way shape or form, be it fatigue, or cost, or mental capacity, or whatnot.