Post:Teaching Updates - 04/04/2015 - 15:10

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RE: Teaching Updates · on 04/04/2015 03:10 PM CDT 7250
Alright let's start at the top.


>>Right and I came back to DR after over a decade. Not sure what that ship has sailed is supposed to mean.

What I mean is that the discussion about if thieves will be able to use runestones moving forward was a debate that was held over a decade ago, and in that time the horse has been beaten so many times the equine cemetery has stopped allowing visitors.

>>Skinning is a pretty combat-related-thing. Could skinning maybe be allowed in combat?

Skinning was actually one of the top examples of a skill that makes no sense to be teachable in combat. Just think about it a moment.

>>Someone on the gweths was talking about how bards can no longer teach everything in combat.

This is not a bug and it was covered in my initial post. Bards are a subset of everyone. I was asked to even out the teaching perk to all lore primaries instead of benefiting just Bards.

>>I was pretty upset with the 3.0 changes with Magic for Thieves. The changes made it impossible to learn TM, MD, and Sorcery, which limits the number of skills to learn and generate TDPs for these non-magic using guilds.

This were never an effective source of TDPs. Even if you manged to grind out 100 ranks in TM, ranks that did nothing for you and were certainly not learned in an efficient way, that;s all of 25 TDPs. That same time invested in almost any other skill that you have a at a reasonable rank is going to return far more TDPs.

>>Thieves (maybe through a confidence khri) should be able to listen to any class, but they just don't learn anything more than scholarship from the class. This helps protect identities.

/sigh. You try not to give away all the secrets to the masses...

>>Thieves of a pretend guild can (poorly) teach the skills associated with that pretend guild substituting a portion of their scholarship for the skill in question.

There is zero chance of this happening. You cannot create knowledge from nothing.

>>Thieves should be able to safely teach thievery to other thieves if the teacher and student are in hiding.

Hmm. Yeah, I can see that.

---
So. Why did these changes happen? (And yes, we had very much the same debate going on in this thread internally).

Teaching in combat - I touched on this in another thread, but combat remains by far the most efficient way to learn many skills at once. Learning even more skills while in combat is the reverse of what we want to be encouraging. As for the specific skills, that was just a lore consistency thing. How well can you really teach someone about advanced mathematics while fighting for your life?

Thieves/Barbarians - Learning the skills they aren't suppose to learn was a bug. It should have been blocked from day one, and it wasn't. So why isolate them to learning from their own guilds? Because of lore consistency. Do I wish we had a better balance of non-magic user guilds and magic user guilds so it didn't feel like we were isolating these two so much? Yeah. I do.

Removing unused ranks - Again, this was a bug fix. And it's not just cosmetic - systems are being written with certain assumptions in mind and the concern here is those ranks do not match those assumptions. Were they breaking any systems? I don't know.

-Raesh

"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose

This message was originally posted in Discussions with DragonRealms Staff and Players \ Responses to GM/Official Announcements, by DR-RAESH on the play.net forums.