PlaneShift
Gameplay => General Discussion => Topic started by: Vakachehk on July 15, 2010, 06:26:22 am
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Well I have an issue with PS at this stage. I was told a great way to get PP.
The way is by using magic and ground to lur a mob to you but you the terrain to stop the mob from attacking you.
Well I found out today that that is classified as cheating.
So you think a noob is going to sit there getting 4 PPs off a diseased rat?
You make a mob called Onyx Daggers that can only be killed using this technique or the group killing but someone has to die....
Again this is stupid and needs to be dealt with. a new player needs to at least be getting 10PP off a mob via killing it without using that technique. Why on earth should they spend every night and day (that they don't have) trying to get enough to train so that they can wear Heavy Armor or whatever the case maybe. You are all blabbring about how on earth RP and the player numbers are really low well... heres your answer.
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so you'll roleplay. levelling's not supposed to be fun. ;)
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Then why don't they just take out training then.
Train your stats and skills to your character is what I believe, RP is to dead to bother doing anything else.
I think, the longer you make it for new players to train will equal less RP and less players.
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One of my biggest problems in-game getting PP
It's hard and i can't do crafting neither cooking
musta kill mobs for PP
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so you'll roleplay. levelling's not supposed to be fun. ;)
Word on the street has it that playing games is supposed to be fun.
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One of my biggest problems in-game getting PP
It's hard and i can't do crafting neither cooking
could you clarify? it should be possible to get all the PP to advance in cooking/crafting by cooking/crafting and that worked quite well last time I tested it.
for PP gained for mobs: it's being worked on, however balancing does take a rather long time, so be patient ;)
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Vakachehk I believe your original post is wrong as far as I know.
Casting magic, or using ranged weapons, from on top of the walls of the arena or from behind the walls of the arena is considered OOC in the game. This is because the arena was built as a place for fighters to practice fighting by fighting in the pits.
Out in the wilds hunters are allowed to use terrain to their advantage when hunting. This is just part of being a smart hunter. The Arena and the wilds are two completely separate things and what isn't acceptable in the arena is acceptable out in the wilds.
This is how I have understood the discussions we have had about this issue on the GM team.
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You see
my issue with PP
Lies within the fact that I must accumulate vast numbers of it
so much so that unless I were to bot just a tiny bit
I would find myself spending hours droning on and on
'til I found that the mind-numbing hours chiseled my brain until it was gone
I would not mind new and unique methods of gaining PP
An inventive way to make leveling more fun would delight me
Instead of the the same ol' same
try tickling my mind with a challenging mini-game
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Just as an observation....
My character seems to be physically advancing too quickly to logically support the RP the character is involved with in a logical storyline kind of way. Because of my fiendish PS game addiction, at the moment, it is not surprising that my character is levelling too quickly to support it via RP logic.
It is not my suggestion to lower the present pp balances yet instead what may be considered is to factor in game time.
One approach may be to weight pp allotments to game time. Let's say that each character is able to acquire, at best, X pp per game day. If the player has not logged in in Y game days then they would have the potential to get X*Y pp at that time and going forward. Players would be able to not play the game for some time yet have a bounty of pp to be gained upon their return.
Such a system may keep character developments abreast of one another; as well as deal with bots very nicely. Sure the bots could help one catch up quickly yet they could not let you race ahead of other characters' development. "Stop levelling!, some may logically suggest. But it is there and something to do in the quiet RP moments. Admittedly it shows a weakness in my RP ethics. :-\
Of course such a system need only cut in once characters had passed basic training in most areas. Like finishing off with Sir P. with fighters, etc..
Characters could still get the monetary rewards for monster kills yet the pp returns would diminish in proportion to the system suggested above.
- Nova
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I think, the longer you make it for new players to train will equal less RP and less players.
and that's one reason i don't roleplay much and one of the biggest reasons i rarely play this game. lag makes it worse. it's virtually impossible for my character to train.
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Well I have an issue with PS at this stage. I was told a great way to get PP.
The way is by using magic and ground to lur a mob to you but you the terrain to stop the mob from attacking you.
Well I found out today that that is classified as cheating.
So you think a noob is going to sit there getting 4 PPs off a diseased rat?
You make a mob called Onyx Daggers that can only be killed using this technique or the group killing but someone has to die....
Again this is stupid and needs to be dealt with. a new player needs to at least be getting 10PP off a mob via killing it without using that technique. Why on earth should they spend every night and day (that they don't have) trying to get enough to train so that they can wear Heavy Armor or whatever the case maybe. You are all blabbring about how on earth RP and the player numbers are really low well... heres your answer.
Spoiler alert!
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Just as an observation....
My character seems to be physically advancing too quickly to logically support the RP the character is involved with in a logical storyline kind of way. Because of my fiendish PS game addiction, at the moment, it is not surprising that my character is levelling too quickly to support it via RP logic.
It is not my suggestion to lower the present pp balances yet instead what may be considered is to factor in game time.
One approach may be to weight pp allotments to game time. Let's say that each character is able to acquire, at best, X pp per game day. If the player has not logged in in Y game days then they would have the potential to get X*Y pp at that time and going forward. Players would be able to not play the game for some time yet have a bounty of pp to be gained upon their return.
Such a system may keep character developments abreast of one another; as well as deal with bots very nicely. Sure the bots could help one catch up quickly yet they could not let you race ahead of other characters' development. "Stop levelling!, some may logically suggest. But it is there and something to do in the quiet RP moments. Admittedly it shows a weakness in my RP ethics. :-\
Of course such a system need only cut in once characters had passed basic training in most areas. Like finishing off with Sir P. with fighters, etc..
Characters could still get the monetary rewards for monster kills yet the pp returns would diminish in proportion to the system suggested above.
- Nova
Decent idea...although it doesn't take into account time NOT spent earning PP. To be honest, PP actually penalize RPed jobs WRT game-mechanics jobs, which strongly discourages people playing professions that aren't implemented yet (or will never be :o)
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RP jobs such as?
We should get PP for killing players.
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Vakachehk I believe your original post is wrong as far as I know.
Casting magic, or using ranged weapons, from on top of the walls of the arena or from behind the walls of the arena is considered OOC in the game. This is because the arena was built as a place for fighters to practice fighting by fighting in the pits.
Out in the wilds hunters are allowed to use terrain to their advantage when hunting. This is just part of being a smart hunter. The Arena and the wilds are two completely separate things and what isn't acceptable in the arena is acceptable out in the wilds.
This is how I have understood the discussions we have had about this issue on the GM team.
So wait... Archers cant fire down on a mob on a wall? Isn't that what an archer does?
Things in the pits are for fighting? how? Dlayos will knock anyone with max Heavy Armor and sword easily.
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I'm no historian, but I believe in the olden days, fighting in an arena like this was more of a sport. If you think about a modern sport.. Like boxing, imagine if Evander Holyfield stood on the ropes and fired arrows down at Mike Tyson, killing him on the spot.
Doesn't make sense does it?
Feels a tad out of place?
Same principal. The arena is for entertainment, sport, perhaps training. Its not meant to be a killing factory.
What does an archer gain by killing something like this at close range?
Nothing ( from an ic perspective )
Then again, you have to consider that this is not a strict role playing game.
Its fair game if the gms on duty say so, otherwise its off limits.
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The Arena is not intended as a place for ranged combat to take place. Also as Rigwyn said watching a one sided contact is not very entertaining.
I have seen lot of people fight the Dlayos from inside the pit even before the most recent adjustments to armor. Some people used magic and some people used a combination of weapons and magic. At least they were in the pit where the Dlayos at least had a chance to get them. I though the most recent adjustments to the armor have given people with heavy armor a better chance to take the Dlayos with weapons only now.
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RP jobs such as?
We should get PP for killing players.
Healing doesn't give PP (even though it IS supported by mechanics)... *wink, nudge*? I'm sure in this unfinished state there are plenty of 'em :) (Geoni's courier, Kaerli's occasional service as a wilderness guide, cartography again is an example of a job that gives tria but not PP despite its mechanics support)
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That is true Sarva, a place like the arena is not meant for archers, I think they should rebuild/build on to the arena an archery a place to go practice some archery weather it be on a bulls-eye, a mob or whatever. To start of having a bulls-eye and where you hit on that bulls-eye you get a certain amount of PP then you move on to standing on a wall and arrowing down a mob, then you move on being in front of a mob and arrowing them down.
Also @Nova your addicted some people play PS moderately and don't have time to spend hours getting PP so the easier, the faster they will make there character, fit with its description.
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It has been talked about, at least in the GM team meeting, about how to include something suitable for ranged fighting in or around the arena. As far as I know no good ideas have been developed yet and then of course after the suitable idea has been decided on there is the issue of implementing said idea.
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Also @Nova your addicted some people play PS moderately and don't have time to spend hours getting PP so the easier, the faster they will make there character, fit with its description.
My suggestion was intended to penalise Addict Players from advancing character development faster than the more moderate players; which would have the added benefit of keeping such development more in the logic of the RP time lines. It should in no way penalise moderate players as their pp allotment would be adding up for them while off line. They should be able to then make more bursts of development which might be helpful to them to increase an aspect of development to match a wanted description addition.
Unless my understanding of PS' use of the term "RP" is not quite right, still, the description should match the state of the character's development rather than the other way round. The suggestion should bring in an ever so slight game time relevance which should also be a benefit to ongoing RP-ing in my opinion.
- Nova
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One of my biggest problems in-game getting PP
It's hard and i can't do crafting neither cooking
could you clarify? it should be possible to get all the PP to advance in cooking/crafting by cooking/crafting and that worked quite well last time I tested it.
for PP gained for mobs: it's being worked on, however balancing does take a rather long time, so be patient ;)
Training magic, training stats or even weaponry. Lets say you buy Sword training you go to a rat and kill it, by the time you kill it you level up your now given 1PP for killing it maybe 2 if your lucky. you go back to the trainer and... what not enough PP. You should get enough to level up and a little extra for things like Strength and what not. That is what is wasting players time and they begin to hate playing PS, because they have to kill about 10 rats just to get 10PP to level up. You use to get 10PP from one kill from a trepor, which is impossible to kill being a new player.
A long time it is, 6 months since 0.5 was released. How about balancing with it too high :P Or just take it out all together like in another thread I started.
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If you are only getting 1 PP for killing a rat then you need to move on to something tougher. The PPs you get for a Mob is based in part on comparing your stats vs the mob. As you improve your stats a mob will give you less pps so you need to advance to a harder mob.
The Pps have been changed recently. I started a new character and was only getting a few EXP points for killing a rat and a rat was the only thing I could kill. I actually started mining and smelting for PPs rather than fighting. Then they rebalanced things but by the time they did I could only get a couple of PPs for a rat so I moved up to something harder.
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It has been talked about, at least in the GM team meeting, about how to include something suitable for ranged fighting in or around the arena. As far as I know no good ideas have been developed yet and then of course after the suitable idea has been decided on there is the issue of implementing said idea.
What, Gregori doesn't have some practice targets he can have set up?
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Thats a good idea Kaerli, where the shops are, there are some empty places where sometimes there use to be Mercenaries and other mobs, they could place som in there.
1PP from a rat
4PP from a diseased rat, but I die after 4-5kills, which taks me about an hour to kill that many.
New area for this topic:
Harvesting, it is way off balance, so bad I have to go kill a few mobs with Vakachehks 300Q Sabres :( ruining my nice sabres.
Fishing, it is way of balance too.
With Harvesting or Fishing, when you get something (a plant or a fish) you only get about 50 experience points. I think this should be upped to between 150-200 if not just 1PP. You need not just enough PP to get your next level but a little to save up for Stats and Various. (I am not saying you don't work for Stats and Various, but to make it easier and not time wasting)
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in the old days people also had to save PP's for their stats next to their weapon and/ or armor skill...
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I just tested harvesting with both my GM character and a player character. In both cases I got 100 ex per success when harvesting thus earning 1 PP for every two plant/flower/herb collected which is inline with mining. Haven't had time to check fishing yet.
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Sarva, some of our characters are only strong enough to get rats or other mobs close related. Maybe if they gave off a little bit more PP?
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Just so you know Knightsark9 the player character I tested harvesting with was started without having gone through the tutorial and at that time he could only kill a one eyed rat and got like 12 exp points for it. since then the amount of exp you get for a rat kill went up. With my player character I actualy mined and did smelting to earn PPs since that was faster than killing rats at 12 exp each. Weapons repair was actually another good way to get PPs for this player character.
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Just so you know Knightsark9 the player character I tested harvesting with was started without having gone through the tutorial and at that time he could only kill a one eyed rat and got like 12 exp points for it. since then the amount of exp you get for a rat kill went up. With my player character I actualy mined and did smelting to earn PPs since that was faster than killing rats at 12 exp each. Weapons repair was actually another good way to get PPs for this player character.
Yes, but we need PPs to train for those skills, so we can actually get a good grip on them. Hence, it goes back to mob killing.
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Just so you know Knightsark9 the player character I tested harvesting with was started without having gone through the tutorial and at that time he could only kill a one eyed rat and got like 12 exp points for it. since then the amount of exp you get for a rat kill went up. With my player character I actualy mined and did smelting to earn PPs since that was faster than killing rats at 12 exp each. Weapons repair was actually another good way to get PPs for this player character.
Not every character wants to go around and smelt. The characters don't know about PP or what it is so why would they be doing something they wouldn't usually do just because they can get PP? I think that in every job the PP given should be proportionate so that there can be more diversity in the "leveling" that characters do. I don't really know much about the amounts of PP given in each individual job because I haven't trained in every little thing, but I just know that some things are harder to start out in than others, and the system should balance that out better than it does.
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If your character has gone through the tutorial then you should have enough PPs and trias from the tutorial to buy the initial level of training in several skills, like metallurgy and mining. Also for metallurgy you can get trias and PPs form the quest needed to get the book so you can do Met. At least for the early levels in Met you earn more PPs form the practice you do in met so you can level up than you need for the training so at least in the early levels of met you come out ahead in terms of PPs earned vs PPs used for training.
The same applies for blacksmith and sword crafting since you earn PPs during the various steps involved with making a sword/dagger. for mining you get 1/2 PP for ever ore you get so get 10 ores needed to make a stock of iron or steel and you earn 5 PPs.
In general the Devs have been shooting for a system where you earn enough PPs practicing a skill to cover the next level of PPs needed for the next level or training. from what I have seen in different skills you get more Pps than you need for your next level if training in that skill. compared to the PPs earned in other skills getting 10 PPs for killing a rat would be out of balance since you would get enough PPs to cover the initial PPs needed for leveling sword in your first or second rat and then you would be just stockpiling lots of extra Pps until you are ready to level your sword level. Now you do need extra Pps to train your physical stats, since you don't earn PPs using your stats but the questions is should the excess Pps earned form killing be so much out of balanced compared to what you earn practicing other skills. Having killing be so out of balance just encourages everyone to be kilers vs a more balanced system that gives people additional career paths.
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None of this changes the fundamental problem with PPs though:
Characters whose IC role doesn't map to a PP-yielding skill (healers and merchants are the obvious cases, but others exist too ;) often have to go OOC (or run lots of quests, which can be very unattractive in terms of time/reward ratio) to get PPs in order to obtain even a basic modicum of training.
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finding a good way to get PP for healers is still flying around, however it's hard to come up with an idea that isn't exploitable for plvling characters with an already existing high-up one (as commonly observed in major mmos).
for merchants it's even harder to come up with something that isn't exploitable :x
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Hopefully Healers may have a way to IC'ly earn Pps when Alchemy becomes active or herbalism. Maybe a merchant offers weapon and armor repair ( weapons repair seems to be the much better PP generating skill. Repairing higher Q weapons sometimes gets you 25+ PPs at least for me. Maybe when tool repair is working that might be a way for a mostly merchant type to warn Pps. After all offering repair services might be reasonable for a merchant so that he can sell a replacement if an item can't be fixed.
Also I suppose some kind of method where players can reward each other PPs to help encourage RP. I know people feel this kind of thing can be exploited but my idea would have these features.
The amount of PPs one player could give to another would be capped at some level ( like a max of 10 PPs)
One player could only give a specific player PPs once every 24 RL hours ( so one player couldn't just keep giving another player 10 PPs at a time all day long)
The PPs given to another player would come from the PPs of the giving player. So if I give you 10 PPs my PP total goes down by 10.
It would be up to the giving player why they are giving the PPs to another player, maybe as payment for a job, maybe just to reward a good RP maybe to support characters like healers and merchants who don't normally earn PPs for practicing their crafts.
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If your character has gone through the tutorial then you should have enough PPs and trias from the tutorial to buy the initial level of training in several skills, like metallurgy and mining. Also for metallurgy you can get trias and PPs form the quest needed to get the book so you can do Met. At least for the early levels in Met you earn more PPs form the practice you do in met so you can level up than you need for the training so at least in the early levels of met you come out ahead in terms of PPs earned vs PPs used for training.
The same applies for blacksmith and sword crafting since you earn PPs during the various steps involved with making a sword/dagger. for mining you get 1/2 PP for ever ore you get so get 10 ores needed to make a stock of iron or steel and you earn 5 PPs.
In general the Devs have been shooting for a system where you earn enough PPs practicing a skill to cover the next level of PPs needed for the next level or training. from what I have seen in different skills you get more Pps than you need for your next level if training in that skill. compared to the PPs earned in other skills getting 10 PPs for killing a rat would be out of balance since you would get enough PPs to cover the initial PPs needed for leveling sword in your first or second rat and then you would be just stockpiling lots of extra Pps until you are ready to level your sword level. Now you do need extra Pps to train your physical stats, since you don't earn PPs using your stats but the questions is should the excess Pps earned form killing be so much out of balanced compared to what you earn practicing other skills. Having killing be so out of balance just encourages everyone to be kilers vs a more balanced system that gives people additional career paths.
I'm not suggesting for 10 PPs from a rat. However, a little more couldn't hurt, nor would it be out of balance.
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For what it's worth for only observation sake....
My character is only a hunter. They have never had a pick axe in their grip. They have done one quest for the Library; maybe another one or two can't remember. Although levelling at a steady pace their pps are stockpiling. They are now on their third teacher for their choice of weapon. Each level they have more pps after levelling than when they levelled before.
Maybe they will hit a wall and really need those pps; yet it is looking like they won't.
Again perhaps there is something being overlooked by me yet when they level and they have a little yellow in the bar of the next level they go and use pps to train some green in that small area. They then go out and find a monster that is just on the edge of their ability and the skill points come sailing fast an furious.
A level in their choice of weapon was achieved that way during their first pass through the Eagle Gobble settlement.
It is my feeling that the grinders, as they seem to be called, are making the mistake of staying with the same territory and same mobs. They are not pushing limits. When limits are pushed levelling seems no grind at all.
If armourers are getting +25 pps to repair my character's longsword so that they can go out and make a level then there seems to be some imbalance in the equation somewhere.
At the moment my character has 3000+ surplus pps. Again, perhaps there is some wall that it will be nice to have them when reached. Yet at the moment they just seem to be surplus.
- Nova
[ Disclaimer : The facts stated in the above post are not scientific in nature and only observational. ]
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I am going to comment this weapon repair thing now: Keella is training it and let me tell you there's no advantage in doing it. First you start with really basic weapons (daggers at best as it stands for now) and you have to fix about a dozen to reach your first level and double that number for the next and so on. Now where will you get that many ruined daggers when the new players just get rid of them the first occasion because 1) they made enough tria in one way or another or 2) they were given a finest weapon (which happens a lot but that is another subject). Point being not one of those I've given an regular dagger (or any other weapon) returns to me for a fix (that I promised to be FREE!) so I'm not progressing anywhere cos I NEED those. Now each repair eats one repair kit which costs me 100 tria so it is at least 1200 tria only on the first level (when I find the weapons to fix) and increases over next levels without taking into account the tria I need to gain the next level. The amount of PP I am and was getting for repairing a weapon of that kind is in the range of 1 to 5 usually and it took me more than 20-30 levels to get to the point to repair those Q300 weapons. And only now I am able to do repairs for others since most of those who care to have it owns that kind of weapon and now I am finally getting about 25-40 PPs for a repair (but only for an expensive weapon that is greatly ruined) which I find only fair. Because I still loose tria doing it, it takes me dozens and dozens repairs to get to the next level and I still need to get to the point when I'll be able to repair most weapons available. And let me say that my char (that is a crafter/merchant by trade) is not making much tria out of her trade really... who wants some mediocre weapons she can make on her own when her husband can assemble the high quality ones (not that I complain about that, we do function great as a team). :@#\ Darn, I was too long this time but that is my view of just a portion of the subject. And yes I had to go OOC and do some hunting in the past to earn me the PP's needed to advance in my chosen skills and loot some weapons that I'll ruin just so I could train. Same goes for armor which is even harder and gets you 1PP each repair regardless of anything. And who will have their armor repaired when mobs drops it whenever you need it (even HA if you are a skilled hunter/mage to do it).
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Also I suppose some kind of method where players can reward each other PPs to help encourage RP. I know people feel this kind of thing can be exploited but my idea would have these features.
...
Pointing at another disscussion about PP, picking out a few lines:
I would like to add another idea here,...
... a game feature where players can act in the same way as NPC trainers. ...
... a mechanism of training that does not destroy overall tria, put excressent PP - without much potential of abuse, I assume.
The two ideas can maybe work together... a teaching skill as discussed in some (actually, many!) other threads, but with the new concept that the teacher spends PP to ease the learning process of the student. PP "transfer" is then limited by the training progress of the awarded character.
About weapon repair as a source of experience, notice the amazing prefactor for the costs of the theory lessons. Maybe skilled crafters will one day have better ways to repair enchanted weapons and armor, such that their training efforts will finally amortize.
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finding a good way to get PP for healers is still flying around, however it's hard to come up with an idea that isn't exploitable for plvling characters
Or maybe you should just block those players from the RP server and move them over to the EZPCUSA (OOC server)
I have a merchant alt and he needs PP to train in Strength to hold more in his inventory. So... you can't do trading, selling or profits. But what Bonifarzia said... thats an idea and I back it up.
Sarva I have a farmer character he has trained in Harvesting and I know for sure it is not balanced, it is only a very small bit like 5-50PP (depending on level) but when you level more higher the gap where you don't have enough PP enlarges and could go right up to 5000PP going from levels 99-100 (if that is implemented I don't know).
Perlan, im not saying 100PP so you can fully not save up for stats, I am saying a little, to get started on another skill/stat.
I agree with Nightspark9 10PP will cover Armor and Weapon training and a little to go towards some stats and also other skills.
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After when you can kill Diseased Rats, you can get 5 PP, but because about 200 XP is about 1 PP (Seems to be how I gain PP, cause a One-Eyed-Rat gives me 200 XP, and 1 PP, and a Diseased Rat gives me 1000 XP and 5 PP), What level am I? I have no idea, but as far as I've seen, the only way to gain PP is to slay monsters. Not really a good way for a character with Artistry or Merchant skills to really live, is it? "I'm an artist! I slay monsters for a living! :D" If anything, gaining PPs should be a little universal, sell an item, get some experience, maybe gain a PP. Gain some Skill points for a skill to level up, gain a little xp for that PP (except for combat skills!). Just saying that a little more rounding out in how you gain PP may help.
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...as I've seen, the only way to gain PP is to slay monsters. Not really a good way for a character with Artistry or Merchant skills to really live, is it? "I'm an artist! I slay monsters for a living! :D"
There are no skill points to be had when creating a piece of art? Perhaps that is where the pps should be gained so as to reduce the risk of abuse. It had been my assumption that all skills gave pps through learn by doing as a hunter can gain them via combat.
If not then they definitely should be allotted that way in my opinion.
- Nova
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...as I've seen, the only way to gain PP is to slay monsters. Not really a good way for a character with Artistry or Merchant skills to really live, is it? "I'm an artist! I slay monsters for a living! :D"
im sure this has been answered already >.> but its past midnight and i dont want to read this thread, becuase vakachek has already made half a million just like this one
hunting isnt the only way for pp
WAYS OF PP:
Questing
Killing things
Crafting
Awards from GM
Making monsters give you loot
Cooking
Hunting
Baking
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Got an idea of getting PP through RP, from other players.
A player, could give 1 PP point each 10 CHARISMA or 10 WILL stats (or any other) he has per day. A player can receive max 5 PP from one player a day, and maybe 100 from everyone, then he can get another PP from that player in a week/month. This could be earned through roleplaying bard-like things: telling stories, singing a song, or whatever, but not necesserly.
Yep, this system could be abused, but I think the delay between giving one person PP could minimalize this. Also, there could be a limit for those who are in the same guild to give each other max 2 PP, and max 3-4 for friends and ppl with whom we have talked privately the same day (or 2 hours delay). Public situations could be monitored by GMs (maybe by logs?), so when one gets these PP for nothing, GM could check this situation and take PP away (not taking levels ofcourse, but maybe giving a PP debt if one has 0 PP)
Also, there could be a rule, that a person which receives these points had to use the local chat up to 10 minutes earlier.
And sorry, if my post is hard to understand - I'm not a native English speaker :)
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Perhaps game mechanics could be employed to help to avoid abuse, Matlush. It the case of a bard singing a song then the audience could either /applaud bard or /boo bard and depending on how the votes balance out either give or take pps from them.
- Nova
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Well, I thought this thing not only for bards, but for roleplay in general. Could give people a reason to skill charisma. People with high charisma could give other guests for PP more often.
For example, a Lemur who stops an Ylian fight should receive some PP from RP-fair community.
Listening and aiding a Stonebreaker's pain while drinking beer could bring some PP.
Saving someone from death, showing someone the way to Ojaveda.
And IMO, GMs should only take pps from people who'd like to abuse this system, like non RP PP trading. But still, I don't believe it could be used to power level with these limits.
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For example, a Lemur who stops an Ylian fight should receive some PP from RP-fair community.
Listening and aiding a Stonebreaker's pain while drinking beer could bring some PP.
Saving someone from death, showing someone the way to Ojaveda.
From an RP standpoint, I don't see how that would work. Considering that the game isn't designed to reward good roleplayers and punish the bad, nor would it be possible to even program something like that into the game. One person's good roleplaying is another person's nightmare. It would be a nightmare to even -TRY- to come up with a roleplaying-recognizing system.