IDEAS FOR RYZOM


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#1 [en] 

What about allowing players to "mentor" other players in lieu of training (some) skills?

If you're still reading this instead of immediately spamming the reply button to cuss me, awesome, thanks! I see this as a way to remove some dependence on NPCs.

Suppose I have just ding'd Elemental Magic level 125, and am now eligible to learn Cold 10 and Electricity 1. The person I wish to learn from, and who wishes to mentor me is level 145, and has Cold 11 and Electricity 2.

The mentor would construct an action containing stanzas that I know or am eligible to learn from a trainer, target me, then right-click that action and select "Mentor". If I was eligible to learn everything about that action that I didn't already know, I would be presented with a confirmation window showing the action and the SP and experience cost (explained below). If not eligible for any part of the action or can't afford the SP cost, the mentor would be shown a denied window. If I accept, I am marked as an understudy, and my mentor is marked as my mentor. (Working out details like progress between login sessions is nit-picky and easy to do later).

To gain knowledge of this action and all of its stanzas, my mentor and I must be in the same team, and must perform the same type of actions on the same targets; if I am learning Cold 10, I would use my Cold action while mentor would use his or her Cold action. After a certain amount of experienced gained in this manner, I would then gain the knowledge of those stanzas, that action would appear on my action bars same as if I had learned it from a trainer, and the SP cost would be deducted from my character sheet.

A limitation of this is that a mentor could not teach a new ability; I would not be able to learn Electricity 1. However, once I learned Electricity 1 from a NPC trainer, I could then learn Electricity 2 in the field.

Another limitation of this is that a prospective mentor can't mentor me if I'm trying to learn the same rank abilities that are his or her max. That is, someone cannot mentor me in Electricity 2 if that person has only learned up to Electricity 2.

This type of system wouldn't work for a number of abilities, including Prospection and Extraction blueprints, as well as the various auras and stat upgrades. I'd not be concerned about the auras and stat upgrades, but perhaps an exception could be made for Extraction and Prospection, in that you can learn both using Careplan actions in team with the mentor. (It's impossible to have two people use an extract action on the same node).

Either Cats should not affect the experience gain as far as mentoring is concerned, or the costs should be doubled to take cats into account.

An example an experience cost of this could be something like: (level required for stanza) * (sp cost) * 10. Double that to allow cats. Thus, the maximum experience cost for the default Cold 10 action is: 125 * 26 * 10 = 32,500 exp (or 65,000 to adjust for cats), plus the 26 SP. That's perhaps 11 kills to gain knowledge of the new skills. Experience that would have counted as Elemental Magic (in this case) is the only experience that counts, in the same manner as leveling and using multiple skills applies the experience differently.

While being mentored, my experience from kills would go toward the stanzas I'm trying to learn, and not toward my level. It shouldn't be crippling, but it should take a little bit of time. Balance convenience of staying in the field over not throwing extra experience into the training.

#2 [en] 

I like it...and it seems very ryzom-like in nature. I do think the mentor would need to be x amount of levels over the skill being trained.

In fact, I do not see why this could not work just like training at a vendor. Right click on someone, select "train"...and the trainer has to agree to train you. If so, training happens just like an exchange, the trainer can "give you" a skill...I also do not see why this cannot happen to learn new skills. Trainers afterall are able to teach you electricity 1...why not another homin in the same way?

+1

Last edited by Loryen (1 decade ago)

#3 [en] 

"wtb plvl plz"

no, thank you.

#4 [en] 

well if lala is against it, then it must be a good idea.

+1

#5 [en] 

I like the idea in general but i would increase the SP cost slightly. ie.: Skill cost at NPC 10 than it would be 13 from a player.


So this get's my
+10

Last edited by Amnesia(arispotle) (1 decade ago)

#6 [en] 

Just to explain why I felt this idea was in the "nature" or Ryzom...Players craft almost all our own armor, build our own weapons, this is suppose to be a sandbox, and need not rely on NPCs for anything (except training currently).

As I have mentioned in previous suggestions, I support almost any idea that takes us further in that direction. In my opinion, in a real sandbox, players can do anything NPCs can, almost (if not entirely) removing this reliance.

#7 [en] 

What next?
Player owned Shops? Buy a shop for 200mill dappers and have your own opening hours and just stand there and wait for homins to come and buy/sell Items that you can put/retrive in Shop Inventory. Make Profit as you seem fit Haggle all you like....

#8 [en] 

...

Last edited by Loryen (1 decade ago) | Reason: Moved to correct place.

#9 [en] 

Amnesia
What next?
Player owned Shops? Buy a shop for 200mill dappers and have your own opening hours and just stand there and wait for homins to come and buy/sell Items that you can put/retrive in Shop Inventory. Make Profit as you seem fit Haggle all you like....

Go to the Fairhaven Faire, and experience the thrill of player-operated shops.

#10 [en] 

Loryen
In my opinion, in a real sandbox, players can do anything NPCs can, almost (if not entirely) removing this reliance.

This is a strong driving force in the majority of suggestions I have made for this game, and the direction I'll push for any new suggestions that I can come up with. Well, that, and finding things which Iala doesn't like.

Mentoring doesn't really add much in terms of functionality. It trades convenience of staying in the field with a little extra time and experience spent "gaining" the ability you can just TP back to a capital city and learn. I would also be perfectly fine with teaching new abilities this way. I didn't suggest it because I figured more people would object to it that way.

#11 [en] 

Amnesia
What next?
Player owned Shops? Buy a shop for 200mill dappers and have your own opening hours and just stand there and wait for homins to come and buy/sell Items that you can put/retrive in Shop Inventory. Make Profit as you seem fit Haggle all you like....

I am thinking of opening a moving company. (idea from another thread) I will call it "Two homins and a Mektoub". It would be fun to allow players to start a company.

#12 [en] 

Iala
"wtb plvl plz"

no, thank you.


Ok i realize i'm new around here and I don't know everyone, and everyone else seemed to just joke about it. But could someone please explain what "wtb plvl pls" has to do with learning skills? I'm guessing that it's the basis given for the "no, thank you", but they have no relation to each other at all. Or am i just feeding some thing i shouldn't?


As to the idea given, i think its a good one. Would expand on the sandbox feel and we all apparently love our sandboxes. As long as the NPC was still around for instances where someone i'snt available to teach you the skills you require...

#13 [en] 

....

Edited 3 times | Last edited by Loryen (1 decade ago) | Reason: not kind

#14 [en] 

caught that before deletion lol...im all for never seein that stuff in chat, but powerleveling has no relation to learning skills. Or am i missing something......

#15 [en] 

Nah, I think lala is just saying she does not want people asking her to "sell" them skills. Personally, I welcome any chance to increase player interaction. I can always ignore or say no to the person asking (or even just tell them I dont know the skill).

Last edited by Loryen (1 decade ago)

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