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Training Changes

It doesn't tell you what you gained in, but for pinns you gain in skills since you obviously don't need exp.

Zhokril is right, I have given many exp rewards to Pinns and it give +1-3% to a random skill. I have seen it increase rescue, decoy etc... So perhaps it is a skill that you are not really paying attention to and slips by you, but it does work.

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. Your uncle and I worked very hard to teach you better role play skills than this, I am ashamed. 50 mastered skills is alot. If you were playing a character of great intellect, I can see the role of a perfectionist. If you are playing the "perfectionist" with every character, you are NOT role playing. Zavero, you are better than this. I actually couldn't sleep laying there thinking that you posted this. I guess for some people PK takes presidence over proper RP, and frankly it makes me very sad, I had hoped we had developed a better class of roleplayer here. 50 mastered skills is better than I would really allow if given my choice, my original thought was (total masteries = level/2 + int) meaning only elves and ilithids would actually get 50.

Back on topic and expanding on Arch Bishop's Idea. My apologies for the coding nightmare I am about to suggest. What if, instead of quests given by the guildmaster granting a training bonus, we gave a certain MOB the ability to give a skill/spell related quest. For instance, if you wanted to learn about dispelling magic you seek out the Grand Mistress, utter a phrase mentioning the spell, and she sends you on a quest. Every skill/spell would have a different teaching MOB. This would inspire RP not just with guild masters but with creatures all over the world. It would give veteran players something new to learn. Completion of these quests could earn the character somewhere between 5-10% depending on how quickly the quest was completed. At level 50 you will complete the quest much faster so you will be given a bigger bonus, where a lower rank will take longer and learn less. This might insure we do not have niche PKer's abusing the new system to become OP among their peers.

Heres my idea:

Pinns are essentially masters of their profession, so why not make them sort of like PC guildmasters in a way. For abilities that THEY have mastered, give them like a "teach" command useable for people below 40 in their same guild. For example:

Atticus the Master of War is here.

Valek the swordnoob is here.

Valek says, "Will you teach me how to be more competent with my sword?"

Atticus says, "Sure, noob."

Atticus prompt> teach valek sword

Atticus lectures and demonstrates his superb tactics with Valek for many hours. (this is like a request type situation... totally vulnerable, losing hp/mana/move for like a bunch of in game hours)

Valek prompt> You have gained knowledge about sword! +5%

Valek says, "Thank you! I am much more competent now!"

Atticus says, "Sure, noob"

Atticus prompt> aff

You are affected by the following:

Teach 300 hours

Atticus prompt> teach valek sword

You are not yet prepared to bestow knowledge upon a pupil.

I don't know.. its kind of RP like I think. I think it could be cool as in like knowledge getting passed down and allowing more bonds to be built between players.

"I am Valek, student of Atticus, you killed my father. Prepare to die."

Heres my idea:

Pinns are essentially masters of their profession, so why not make them sort of like PC guildmasters in a way. For abilities that THEY have mastered, give them like a "teach" command useable for people below 40 in their same guild. For example:

Atticus the Master of War is here.

Valek the swordnoob is here.

Valek says, "Will you teach me how to be more competent with my sword?"

Atticus says, "Sure, noob."

Atticus prompt> teach valek sword

Atticus lectures and demonstrates his superb tactics with Valek for many hours. (this is like a request type situation... totally vulnerable, losing hp/mana/move for like a bunch of in game hours)

Valek prompt> You have gained knowledge about sword! +5%

Valek says, "Thank you! I am much more competent now!"

Atticus says, "Sure, noob"

Atticus prompt> aff

You are affected by the following:

Teach 300 hours

Atticus prompt> teach valek sword

You are not yet prepared to bestow knowledge upon a pupil.

I don't know.. its kind of RP like I think. I think it could be cool as in like knowledge getting passed down and allowing more bonds to be built between players.

"I am Valek, student of Atticus, you killed my father. Prepare to die."

lmao- this is it. What i was thinking, but he typed it.

yep, ill just leave it that that- epic.

Now now, Croyvern I don't master every skill on every character. I suggested that I should be given the option. You better watch who's role play your questioning before I take you out back and pitch you an ol fashion *** whoopin! Haha. My uncle would prob help since you betrayed us by moving!!

I like your idea Grim but I am unsure due to player abuse with other players.

There have been several great suggestions made, and I realize the request was for ideas besides simply decreasing the time... But I'm going to plead for a learning increase anyhow.

PLEASE decrease the time needed to learn things by 50%. Maybe others can stomach it, but I'm sick of the time it takes to level and train a character.

Other ideas:

Trade gold for skill/spell training.

Accumulate training points during ranking (bonus for groups) which you can then spend where you want.

Distribute training points in exchange for monetary donations to the mud.

I'd like to see a combination of these, the thing I hate about training now is that it's the same thing over and over. Why not have multiple ways of training so that characters aren't doing the same thing over and over?

Number 1: Have it so guild masters may give out a quest for a skill/spell. Example would be if I'm a Warrior and want to learn more on charge.

Me: "Teach me more about how to charge old man!" key words being Teach and Charge here.

Guild Master: "How difficult would you like your training?"

Me: "Just easy today."

Guild Master "Very well." He gives me a quest to go charge 10 oozes and I get say 1% increase. Or we could have easy, medium, and hard be dependent on level. At level 30 you unlock medium, 40 you unlock hard. As you get to a higher level you have the option of doing hard ones for 5% or you can do easy ones faster if you want. %'s are debatible here it's just an idea.

Number 2: Have masters of abilities hidden throughout the world, at 95% your guild master is unable to teach you any more, you must seek these out and do 5 very difficult quests. These could be either killing 5 strong mobs or we could have it so that it's a job to do so they will train you, whichever people like more.

Number 3: Teaching others. I like the idea of pinn's teaching but let's have it so anyone can, I don't have to be a master of sword fighting to show you one move. However a master can teach better.

Player 2 asks Player 1 to teach him a little during a break in a hunt.

Player 1 'Teach player 2 sword'

Player 2 would gain a % depending on the ability of player 1, let's have the waiting time be on the person taught, not the teacher.

Player 1 'Teach player 2 sword'

"Player 2 is still memorizing his last lesson!"

% can be (Level/15) + (Skill/50) So a level 50 with a mastered skill would teach 5% and a level 25 with 84% would teach 2%. I'm not into coding yet at school so I'm not sure how best to do this but my forumla was just an example. Trying to have it so teaching is more dependent on level than skill % so we don't have level 18's with mastery teaching almost as well at 50's.

We can keep what we have now also, for those who like it. You can be training sleep and ask someone to drop by and teach what they know. Yes this does speed up the training process which you didn't ask for (sorry), but it gives more options and might help guilds feel more like a family.

Zhokril is right' date=' I have given many exp rewards to Pinns and it give +1-3% to a random skill. I have seen it increase rescue, decoy etc... So perhaps it is a skill that you are not really paying attention to and slips by you, but it does work.[/quote']

that is very posible, I tend not to watch them as closely once I get the basics mastered for my class.

just more reason to rp!

I think that along with practices with each level maybe get like 2-4 percentage points or something to use towards any skill or spell up to 95% of any given skill/spell.

I think THIS idea should be easier to code in than some others and would really benefit everyone while allowing you to progress at a normal progression.

Now now, Croyvern I don't master every skill on every character. I suggested that I should be given the option. You better watch who's role play your questioning before I take you out back and pitch you an ol fashion *** whoopin! Haha. My uncle would prob help since you betrayed us by moving!!

I like your idea Grim but I am unsure due to player abuse with other players.

I don't wanna hear about, "Good idea, but players could abuse it.".

Players could abuse anything. This mud is in dire need of a kick in the ***, and I don't see any point in being too scared to try something. To me, part of what makes the mud suck is the fact that everything has to be so immortal controlled that it makes me feel like none of my characters matter unless I have spent hundreds of hours mainly idling around and having some good RP in the off chance that someone is around to RP with. I know there are a lot of restrictions now because people have abused whatever in the past, but this is 2010. This game cannot compete with the million other things people can spend their time doing. Everyone that plays is a hell of a lot older and more mature now, so I think we can take some of the restrictions off and let our target audience be mature adults. I only ever started playing muds because back in the day my computer sucked too badly to play anything with graphics. We need to hook old school D&Ders and book nerds. It is ridiculous to think we can get teenage kids to play this mud and take it seriously. The attention span of the average teenager has fallen DRASTICALLY, so we need not worry about them anymore. I don't know. I feel like we've been grounded for long enough, lets let the players play again.

Heres my idea:

Pinns are essentially masters of their profession, so why not make them sort of like PC guildmasters in a way. For abilities that THEY have mastered, give them like a "teach" command useable for people below 40 in their same guild. For example:

Atticus the Master of War is here.

Valek the swordnoob is here.

Valek says, "Will you teach me how to be more competent with my sword?"

Atticus says, "Sure, noob."

Atticus prompt> teach valek sword

Atticus lectures and demonstrates his superb tactics with Valek for many hours. (this is like a request type situation... totally vulnerable, losing hp/mana/move for like a bunch of in game hours)

Valek prompt> You have gained knowledge about sword! +5%

Valek says, "Thank you! I am much more competent now!"

Atticus says, "Sure, noob"

Atticus prompt> aff

You are affected by the following:

Teach 300 hours

Atticus prompt> teach valek sword

You are not yet prepared to bestow knowledge upon a pupil.

I don't know.. its kind of RP like I think. I think it could be cool as in like knowledge getting passed down and allowing more bonds to be built between players.

"I am Valek, student of Atticus, you killed my father. Prepare to die."

Like this idea, perhaps we could tweak it so that the lowbie could only be taught once per skill/spell to avoid abuse as well as give a reason for interaction with more characters.

The teach timer should also probably go to the pupil rather than the teacher. Think 200 hours is a bit on the high side.

Like this idea, perhaps we could tweak it so that the lowbie could only be taught once per skill/spell to avoid abuse as well as give a reason for interaction with more characters.

The teach timer should also probably go to the pupil rather than the teacher. Think 200 hours is a bit on the high side. Can we add a reward for this Teacher who has made themselves prone for the sake of aiding another? Maybe in the way of CP, or perhaps + Luck for the duration of the cool down? I had thought both teacher and Student would be prone.

Like this idea, perhaps we could tweak it so that the lowbie could only be taught once per skill/spell to avoid abuse as well as give a reason for interaction with more characters.

The teach timer should also probably go to the pupil rather than the teacher. Think 200 hours is a bit on the high side.

Absolutely once per skill/spell or once per skill/spell per trainer?

Like:

Character A trains character B in sword.

After cooldown, character B goes to character C to learn more in sword.

or

Character A trains character B in sword.

Character B can learn no more about sword.

--

If scenario 1 is true:

Could character A train character B in all skills/spells possible, leaving character B to go to the next pinnacle of his class and learn another percentile in them all again?

If scenario 2 is true:

Could character A train character B in all skills/spells possible, not making much extra interaction between pinnacles of the same class? If this is the case, I could see a sort of pupil/squire/apprentice/benficiary system being put into place to perhaps making training a two-party thing where both can benefit from the situation.

So can you learn from other classes? For instance, can a thief learn a few points in second attack from a warrior?

So can you learn from other classes? For instance' date=' can a thief learn a few points in second attack from a warrior?[/quote']

Yes. We don't have a playerbase size to make this system work via class based.

Grim, pack another one cause thats a great idea. It promotes roleplay over ignoring people to grind out your training. Develops char relationships, and makes training more realistic.

I mean really, I hacked away at my scarecrow for 6 hours the other day, and I still suck with a sword.

Grim, pack another one cause thats a great idea. It promotes roleplay over ignoring people to grind out your training. Develops char relationships, and makes training more realistic.

I mean really, I hacked away at my scarecrow for 6 hours the other day, and I still suck with a sword. Never train weapons in the fields, only defenses. Wepons will master faster in a ranking area, like ellium or emerald forests.

Give +1% across the board each new rank for any skill/spell/song you have at least one practice in.

Complicated quest systems will not catch on because most players will still prefer to set up a trigger and do something else while their toon masteries everything. (unless the quest reward is a very high % increase)

Teaching is an interesting idea but it may introduce a lot of extra practices to players who really get the most out of it, this may end up unbalancing things.

I think coding time could be better spent elsewhere then by revamping training in a very complicated way. Training sucks, and probably will in any hat.

Like this idea, perhaps we could tweak it so that the lowbie could only be taught once per skill/spell to avoid abuse as well as give a reason for interaction with more characters.

The teach timer should also probably go to the pupil rather than the teacher. Think 200 hours is a bit on the high side. Maybe have it where Heralds get an extra bonus to it, since service in the Academy has made them apt at teaching?