
Welcome to the Achaea Forums! Please be sure to read the Forum Rules.
What else to do with lessons?

Sylvance
Member Posts: 1,477 ✭✭✭✭✭ - Grand Achaean
So, many of us gave three cheers at the announcement that there was something that could be done with lessons (HELP LANDMARKS). Are there any (sensible) suggestions on what else could be done with lessons, given that they are one of the bigger selling points of Iron Membership?
Just to get the ball rolling, I'd like it if we could convert lessons into language lessons (not necessarily 1:1, and perhaps with a cap on conversion/IG year).
Also, maybe some kind of 'epiphany' system where you can blow X-hundred lessons for a 24 hour xp bonus, or some such.
NB - Yes, I'm aware that lesson hoards may be further dealt with by the new weaponry overhaul, so we should probably steer clear of that one.
ETA - Moved to NoT
Tvistor: If that was a troll, it was masterful.
I take my hat off to you.
0
Comments
-
-
-
-
@Sena, love the idea on a purely OOC basis, but (yes, yes, I know I'll get yelled at with the predictable retort to this) it doesn't make much sense that having more lessons would allow you to 'learn' how to have more friends/clans.Seems a little incongruent.Tvistor: If that was a troll, it was masterful.I take my hat off to you.0
-
Clans aren't hard to justify, given the telepathic nature of channels. You spend lessons to learn how to handle more telepathic channels at once.
Learning to have more friends doesn't have such an easy explanation (partly because there really isn't any IC explanation for the system), but it doesn't seem much worse to me than learning to auto-walk to another location.
1 -
-
Sena said:Clans aren't hard to justify, given the telepathic nature of channels. You spend lessons to learn how to handle more telepathic channels at once.
Learning to have more friends doesn't have such an easy explanation (partly because there really isn't any IC explanation for the system), but it doesn't seem much worse to me than learning to auto-walk to another location.See, auto-walking makes sense to me, because instead of learning how to sing people to death (Voicecraft) or strum them to sleep (Harmonics) you spent your time learning how to walk around places. As for the friend slots, I guess that could follow a similar 'it's telepathy' route as you get a ping when your friends log on, right?So, yeah, fully behind your suggestionsTvistor: If that was a troll, it was masterful.I take my hat off to you.0 -
I was so excited by the landmarks thing. Asides from picking up all the weapon proficiencies that I'm probably not going to use, I have no other way to spend lessons.
I wouldn't actually mind spending lessons on things that were solely for IG flavour. Like culture lessons from different denizens around various towns and villagers, to learn a little history ICly and perhaps be a little more permanent level of feelings in those particular villages. As a result, you end up getting more agreeable interaction from the denizens, as a way of acknowledgement. It'd ultimately be a lesson dump with no real benefits to your character in any other way, but I'd rather like a way to foster relations with denizens. It encourages some exploration and there are plenty of people that enjoy the lore in the game.
Plus, they wouldn't so readily forget you the next morning type thing, which is often how it comes across once the level of trust/fear in some places resets.
(D.M.A.): Cooper says, "Kyrra is either the most innocent person in the world, or the girl who uses the most innuendo seemingly unintentionally but really on purpose."7 -
For example, Kyrra was actually born in Genji to a denizen woman that was mauled to death quite horrifically by a bear, just hours after escaping the village and a terrifying manticore attack. (A whole group of manticores, not just one). So, up until she was seven or eight years old, Kyrra grew up in this village. She would have interacted with some of the key denizens, like I had it recorded that she'd been learning to read from the shaman there and that's where part of her interest in runelore came from. I think it would be really nice to learn culture there, for a lack of a better term, and be remembered. Maybe the shaman remembers her as a bright little girl, maybe she annoyed the shit out of him, but there would still be a base level of acknowledgement to the player, even if it's just a nod of the head.
I think it's just a nice way to develop some character depth on a personal level, and maybe it's just something that the more hardcore RPers might benefit from. At the time I was in the Runewarden guild, writing a background was actually a requirement in order to advance. I think from GR1 to GR2, if I am not mistaken. I'd already had some ideas in mind but it was still really important to me at the time, even as a relatively new player, to be as factually correct as possible. I used to spend hours wandering around Genji, watching for random room messages, and working out possible implications of things not adding up. So many years later, I still put a lot of thought into my background and I like to expand on different things, even if it's only for my own knowledge and nobody elses.
Gosh I distract myself. This would be cool.
(D.M.A.): Cooper says, "Kyrra is either the most innocent person in the world, or the girl who uses the most innuendo seemingly unintentionally but really on purpose."1 -
I don't mind hoarding my lessons because you just never know when they'll roll out a new craft or skill.0
-
-
-
-
-
While it may not fit the topic's criteria (sensible suggestions), I've been thinking for a while now about an idea that would use up large numbers of lessons.
Basically, a set of new skills of some sort (maybe a tradeskill redesign with some new tradeskills) with increasing costs to learn, like language learning.
For example, say the list of tradeskills is tailoring, jewellery, cooking, gathering, inkmilling, brewing, woodcarving, mining, and fishing (redesigned and separated from survival). Rather than learning them like normal skills, they would be more like language learning. Each tradeskill takes 7 learning sessions, and the first 7 sessions cost 100 lessons each, then the next 7 sessions are doubled to 200 each, then 400, etc., so learning all 9 skills (63 sessions) would take 357,700 lessons. You could spread the sessions around like languages as well, learning a bit of each skill instead of mastering a few.
This is just an example, it doesn't have to be tradeskills (it could even be individual abilities rather than entire skills). If tradeskills are changed like this though, I would let those who've already learned some tradeskills have the option to unlearn/refund them (since the cost of learning a new skill would be huge for someone with a lot already). Licenses could be kept as they are (an extra 200 credits if you want to use tailoring/cooking/jewellery), or consolidated into a single "design license" required for anything involving designs (with a refund for people with multiple licenses before the change).
If not tradeskills, it could be a set of new skills/abilities that are mostly for flavour (maybe with some mechanical benefits), like playing an instrument, taming animals as mini-pets, painting, etc.
In addition to preventing lessons from ever becoming useless (unless you spend thousands of credits to learn them all), it adds some more differentiation between characters, with another area where one person can't do everything.
1 -
I actually wouldn't mind a heavily restricted form of multiclassing. Not like Aetolia's though. Something different but equally as multiclassy. Force people to wear a suit, tie, and tophat or something while they multiclass.
My site will remain up, but will not be maintained. The repository will continue to have scripts added to it if I decide to play another game. Maybe I'll see you around in Starmourn!
Tutorials and scripts The Repository3 -
Jonathin said:I actually wouldn't mind a heavily restricted form of multiclassing. Not like Aetolia's though. Something different but equally as multiclassy. Force people to wear a suit, tie, and tophat or something while they multiclass.People with lots of lessons multiclassing?Is this what you want? Veldrin and the like walking around with three classes at a time?IS IT?4
-
Darklyre said:Jonathin said:I actually wouldn't mind a heavily restricted form of multiclassing. Not like Aetolia's though. Something different but equally as multiclassy. Force people to wear a suit, tie, and tophat or something while they multiclass.People with lots of lessons multiclassing?Is this what you want? Veldrin and the like walking around with three classes at a time?IS IT?0
-
-
Does that mean I can have Devotion again??
Yep!0 -
Sena said:
If not tradeskills, it could be a set of new skills/abilities that are mostly for flavour (maybe with some mechanical benefits), like playing an instrument, taming animals as mini-pets, painting, etc.Also you can't wear three hatsAlready tried (Can wear a helmet and a hat and the tophat artie though! )
@Kyrra you can have the skill but no actual devotion?2
Sign In to Comment.
Categories
- 6K All Categories
- 3K Everything Achaea
- 1.5K North of Thera
- 21 Archives of the Terraformer
- 240 The Matsuhama Arena
- 873 The Golden Dais of Creation
- 283 The Scarlattan Theatre
- 144 The Blank Canvas
- 1.9K Getting Help
- 391 General Questions
- 247 Quick Class Questions
- 1.3K Tech Support
- 298 Client Help
- 456 Curing Systems and Scripts
- 829 Off-Topic
- 250 The Wander Inn
- 579 The Universal Membrane
- 280 Class Discussions
- 280 Individual Class Sections
- 20 Alchemist
- 8 Apostate
- 29 Blademaster
- 9 Depthswalker
- 12 Druid
- 4 Infernal
- 20 Jester
- 19 Magi
- 30 Monk
- 9 Occultist
- 7 Paladin
- 7 Priest
- 28 Runewarden
- 17 Sentinel
- 24 Serpent
- 19 Shaman
- 9 Sylvan