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August 27, 2009 at 7:23 pm #11106"Garand":1vo6s1dk wrote:I would like for someone to explain how exactly research helps RP? It may be "Realistic" in your heads but it does nothing to increase rp or gameplay value.[/quote:1vo6s1dk]
You answered your own question. Realism–in the context of Star Wars, NOT actual real life (we’re a fantasy game, people; Star Wars isn’t real)–is one of the principle components of RP.
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September 1, 2009 at 3:29 am #11192
Research mimics the effect that you DON’T goto some random guy and say "prac makecontainer". And it does promote RP when those who are researching actually pay attention. I’ve RPed several times in a library when it comes to researching.
Merely, it’s the fact that researching skills and techniques is FAR more realistic then running up to Joe the Engi trainer.
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September 7, 2009 at 10:27 pm #11253
I’ve never had a problem with researching a shit ton. Sure it eats time, but I’ve always managed to find RP while doing it. If not, I normally don’t care anyways cause I’ll just research while reading a book or something. *shrugs*
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September 11, 2009 at 2:42 pm #11339
I think that researching should be taken out because it hinders rp. I think players should teach other players skills in an rp fashion. That would make things even more interesting. Practice mobs would exist just in case players started to get douche baggy.
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September 11, 2009 at 3:03 pm #11343
Enkill raises a valid point, and I think that’d make for a much cooler system. Instead of research easy-mode, people have the options of learning to 20% or tracking down someone who’s mastered the skills and actually interacting with them. Awesome. <!– s:o –><img src="{SMILIES_PATH}/icon_surprised.gif" alt=":o" title="Surprised" /><!– s:o –>
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September 11, 2009 at 5:37 pm #11360"Avanga":ryfdq6iq wrote:Enkill raises a valid point, and I think that’d make for a much cooler system. Instead of research easy-mode, people have the options of learning to 20% or tracking down someone who’s mastered the skills and actually interacting with them. Awesome. <!– s:o –><img src="{SMILIES_PATH}/icon_surprised.gif" alt=":o" title="Surprised" /><!– s:o –>[/quote:ryfdq6iq]
…from my perspective, a lot of work has been done towards the new TL to make it MORE newbie-friendly, not less. Any such suggestion is completely gimping said newbies; sure, you might argue that they can just ask on talk, etc., but that’s about as fruitful as the search for immortality.
That being said, I did like the "old" system where being taught got you ~5% over pure research in the end (4%, IIRC). Maybe allow research to 60 or 70 instead of 90?
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September 11, 2009 at 5:40 pm #11361
How does that make it less newbie-friendly? The system right now is very unintuitive. "How do I practice skills?" "You don’t, you research them." "Oh… why isn’t my researching working?" "You need to research research first."
If it were changed to a player-pivotal way, all the player would have to do is inquire. "How do I learn *whatever*?" "C’mere and I’ll show you."
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September 11, 2009 at 10:10 pm #11369
These are really great, valid ideas.
We have no time to implement them, though.
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September 11, 2009 at 10:34 pm #11370
Yeah, but a player driven teaching system already exists. Teach is a level 1 skill, and you can teach higher percentages the higher your leadership and skill% is. I think making the system revolve purely on player teaching (or player teaching + ‘hunt the mob’) is just a bad idea. We can say we are newbie friendly all we want, but the reality is a lot of times newbies get shafted. Sure we are on OOC and RPC to help them out, but it can be very tough breaking through that initial barrier to not just meeting people, but having people think it is a good idea to interact with you. Newbies have a hard time getting questions answered on talk 0, let alone getting somebody to come meet them to teach them a skill.
Kudos to advocating a system we already have in place though <!– s:P –><img src="{SMILIES_PATH}/icon_razz.gif" alt="
" title="Razz" /><!– s:P –>
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September 15, 2009 at 10:30 am #11412
That would be nice, a slightly lower research cap in exchange for a slightly lower failure rate?
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