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Training Changes

We are currently considering ways of revamping the training system to make it more interactive and fun. As it stands, training usually consists of spamming a skill/spell in a safe area. This kind of grinding is absolutely necessary for the PK success of a character, but at the same time it is a daunting and boring time commitment for many players.

Do you have any ideas about how to make it more fun and interactive while not necessarily just speeding it up?

Well, guild quests are already coded in, so I don't know how hard it would be to add "slay so-and-so with only iceball" and when you do you get a +something to iceball.

Quests should give you + to spells/skills. Also while you rank, you should learn +%'s to 3 or 4 of your spells/skills. Immortal EXP should also randomly increase skills or spells.

Kind of like this:

You raise a level!!

You gain: 10/100hp 5/82mana 5/200mvs

You learn 1% of your charge skill.

You learn 3% of your flamestrike spell.

You finish a quest!

You learn 4% of your camouflage skill.

So and so looks well upon you and grants you knowledge. (or however it's put)

You gain 3% of your protection spell.

You gain 2% of your parry skill.

Of course, taking exp as an imm could also decrease skill %'s. I would also suggest the rate or amount of which you learn these skills/spells on ranks should be dependent on int and wis.

I like Arch Bishops Idea. Maybe mentioning the skill out loud in front of your guild master could result in a skill related quest. This gives the player some control over the skill/spell they wish to train. Easier quests could teach a little, harder quests could teach more. This not only gives the player an easier way to train, it forces the player to role play with his guild master.

That being said, I am not in favor of allowing mastery of all skills and spells. No one is great at everything, yet every good bye thread from a character has nearly every skill and spell mastered. Its ridiculous. So maybe only allow this optional training to raise proficiencies to 95%. I think no character should be allowed to master more skills/spells than they have ranks. Master fifty skill and spells, and everything else caps at 99%, because no mortal SHOULD be a master of all things.

I am going to spend the next twelve hours putting some very serious thought into this while I'm at work. I'll get back to you then.

I like Arch Bishops Idea. Maybe mentioning the skill out loud in front of your guild master could result in a skill related quest. This gives the player some control over the skill/spell they wish to train. Easier quests could teach a little, harder quests could teach more. This not only gives the player an easier way to train, it forces the player to role play with his guild master.

Deff in the loop for this idea. I mean, anything that encourages RP would be a win in my book. Perhaps, allow certain 50's that are known for thier prowess in certain things, help teach those at lower lvl's since when ive started playing I've had a couple RP moments where people are in the student teacher thing- only wishing I could actually help out.

Imms could get on the action too, like RP events for certain classes or whatever. To learn something new!

All I know is I totally would love to hold a ninja training camp

yeah, i need to soak my head a but more in this.

Well' date=' guild quests are already coded in, so I don't know how hard it would be to add "slay so-and-so with only iceball" and when you do you get a +something to iceball.[/quote']

IMO This would also work well for mastering Cabal Skills maybe? I mean, I think people master those, but I dunno. shrug Could do a Clan Quest for it, adds a little more incentive. Not that I'm advocating ignoring clan quests, but when you're already busy on cabal business it helps to go 'Hmmm, I can run and do this quest real quick and get back to what I'm doing in a jiffy, that way xxx goes up for me.'

I had an idea for training anatomies too. Since that seems far and away the biggest drain to time for someone who has the skill but can't find someone to spar with because of rp/pk range issues. Set up an Arena area where you can pay like 100k gold to go in and whack on a mob of a certain type that will raise your anatomy up to normal cap. Expertise and Mastery would of course be raised through fighting other players/what have you.

Just my two coppers.

I really like the idea of skill buffs at levels. If you used warcry more than any other skill in that level, it should get a buff, and so should the second most used skill. Maybe 2/1 or 3/2. I really like the old training system better, it seemed like you trained much faster that way.

Yes, learning from mistakes I think progressed much faster. But that was a long time ago now, so I am not sure. It is irrelevant to the point of this post though really.

IMO This would also work well for mastering Cabal Skills maybe? I mean, I think people master those, but I dunno. shrug Could do a Clan Quest for it, adds a little more incentive. Not that I'm advocating ignoring clan quests, but when you're already busy on cabal business it helps to go 'Hmmm, I can run and do this quest real quick and get back to what I'm doing in a jiffy, that way xxx goes up for me.'

I had an idea for training anatomies too. Since that seems far and away the biggest drain to time for someone who has the skill but can't find someone to spar with because of rp/pk range issues. Set up an Arena area where you can pay like 100k gold to go in and whack on a mob of a certain type that will raise your anatomy up to normal cap. Expertise and Mastery would of course be raised through fighting other players/what have you.

Just my two coppers.

Caballed people cant do clan quests? They dont show up :confused:

EDIT: I like Valek will put some serious thought into this then reply with my 2c. This is something I've wanted changed for a long long time. Its the biggest turn off for the mud imo so YAY!

Oh.....Hmmm, well I never paid that much attention on my one caballed character because I was always busy with other things. Maybe let them have clan quests or even playing CTF will give them a skill boost? Was just a thought. I know with Ariana I really didn't spend a lot of time with Cabal Skills and whatnot.

Immortal EXP should also randomly increase skills or spells.

So and so looks well upon you and grants you knowledge. (or however it's put)

You gain 3% of your protection spell.

You gain 2% of your parry skill.

It already does this for pinns.

It already does this for pinns.

wow really? I have gotten that on both my pinns..never noticed anything..will have to look better.

It already does this for pinns.

That's ****in sick. Good idea, Zho.

I've never noticed, but

i'll start looking.

i failed a skill yesterday and it said " you have learned from your mistakes and increased proficiency in ****"

i think whatever it is it should promote player interaction. Anything that forces one player to interact with others is just another opportunity for RP. I'll brainstorm on this and i think it's awesome you guys are giving this attention because I really hate mindlessly spamming macro's to train.

RE: Aulian

You cannot do clan quests, you can still do guild quests, and you get cp for them

It already does this for pinns.

My last pinn had received exp bonus at lvl 50 for rping numerous times and not once did I see anything gain wise. Hrm....

Okay, let's try this:

A new system for rewarding RP and perhaps a new system for trains/practices/proficiencies.

And we'll toss in Croyvern's idea of 50's only being able to "master" so many skills.

So, how about as you level you get your trains and practices, but you have a "path" within your class that lets you choose which skills/spells/songs you want to be able to push beyond, let's go with a range between 95 and 99%. Just pick any number in there you want that you can't go past for your non-50 mastery skills. Now, I know this currently sounds like a mess, but it's a rough idea.

Now, also, every other level you get an "insight" bonus you can choose to prac 1% or 2% beyond 75. Now, this isn't a regular prac, but a prac for the "insight" prac, so it's separate from a regular prac, different slot for it.

Also, I know we're not trying to "speed" up training, but let's face it, training is boring. So, on top of having this "insight" prac, how about when you fail a skill it goes back to randomly increasing between 1-3%?

Now, on top of this, instead of IMM bonuses for 50's being given random advancements, they can give them these "insight" practices.

Rip it apart as you please. I have a synthesis paper to get work on.

Sorry but I have to disagree with Croyvern on this one. We play a fantasy game so it isn't like real life. If I want to role play a perfect character I should be able to at least try.

You should be able to master all skills.