Player training has already been debated
here,
here and
here. But I think my idea is different enough to start a new thread rather then reviving those who have been dead for long. I used some parts of them though.
Player training was often suggested as a way to stimulate the ?player driven economy?, but I don?t think it works that way. There are always enough people who are kind enough to offer training for free, especially to friends and guild mates. That makes player training pointless, as new players can rank way to fast that way, and people who joined a guild with skilled trainers who are willing to train them all they need, have a huge advantage over the ones who did not.
My idea:
Since players can?t be forced to ask money in return of their help. Training should cost time instead, for both parties. I?ll explain it with the mining skill as an example
- There is a character who wants to learn how to mine. He already has bought the training from Harnquist and has a rockpick.
- He agrees with someone with a high rank in mining, a friend or a paid trainer, that the trainer shall help him.
- The trainer then offers to teach him how to mine with a command. (Not the other way around to prevent newbs from abusing the command by using it OOC without a RP introduction.)
- If the other (the apprentice) accepts they form a training group.
- They have to go to the right spot and dig together.
- The trainer won?t have as much chance to find something as he normally has. The idea behind this is that he has to help the other and give him advice and therefore slows down himself a bit.
- The apprentice has more chance to find something than he normally would have. Therefore he will find more ores and therefore raise his skill faster. The idea behind this is that the apprentice can see how the teacher is doing the job, and gets some advise about how to wield the pick, where to dig and so on.
- The trainer will also slowly train his teaching skill. A higher rank in teaching means the bonuses for the apprentice should increase and in the teacher might even be able to teach more then one apprentice at the same time. (schools?!)
- Of course the difference in skill level in mining should also be taken into account when determining the bonuses for the apprentice and the penalties for the trainer.
- If either the apprentice or the trainer leaves the group, everything returns to normal.
I think this is better then fixed trainers / apprentices relations for a longer period of time, because it can be annoying to be dependant of one single trainer and it?s not realistic that only one person can give you advice. Of course you can roleplay a ?fixed? master / apprentice relationship, but you shouldn?t be forced to do so.
This way, player training can work for the practical knowledge.
In the end we might want to change the theoretical NPC training as well. But then the total amount of theoretical knowledge shouldn?t be a requirement to start with the practical knowledge. You simply need to fill a theoretical bar, as well as a practical bar to get another rank. The teacher can give a bit of theoretical knowledge for example every five minutes, or after the apprentice has found three ores or so.
Exactly the same can be done for the fighting skills, the magical skills and the crafting skillsby fighting together, crafting together and casting spells together. (the exact rules should be somewhat different, but the idea stays the same)
Last remark: I don?t see the use of PPs. What is the reason they exist anyway? Getting progression points as well as practical experience is simply redundant. Tria and time should be the limiting factors that keep you from leveling too fast, not PPs?
Please give some feedback. If people are positive about this idea I?ll post a link to this thread in the wish-list in the bugtracker.
Thank you.