Player to player skill training
Posted: Wed Feb 05, 2025 11:07 pm
HAI!
It's ya' boy, funny talking island man. Here with another one of those suggesteroos.
Bigtime shoutout to the man, the myth, the legend, Squeak. This one's courtesy of one of those casual voice chat realizations that we tend have here from time to time.
Okay. So.
Back in the days of old, players used to be able to give each other lessons. If memory serves-- as long as a player had a higher skill level in the applicable skill than another player, they could teach them. It would offer the same lesson benefit obtained from NPC trainers.
This was a great feature. It encouraged people to interact. It encouraged higher level players to group up with lower level players to offer lessons, and RP, and help with that initial grind, and give them something to do.
The problem was-- it was easily abuseable. It had no cost. Players ended up endlessly training each other and avoiding all of the NPC riln expenses completely. So, here's my proposed solution.
Suggestion: Let the teacher spend an RPA to offer a lesson to the student.
Why?
A: It insentivises value exchange. People don't want to give up an RPA for free. They either have to really like you-- or there has to be something in it for them. This encourages people to wheel and deal, still. Sure, it might not be so significant an expense as the NPCs, but that's the point!
B: It insentivises RP. If people spending an RPA to help someone else learn-- odds are, they are going to want to RP to earn another RPA somehow. Perhaps, through a nomination.
C: As a result of the above factors, this insentivises people to group up more, regardless of skill level. If you exchange something with someone for a lesson, that fee might include their services in helping you learn more effectively, too. Or keeping you safe while you learn. Or showing you the best places to train, or the best strategies, etc. etc.
D: It can't be as easily abused as the old system. Again, an RPA has value. Spending it on someone else is a gesture that takes forethought, and you have to sacrifice your own boosted skillgain to boost someone else's. In addition to that, you can't "grind" or "spam" the system for RPAs. They're granted through nomination, or by the staff, and the staff still have to approve and distribute nominations. They aren't automatic, so far as i'm aware.
How do I invision this working?
Player A wants to teach player B about swordsmanship.
"teach player b swords"
If you have an RPA to use: "Are you sure you wish to teach player B more about the swords skill? This will cost 1 RPA (Roleplay award) to accomplish. Consider carefully! It can't be taken back! Repeat the command in the next 30 seconds if you wish to do so."
If you don't have an RPA to use: "You don't feel inspired enough to teach anyone right now. [No RPAs available to spend! Get out there and roleplay!]"
Upon Success: Player B recieves the identical effect they would recieve from an NPC trainer giving them a lesson. Perhaps with more length dependent on the teacher's skill?
Possible Additional Effects:
-Teacher also gets an automatic, but small amount of skillgain in the associated skill for spending an RPA
-Perhaps both teacher and student are given a free lesson in the associated skill? Simulates the teacher learning more from teaching?
-Perhaps grant the teacher a period of time equivalent to a lesson that allows skillgain on lower level mobs until the lesson is complete?
BONUS SUGGESTION
One on one Tutoring used to be a thing. We've talked about this before.
What tutoring was: Teacher tutored student. Teacher had to be higher skill than student to do so. While actively tutoring, the teacher's skills exactly mirrored their student's-- E.G: if the student had 100 sword skill and the teacher had 1000 sword skill, while tutoring, both teacher and student had 100 sword skill. This applied to the -entire- skill list. The teacher could then benefit from lower level areas again as long as the student was present and learning from them, and the student experienced double the rate of skill gain while being actively tutored.
Why this was good: Legacy players could enjoy lower level areas again and grind in them, experiencing the same level of risk that they used to but also the same level of benefit that they used to. New players boosted their gains, theoretically got RP with someone to learn the ropes, establish their character, and potentially make attachments to move them through the rest of their life in the game. It was a great system that really felt good to be a part of.
Why it was bad: It was very easily abuseable. People just stopped RPing and interacting with the game systems as they were intended. They would lock up in a safe area or a safe room and grind skills off of each other until they were maxed with virtually no riln cost because of the lesson system being free, and no risk because of the tutoring system being the way it was and players being able to gain skill off of each other. There was also no limit on how long you could tutor someone, or how often you could give lessons-- so there were situations were characters were piggybacking each other to max WAY. WAY too fast.
Suggestion: Bring this system back, but only let individuals tutor someone for a single half-hour period at a time with a 3-6 hour cooldown. Alternatively-- let them tutor for 1 hour in total with a 12 hour cooldown.
Why it's better: It encourages all of the same benefits, with none of the costs. Lessons are no longer free-- they would cost an RPA. Tutoring can no longer be done infinitely, so neither can infinitely benefit off of it. Most importantly-- players can't gain skills off of each other anymore. So gone are the days where you can simply lock two players in a room, tutor and train each other endlessly for free, and walk out masters of swordsmanship without peer in a week's time.
Potential Additional suggestion: Make this system also cost RPAs.
I know this is a novel, but-- the first part, at least, regarding lessons? I think it's HUGE. even if the tutoring part was disregarded entirely, I think that lessons suggestion should absolutely be considered for implementation.
Definitely interested in thoughts and feedback on this one. Thanks for time, curiosity, and patience. Enjoy!
It's ya' boy, funny talking island man. Here with another one of those suggesteroos.
Bigtime shoutout to the man, the myth, the legend, Squeak. This one's courtesy of one of those casual voice chat realizations that we tend have here from time to time.
Okay. So.
Back in the days of old, players used to be able to give each other lessons. If memory serves-- as long as a player had a higher skill level in the applicable skill than another player, they could teach them. It would offer the same lesson benefit obtained from NPC trainers.
This was a great feature. It encouraged people to interact. It encouraged higher level players to group up with lower level players to offer lessons, and RP, and help with that initial grind, and give them something to do.
The problem was-- it was easily abuseable. It had no cost. Players ended up endlessly training each other and avoiding all of the NPC riln expenses completely. So, here's my proposed solution.
Suggestion: Let the teacher spend an RPA to offer a lesson to the student.
Why?
A: It insentivises value exchange. People don't want to give up an RPA for free. They either have to really like you-- or there has to be something in it for them. This encourages people to wheel and deal, still. Sure, it might not be so significant an expense as the NPCs, but that's the point!
B: It insentivises RP. If people spending an RPA to help someone else learn-- odds are, they are going to want to RP to earn another RPA somehow. Perhaps, through a nomination.
C: As a result of the above factors, this insentivises people to group up more, regardless of skill level. If you exchange something with someone for a lesson, that fee might include their services in helping you learn more effectively, too. Or keeping you safe while you learn. Or showing you the best places to train, or the best strategies, etc. etc.
D: It can't be as easily abused as the old system. Again, an RPA has value. Spending it on someone else is a gesture that takes forethought, and you have to sacrifice your own boosted skillgain to boost someone else's. In addition to that, you can't "grind" or "spam" the system for RPAs. They're granted through nomination, or by the staff, and the staff still have to approve and distribute nominations. They aren't automatic, so far as i'm aware.
How do I invision this working?
Player A wants to teach player B about swordsmanship.
"teach player b swords"
If you have an RPA to use: "Are you sure you wish to teach player B more about the swords skill? This will cost 1 RPA (Roleplay award) to accomplish. Consider carefully! It can't be taken back! Repeat the command in the next 30 seconds if you wish to do so."
If you don't have an RPA to use: "You don't feel inspired enough to teach anyone right now. [No RPAs available to spend! Get out there and roleplay!]"
Upon Success: Player B recieves the identical effect they would recieve from an NPC trainer giving them a lesson. Perhaps with more length dependent on the teacher's skill?
Possible Additional Effects:
-Teacher also gets an automatic, but small amount of skillgain in the associated skill for spending an RPA
-Perhaps both teacher and student are given a free lesson in the associated skill? Simulates the teacher learning more from teaching?
-Perhaps grant the teacher a period of time equivalent to a lesson that allows skillgain on lower level mobs until the lesson is complete?
BONUS SUGGESTION
One on one Tutoring used to be a thing. We've talked about this before.
What tutoring was: Teacher tutored student. Teacher had to be higher skill than student to do so. While actively tutoring, the teacher's skills exactly mirrored their student's-- E.G: if the student had 100 sword skill and the teacher had 1000 sword skill, while tutoring, both teacher and student had 100 sword skill. This applied to the -entire- skill list. The teacher could then benefit from lower level areas again as long as the student was present and learning from them, and the student experienced double the rate of skill gain while being actively tutored.
Why this was good: Legacy players could enjoy lower level areas again and grind in them, experiencing the same level of risk that they used to but also the same level of benefit that they used to. New players boosted their gains, theoretically got RP with someone to learn the ropes, establish their character, and potentially make attachments to move them through the rest of their life in the game. It was a great system that really felt good to be a part of.
Why it was bad: It was very easily abuseable. People just stopped RPing and interacting with the game systems as they were intended. They would lock up in a safe area or a safe room and grind skills off of each other until they were maxed with virtually no riln cost because of the lesson system being free, and no risk because of the tutoring system being the way it was and players being able to gain skill off of each other. There was also no limit on how long you could tutor someone, or how often you could give lessons-- so there were situations were characters were piggybacking each other to max WAY. WAY too fast.
Suggestion: Bring this system back, but only let individuals tutor someone for a single half-hour period at a time with a 3-6 hour cooldown. Alternatively-- let them tutor for 1 hour in total with a 12 hour cooldown.
Why it's better: It encourages all of the same benefits, with none of the costs. Lessons are no longer free-- they would cost an RPA. Tutoring can no longer be done infinitely, so neither can infinitely benefit off of it. Most importantly-- players can't gain skills off of each other anymore. So gone are the days where you can simply lock two players in a room, tutor and train each other endlessly for free, and walk out masters of swordsmanship without peer in a week's time.
Potential Additional suggestion: Make this system also cost RPAs.
I know this is a novel, but-- the first part, at least, regarding lessons? I think it's HUGE. even if the tutoring part was disregarded entirely, I think that lessons suggestion should absolutely be considered for implementation.
Definitely interested in thoughts and feedback on this one. Thanks for time, curiosity, and patience. Enjoy!