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PaoloEmilio

Teaching

6 posts in this topic

Hello

 

I like the updated skill levels, numberless, because it now gives me an idea on how experienced I am on something. But there is another issue. In multiplayer, every player has for example, to harvest a lot of times to become expert, and so it costs a plot of farm to "train" a player.

 

But what if, if you have the skill, you could pass it to other players (Don't tell me they didn't do this in the neolithic). It could be some sort of primitive education.

 

You could rightclick a player, and from there, choose which field to teach, and teach the player. You earn "teaching points" with which you can teach a player. Teaching a player costs you 1 point, and if you run out of points you are unable to teach. You could get 5 teaching points per day, and be unable to stack more than the 5 points (so that you do not stack points by not teaching one day).

 

A single "teaching" could increase the selected skill by a random quantity of skill, that should be fairly small, so that it becomes rather difficult to teach. You cannot teach someone further than your skill level (You can't teach physics if you don't know physics, right?).

 

So, wanna see your opinion, and thanks. This is only for multiplayer servers, and I think it could come in handy.

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The only problem I really see with this is that it likely won't be used. By teaching a player your skills, you decrease your own importance as a specialist. As a real life example, I have come across a few stories in which a client attempts to pay a designer to teach them how to create something, rather than pay the person to create it, which usually results in the designer laughing and firing the client.

 

If a player who is an expert at smithing trains another player, it decreases the original player's value, as there is now competition between the two for who is involved in the trade of goods.

 

The skill system is designed in such a way that encourages players to specialize. If teaching is implemented, it would make it fairly simple for every player to become good at everything, which ruins the point. If a player wishes to max out a certain skill for its benefits, they should have to put in the effort to do so, rather than mooch off of other players who have already put in the effort.

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The only problem I really see with this is that it likely won't be used. By teaching a player your skills, you decrease your own importance as a specialist. As a real life example, I have come across a few stories in which a client attempts to pay a designer to teach them how to create something, rather than pay the person to create it, which usually results in the designer laughing and firing the client.

 

If a player who is an expert at smithing trains another player, it decreases the original player's value, as there is now competition between the two for who is involved in the trade of goods.

 

The skill system is designed in such a way that encourages players to specialize. If teaching is implemented, it would make it fairly simple for every player to become good at everything, which ruins the point. If a player wishes to max out a certain skill for its benefits, they should have to put in the effort to do so, rather than mooch off of other players who have already put in the effort.

I both agree and disagree.

 

I seem to be the only computer guy/electronic repairman in town. This is advantageous, because it means that when somebody blows a capacitor in their tv I'm the only person who knows which store to go to in Calgary to get a replacement part. If anybody has a computer problem, they call me. Naturally, this can be quite lucrative (Who knew that people would pay you to google their problems?). However, there's a catch.

 

When my sister has a computer problem, she calls me. When my parents have a computer problem, they call me. I don't charge them for my help, even though if I did it would discourage them from making me do ridiculous nonsense like install software that anybody can do. I would jump at the opportunity to teach them how to do it all themselves. I'm not concerned they'll push me out of the market, because I'm not imparting on them all of my knowledge.

 

Now, to the point I'm trying to make. You're right that if you sell the knowledge you're at risk of kicking yourself out of your own market. However, you don't have to sell all your knowledge (Not to mention more advanced knowledge takes longer to teach) to everybody who asks. You give them just enough that they owe you some form of compensation, without creating competition. On PvP servers I'm always the world's most affluent arms dealer. I sell everything to everybody (and usually steal it back at some point too). I never sell anything that would let people create their own source of commodities I sell (Cocoa, netherwart, silk touch, ect.). Also, a high cooking or agriculture skill isn't exactly a marketable skill. I've never seen somebody selling meals and seeds on the multiplayer servers I play on.

 

Now, as for the idea itself, I don't really see a need for it. I haven't noticed the skills having a particularly large effect on gameplay (I'm swimming in food, so butchery and agriculture don't matter all too much. Tools are cheap, so forging isn't a huge concern)

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The only problem I really see with this is that it likely won't be used. By teaching a player your skills, you decrease your own importance as a specialist. As a real life example, I have come across a few stories in which a client attempts to pay a designer to teach them how to create something, rather than pay the person to create it, which usually results in the designer laughing and firing the client.

 

If a player who is an expert at smithing trains another player, it decreases the original player's value, as there is now competition between the two for who is involved in the trade of goods.

 

The skill system is designed in such a way that encourages players to specialize. If teaching is implemented, it would make it fairly simple for every player to become good at everything, which ruins the point. If a player wishes to max out a certain skill for its benefits, they should have to put in the effort to do so, rather than mooch off of other players who have already put in the effort.

 

Well, what about if teaching is a very slow process?

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Well, what about if teaching is a very slow process?

 

That doesn't solve the problem at all, because now instead of taking the time to just learn the skill themselves, they're taking up even more time of someone who is skilled, and I doubt the highly skilled person is really going to put in the effort to teach someone instead of just tell them to go do the work themselves.

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Not that I think the idea is all that necessary to begin with, but why not just make being taught cost experience, and perhaps give a tiny amount to the teacher. Incentive to teach and a cost to learning?

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