Author Topic: Player training.  (Read 2725 times)

Externals

  • Hydlaa Citizen
  • *
  • Posts: 381
    • View Profile
(No subject)
« Reply #15 on: March 30, 2005, 09:01:54 am »
Im not trying to be offensive but seriously to make that kind of gameplay.. just the time needed would be immensive and players would take advantage.. trust me theres always those people who take adv or things they arent supposed to.
Of course you should fight fire with fire, you should fight everything with fire.   :P  Xantherus Icer  :P

SnowWolf

  • Hydlaa Citizen
  • *
  • Posts: 213
    • View Profile
(No subject)
« Reply #16 on: March 30, 2005, 09:03:35 am »
We\'re also assuming that the skill of teaching would have to be distributed by the server. GMs could give it out to responsible players :) Also, you don\'t have to be a higher level to teach theory. ;)


From the Ranks of the Arcane Order

SnowWolf

Externals

  • Hydlaa Citizen
  • *
  • Posts: 381
    • View Profile
(No subject)
« Reply #17 on: March 30, 2005, 09:09:36 am »
Actually, if the GM\'s were active enough, and they manually gave the teaching ability to responsible players, that could actually work. :)
Of course you should fight fire with fire, you should fight everything with fire.   :P  Xantherus Icer  :P

Under the moon

  • Forum Addict
  • *
  • Posts: 2335
  • Writer extraordinaire.
    • View Profile
(No subject)
« Reply #18 on: March 30, 2005, 09:14:05 am »
Ok Externals, let me explain this to you very simply.

Planeshift, at its heart, is a roleplaying game. That is its purpose. All this \'fighting\', \'magic\', and \'skills\' are just fluff to achieve this purpose. People take advantage of this, becoming power levelers. Perhaps we should remove these features? I thought not. Teaching would be a far harder skill to take advantage of, and would contribute far more to RPing. So I still don\'t understand where you\'re coming from.


*edit* Why would the GMs need to hand out teaching skill? They don\'t give out sword skill.
« Last Edit: March 30, 2005, 09:16:19 am by Under the moon »

Externals

  • Hydlaa Citizen
  • *
  • Posts: 381
    • View Profile
(No subject)
« Reply #19 on: March 30, 2005, 09:20:17 am »
Like I said before.. if you read my post carefully, i said i had doubts about it and it would probably not work, but i was up with it.

Passing that point, im not trying to argue, i think your right but the fact that your waisting so much time to explain this to me, a person who actually contributes nicely and try to help people in game is kinda awkward. Imagine how hard it is teaching me and explaining this, now imagine how it would feel telling it to other people who really do try and take advantage. You were the one who brought up the fighting and such.

In fact, iv been exploring for the past 2 days, posting on the forums, and helping people in game to the extent i can and let me tell you, its quite enjoyable. But enough said, and again I repeat, if you like the idea, go for it. But good luck telling this to other people who really just play for the killing and magic.
Of course you should fight fire with fire, you should fight everything with fire.   :P  Xantherus Icer  :P

Under the moon

  • Forum Addict
  • *
  • Posts: 2335
  • Writer extraordinaire.
    • View Profile
(No subject)
« Reply #20 on: March 30, 2005, 09:39:14 am »
Quote
Originally posted by Externals
But good luck telling this to other people who really just play for the killing and magic.

That, my friend, would be their loss. :) Teaching would be much like mining to those people. Boring to the point of tears. But I say good riddance. Let them do their killing elsewhere.

Teaching is one of the main jobs listed on the main site, and by far, one of the most important. Life is about learning.

That\'s where I think the Devs went wrong, placing combat and magic above the simpler things in life. It saddens me, but the way things are going...it\'s not good. :(

Externals

  • Hydlaa Citizen
  • *
  • Posts: 381
    • View Profile
(No subject)
« Reply #21 on: March 30, 2005, 09:44:19 am »
Well theres always room for improvement. Lets hope they see this idea but for now i must sleep. My eyes are closing in on me..
Of course you should fight fire with fire, you should fight everything with fire.   :P  Xantherus Icer  :P

Merak

  • Hydlaa Resident
  • *
  • Posts: 55
    • View Profile
(No subject)
« Reply #22 on: March 30, 2005, 02:01:17 pm »
Quote
Originally posted by Azuros
training should take time to learn. Not only you pay, you are train.

Quote
Originally posted by Under the moon
... Lets put this into a scenario.
1. Dwarf levels ax skill to lv. 20, etc.


Current scenario: \"I\'m Lina the Very Rich Tefusang Slayer. There ! A cook-chief ! lets gain cooking theory ! Cool, I\'m level 1. Let\'s practice eggs&bacon alchemy :)\"

Nevertheless, the \'practicing\' phase will take some time, as cooking is probably longer than Summon-Missile-On-Tefussang casting.


Concerning teatching,
 1) it can be free but it is an \'\"exchange\"\'
 2) It requires pedadogy from the teacher, and a higher level than the student
 3) The student will learn an amount related to his own skill or attitude.

Detail:
1) A top level teacher can teach for free (money speaking) because he wants to share or transmit  his knowledge, or because he likes teatching and he has other subsistence way (he has another job (blacksmith, farmer, ...)). If he is a full-time teacher (in a Magic School for ex.) he will teach for money as he makes his living from it. BUT teatching is an exchange : the thing that is always spent is \'\"time\"\', and this aspect is not taken into account in PS :(. A teacher will spend time to teach in exchange of money, or attention, or services, or his own pleasure. But he will not spend all his day teatching. Let\'s implement a /train duration of 10 minutes, and during them the teacher (NPC or PC) cannot do anything else but speaking or walking.

2) I agree with the pedagogical skill as explain by Under the moon. To transmit knowledge, even a top-level master requires pedagogy. You have had teachers in real life, you know what I mean. A teacher couldn\'t be able to bring the student to a higher level than his own (in reality it\'s controversial, but for the game it is better)

3) Every student has different learning capacities. Supposing that the teatcher is a good teatcher, and will transmit 80% [teaching-unit], the student should do an attribute roll to see what he kept : 0% (critical loss), 60% (medium), 80% (success), 90% (critical success). Whatever the result of this roll, money (if there was a fee) is spent, and \"training time\" is spent too by both players...
Depending of the skill, different attributes should be used:
- Fight --> SAG test (or a combination of several: foil--> (AGI+INT)/2, claws--> (AGI+STR)/2)
- picklock --> AGI
- magic --> way\'s attribute
- dance --> (CHA+AGI)/2

In brief : each /train session should last several minutes of  the game. It should imply teacher and student almost full attention. There should be two rolls, the first one to see what the teatcher transmits, the second one to see what the student understands for this.

If teatching eats a part of your day (as in real life), you will quickly decide of a reasonable fee... :D

Zan

  • Veteran
  • *
  • Posts: 1944
  • Just a regular guy, with an irregular soul
    • View Profile
    • Photography
(No subject)
« Reply #23 on: March 30, 2005, 02:18:06 pm »
I don\'t know if this has been said before since I couldn\'t bother to read the whole thread ...

But a similar thing does exist in the Star Wars MMORPG\'s. The method is very simple you just give every player the ability to teach the skills that they posses. It is up to the teachers themselves whether they ask money or not. Of course the student will still have to get sufficient PP\'s and the experience to actually get the skill afterwards, it could just be cheaper and make for some more interaction.

Another possibility is to implement a \'Teacher\' job so that only people who get the profession of teacher will be allowed to teach skills to others, instead of just letting everyone teach.

I personally like the idea.
Zan Drithor, Member of the Vaalnor Council
Tyrnal Relhorn, Captain of the Vaalguard
Thromdir Shoake, Merchant
Giorn Kleaver, Miner.

Grayne Dholm, Follower of Dakkru

Necronomium

  • Traveller
  • *
  • Posts: 32
    • View Profile
teaching
« Reply #24 on: April 02, 2005, 02:13:44 pm »
you couldnt help your friends so easily to gain levels if you could teach on third of your own skill and student of course would need to have progression points to get better. so if you would have 18 red way you could teach only to level 6 and if the student has required progression points for that, and you couldnt teach over certain level like 10 or then teacher should have 5 times more bigger skill level than student would learn like 55 to teach level 11

Pestilence

  • Hydlaa Notable
  • *
  • Posts: 872
    • View Profile
(No subject)
« Reply #25 on: April 02, 2005, 05:14:41 pm »
hmmm teaching other players? So many people here seem to want to restrict it. I wonder why. Sure it gives an advantage if the player who would have the skill would do it for free, but if you make it hard to be able to teach WHY would he do it for free? And why would it be so wrong even if he did??

I mean the person needs PP just like he would right now. And the teacher would need money and PP extra just to train his teaching skill if the devs would go that way. Ofcourse at the moment getting money is harder then getting PP, but thats only becuase moneymaking skills aren\'t implemented yet (or atleast thats what the GMs keep telling me ;) ).

I think being a teacher would be a great way to get jobs for players. It is the one thing we are sure people will pay for. To better themselves. Even the hardcore roleplayers will want to train when things like climb and cooking will be implemented.

Ofcourse teaching shouldn\'t be made easy. Like when your teaching level is level 1 you can only teach people level one skills given that you are atleast level 5 levels higher in the skill. Wouldn\'t mind when you would have to chose a skill to teach and cant teach more till your higher in the teaching skill. Or if you have \"teach sword\"like you now have \"repair sword\".

Vandel

  • Hydlaa Resident
  • *
  • Posts: 64
    • View Profile
(No subject)
« Reply #26 on: April 02, 2005, 08:10:51 pm »
Quote
Originally posted by SnowWolf
We\'re also assuming that the skill of teaching would have to be distributed by the server. GMs could give it out to responsible players :) Also, you don\'t have to be a higher level to teach theory. ;)


This is an excellent idea... ;)  Theory is all we should be worried about.  That\'s all schools give us... the rest is up to us.  But I think limiting the ways people can gain skills should be just as strict as how we attain them in real life.

Theory can be easily attained from a library as readily as it can be sought from school.

A school however gives you a lot of theory all at one, based on the jobs we decided we want to do.

But we\'re not thinking about econmics.

The idea that a player can train, though, leads to how long should it take train a player?

For instance... what about combat?

I think the arena should be better, but instead of gladiator style, you think of something that requires the death of a character.

If a player fails to win that fight, he doesn\'t gain any experience for it.

Sorry... OT... ;)

---------------------------------

*** EDITTED OUT A BLOCK MOVED TO MONSTERS ***

http://planeshift.oodlz.com/wbboard/thread.php?threadid=3834&boardid=11&sid=e2db3536e577c0b5a4be1fb5adbe443f&page=13#260
« Last Edit: April 02, 2005, 08:34:53 pm by Vandel »


-=[Life is Good, RPG\'s are better!]=-

Under the moon

  • Forum Addict
  • *
  • Posts: 2335
  • Writer extraordinaire.
    • View Profile
(No subject)
« Reply #27 on: April 02, 2005, 08:27:20 pm »
Hmmm.... Mobs learning from players.... I like it!

But I still think the best way to do player teaching is my example. The coding could be similar to combat, but instead of assigning damage, you would spend PP and money (if the teacher charges) and level up your skill.

\"Class, draw your frying pans!\"

Vandel

  • Hydlaa Resident
  • *
  • Posts: 64
    • View Profile
(No subject)
« Reply #28 on: April 02, 2005, 08:33:30 pm »
Whoops sorry man... ;)


-=[Life is Good, RPG\'s are better!]=-

scooter

  • Traveller
  • *
  • Posts: 10
    • View Profile
You get my vote for teaching
« Reply #29 on: April 14, 2005, 01:24:46 am »
I definitely like the teaching idea.  So what if it reduces the number of people training at an NPC.  NPC\'s are there to promote and tell the story.  If the developers were worried about NPCs loosing their jobs to in game players then blacksmithing would not exist.