* Several things have already been thrown out there so I'm going to fishbone off of some of those.
Decreasing skill levels - Though I understand the reasoning behind it. I feel this is a really bad idea. In an environment where much skill training (and mining). This will only increase the need for training and mining.
Training of other players- That could be done and adjusted to the existing mechanics. By requiring a player to seek out a player of a higher level to introduce them to a NPC trainer after reaching a certain level.
- If a new player was allowed to level to the first 10 levels of each skill, This allows them to learn of the game mechanics and familiar them selves with the community. After they reach that level they can no longer train with an NPC until they are introduced to another trainer by a player that is skilled in that level of skill.
- a two player quest could be added to enhance to need to cooperate for the player to receive the next 10 levels of training
- added at certain level of skill. Say level 50, a player is required to take on an apprentice in order to train their next 10 levels of that skill. Also a quest related requirement could be added
- in such scenario's as all starting out new. The same formula is used but the requirements are to train with a player of equal skill levels until there are higher skilled players available
Skill choices- limiting other skills by the characters skill choices. As the saying goes "A jack of all trades, but master of none." Cross referencing skill choices to affect the other.
The same can be applied to stats as well.
- leaving a grace period again for a new player for the first 10 levels or so. After which the skills they choose will effect the levels in which they can train in other skills and/or the other skills they can choose.
- An example; if one chooses to be an expert in daggers. This will effect their ability to do or learn other skills based on the requirements. Agility would be the main stat for it for it requires a slight of hand technique. So the expertise of blunt weapons of even heavy swords, such as claymores would be an impossibility which are weapons of strength. Trade mastery like mining and sword making would be limited based on the need to keep that slight of hand ability. The choice of armor training would effect the characters stats as well. Training Heavy Armor as a dagger expert reduces agility.
- if a character chooses a trade instead of being a warrior the ability to level weapon skills or other trades are limited. An expert of sword making is highly unlikely to have the time to train mastery in weapons, even they ones they make. The sword making skill would require certain stats and effect others. Being at the anvil all the time would effect the characters agility as well as the ability to use some weapons. Blunt weapons would most likely be a more suited skill to this crafter then daggers.
-Magic user/warriors should be a thing of the past. magic using would require a lot of the individuals time to learn in one way let alone the others, so a character choosing to learn both magic and weapons would be limited in each. So A choice of one or the other should be clearly drawn.
-character choice could tie into the stat levels. A kran would not be able to reach the agility of a Enkidukai and vise versa
-Character stat and skill limitations would force interaction between players based on occupation and training. A character would have to seek out a higher skilled character for apprenticeship in order to learn of the required skills they desire to reach
- Character stat and skill limitations would also reduce the need for gaining ungodly amounts of PP, because they no longer can max all skills
- This would also help to get players to work together more to combat some of the NPC's
- If cross referencing the stats and skills are an impossibility. Then maybe an easier way would be a max stat or skill in each catagory
- If a player chooses to max strength the others are limited. Maybe one to 90, one to 80, and the rest at 75
- The limitations could greatly tie into the choice of weapons or magic (Mages and warriors would have to choose their mastery in a certain Way or weapon carefully)
dagger mastery would require a high agility as BW (I believe) requires a high intelligence.
Changing skills or stats - If a craftperson decides that they wish to be a warrior or a mage. An NPC could be set up to reduce skill levels.(At a cost) This would allow a character to begin training in another field of interest without having to produce a new character, or to correct a poor choice of skills for their character.
Reduction of stamina- This is always a complaint for new players. Up the regeneration with the use of food. It brings in a practice that characters will get use to and can be reset when crafted food is edible. Which in turn provides a market for our chefs who are slaving in the kitchens. Rest, alone should not regenerate all stamina and/or health for that matter.
- Mining alone would open a large market for food in order to regain full stamina. Not having an NPC with food nearby leaves cooks, or food stands to provide. Which opens interaction between more players.
-requiring food to replenish stamina and health to full even without cooking would push players towards the few NPC's in numbers, causing them to at least meet each other regularly. Filling an opportunity to socialize.