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School of Hard Knocks - Treble Learning in PK

Hey,

So I was thinking - some players train like there is no tomorrow and some don't. The latter electing to run to lvl 50 and let skills go up as they do whatever they do at lvl 50.

Why not give a treble (3x) bonus to skill learn in PK battles? There is still a marked difference in 75% and 100% if you choose to train your skills - but those who don't (and certain skills that can't be trained) and choose to fight PK (at a starting disadvantage) will learn faster by doing it the hard way ie 'school of hard knocks' style?

L-A

I don't see why not. Anatomy trains faster in a PvP situation than a PvE... seems like the sheer pressure of facing another titan of the lands would make you extra attentive to your techniques, spells, prayers, etc.

All for it.

sounds good to me.

This will just allow people who don't put effort into chars (rushing to 50 and jumping at a cabal is not alot of effort) succeed more. I think if you want advantages you should take the time to earn them. I one prac Fgs. I train anats as soon as possible. I make sure my skills are mastered, the ones I use, before I rely on them. Saying you will just make an ogre war, and get to 30, then clear the range every few days to train while pad a record only pushes the idea that PK is the most important facet of a char. Right now I see RP, Training, and PK as equals. If you start meshing two into one, that one will begin to become more important. I vote keep it as it is.

This will just allow people who don't put effort into chars (rushing to 50 and jumping at a cabal is not alot of effort) succeed more. I think if you want advantages you should take the time to earn them. I one prac Fgs. I train anats as soon as possible. I make sure my skills are mastered' date=' the ones I use, before I rely on them. Saying you will just make an ogre war, and get to 30, then clear the range every few days to train while pad a record only pushes the idea that PK is the most important facet of a char. Right now I see RP, Training, and PK as equals. If you start meshing two into one, that one will begin to become more important. I vote keep it as it is.[/quote']

I understand what you're saying - but we all know the time to train, right? Cut it by a third - its still not fast. Add to that you HAVE to be in PK which means you die if you lose and its a pretty hefty price.....

People already do what you're saying in any case- and good luck to them. As I said, if you fully train you still get the full advantage when you hit lvl 50 in PK.

Notice I said skill NOT spell learn as well.

L-A

well even then a lot of lowbies would spar, which would make anatomy training easier as well as some of those skills that are trained in combat. i think it'd be a great idea.

Training bothers me a bit, but it is essential for success. Especially any key skill like blackjack for a thief etc...It doesn't make sense to me that skills should go up X3 in pvp but not spells...I think there should be alternate ways to gain skill %. Train to 75% is ok. You should be able to buy your way to 85% with enough gold with an advanced training mob (maybe put him in an area that is a bit tough to get to, 30+ zone or something). There should be more skill rewarding via RP too. I once got a random +1% increase on a skill for RP, but that is no substitute for training. Players could rp a training session without actually dealing blows to each other and a watching imm could reward them with some skill points. That would have a two fold effect, first you'd spend less time training and a veteran could also teach a newer player some of the finer points of pk and skill/spell use. Maybe make it so it has to be someone higher rank than you teaching you and they should also have access to the same skill/spell. It may create more apprentice or squire like relationships in game.

As it stands now all it comes down to is who has the most time to spend training and the knowledge to do it most efficiently. Most of us probably use triggers and train semi-afk. I wish there was some more interesting way to increase skills than to just hammer away at mobs while watching tv or something.

Also, if skills went up X3 in combat people would just organize sparring sessions with each other. This would advantage anyone with ooc connections and a buddy who also wants to train such and such character. Imagine doing defenses at the scarecrows while fighting your friend. Your training would be ridiculously fast. You could do that for any skill really.

Anyone who rushes to 50 and gets caballed can then use CP on skills, but it is UBER expensive, not an efficient way to master all your skills at all.

Even RP credits would be cool to earn and spend on skill points. Then at least you can go out and RP your butt off instead of train in some hole, and you will both learn skills and make the game more deep.

As much as I dislike training and ranking in general, they constitute most of the 'investment' part of making a character. Training skills (and again, ranking) is already wayyyy too easy and quick. Especially if you can't easily find groups (like now), you can master your PK-essential skills (and many others) simply by ranking alone.

There is no real reason to stop to train, outside of the half hour for defenses, unless you have been lazy while ranking, want to master EVERY skill/spell or were lucky enough to have had a couple of efficient groups and you ranked too fast.

What I would like to see is that the skill progression rates are rechecked so that some skill/spells aren't so incredibly fast or slow.

Maybe an increased training time like the increased exp thing we had awhile back.

Pffft. Let's just call training what it is: Grinding.

Countless real life hours avoiding PK because you don't want to get smeared by that uber decked been at 50 for nine months nasty Nexian and has mastered most of his skills and has a rank advantage.

You don't rank because you don't want to fight him. You try to find a comfortable niche to sit at and "grind". They set up triggers and read or do something else, coming back to the screen every so often. You try not to miss tells. You COULD turn off experience gain and help others rank, but lets face it, it's easier to one-hit those little low level mobs.

Training, from my previous experience with FL, is tedious and slows everything else about the game down, separates the "good PKer" from the "bad PKer". I say this because the really cool skills/spells come at their best in PVP.

Upping it in PK? Interesting, but, I'd hardly say useful. You'd be condead before the perks showed up in more than a few skills. Goods would abuse it. Like Resurrection, which is unfortunately a nearly useless spell now. Healers are only useful to a group now as a semi-PK protectorant via the fly spell and for large group trips for mass healing. With less and less newer players, the healer class will probably fade away eventually since everyone pretty much knows all the equipment. But I'm side tracking.

Speed up training, somehow, FL. I can only see good things coming from it.

This raises a question though - what will prevent, say Londil, rushing to 50 and then getting Caidion and train his skills AND anatomies on him? I would love my avatar of steel to go up 3x the speed it usually does without even being in a real PK situation.

There should be no such change.

If you rush to 50, and get into a cabal there is ALREADY methods that you an use to drive an and all skills/spells to 95% .

There should be no such change.

If you rush to 50, and get into a cabal there is ALREADY methods that you an use to drive an and all skills/spells to 95% . I really like this guy. I can't help it. Calls it like he sees it, and I respect that.

Training is Grinding. Awfully boring Grinding.

I suggest a change to the idea. Make Rank 50 characters Train 3 times as fast than now.

What does this aid ?

Will dissuade people from stooping at 30, 42 and training for long hours.

This players are in the Game but they are not subject to almost no interaction.

At 50 the game really kicks in. This way they can Train FASTER, and still participate in the Game.

I think that the academy should take over training over 75%. Each classroom would have a specialist mob in each room that can teach skills/methods. Have a trigger word to start a 'class' that when completed from start to finish of lesson grants 5% mastery to that skill. If there is 2 people in the room, it boosts to 10% to promote RP in training. The lessons given can be taken from the class essays from this forum or straight from the Tomes. The lesson would have to take about a game day to grant that kind of boost. This would make the academy useful again instead of taking up space in Rheydin. It could even charge a 'tuition' fee for the lesson.

Mya, you only play clerics. They are as easy as hell to train anyway ;p

Dizz, that is an awesome idea.