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Though most skills are likely to center around combat and crafting, I hope there are plenty of novelty skills in-game. What novel or niche skills would you like to see? I'm talking about the skills that certainly don't make or break a character, but add some real flavor or novelty to your in-game persona.
For me, several existed in past MMOs.
1. Taxidermist from UO - With the proper materials, you could craft statues, mounted heads, etc. A nice touch for a settlement or player owned tavern.
2. SWG Image Designer - Though other games came up with NPC barbers to change hair cut and color, SWG had it as a character skill. This was always a nice skill to employ for others.
3. SWG Entertainers - Though bards will likely give the same buffs or better, I would like to see these skills available as separate subskills so that you can focus on just being a good musician or dancer. LotRO had a good musician system as well.
4. Farmer - Growing crops, animal husbandry, milking cows? I used to use the ranger tree in SWG so I could have my role-played poor farmer milk mammalian critters.
5. Botanist - In UO, there was a rather elaborate plant growing system. Besides creating collectible plant types for home decoration, some provided components for certain magical abilities and potions.
6. Carpenter - In UO, carpenters made a slew of household decoration - chairs, tables, chests, etc.
So now it's your turn. What skills would you like to see?

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Tailor, cobbler, jeweler.
I would LOVE to see things like various clothes. No bonuses to combat, cant be enchanted. Clothes, hats, jewelry thats only function is to look good and show off your wealth.
Wow does he have three Diamond Mastiffs following him? Must have cost him thirty two hugeamatillion coins to afford all of that.

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(I previously posted this on another board on Reddit.)
Here's a sample of the depth I would like to see in crafting and the interactions and relationships crafters (hopefully) will have with one another. This example is for the craft "Glassblowing".
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So you want to be a glassblower?! Great! Everyone needs products made from different sorts of glass! Here's what you need:
A workshop...you can rent one or buy a workshop in one of the towns of your settlement.
You'll need to buy three ovens provided by a skilled mason. These three ovens are (1) the Furnace (where you turn your silica into raw glass), (2) a second one commonly called "The Glory Hole" (where you heat and reheat your raw glass while you shape it) and finally (3) the Annealer (where you cool and finalize your glass item).
You'll also need the silica to create the raw glass which you will have to buy from a miner. Most silica is found on beaches, but only a miner trained in mineralogy can find it. He might have to hire a teamster with a wagon (made by a wainwright) to bring it to you. His horses were raised by a herdsman and trained by someone with knowledge as an animal tamer.
Your tools are blowpipe (clay made by a potter, or iron or steel made by a blacksmith) a punty or pontil (blacksmith), a bench (carpenter), a marver (which is either a marble (mason) or steel (blacksmith) tabletop for shaping the glass), and block, jack, paddles, tweezers, and shears (all blacksmith).
You can make bottles (used by alchemists, brewers and vintners), albemics, beakers, vails, retorts, show globes, glass mortar and pestle (used by alchemists), lenses (used by engineers), dishware for cooks, colored enamels (used by potters and jewelers), different colors of glass to make stain glass windows for houses, stores and temples, and crystal dishware for folks that want fine serving sets.
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This profession alone would keep the developers busy, as well as many player professions working together to keep the glassblower busy providing the goods desired by a vibrant community.
Here are some other professions related to crafting (some "pre-crafting" skills needed, some are specialties in a crafting field):
Minerology (identifying minerals), Science, Engineering, Botanist, Miner, Lumberjack, Blacksmith/goldsmith/silversmith, Wainwright (making wagons), Glassblower, Farmer, Herbalist, Animal Tamer, Animal Husbander (breeder), Potter, Hunter/Trapper, Skinner/Tanner, Leatherworker, Butcher, Cook, Jeweler, Spellcrafter, Artificer, Weaver, Tailor, Scribe, Surveyor, Cartographer, Sawyer, Bowyer, Fletcher, Woodworker, Carpenter, Salvager, Tinker, Fisherman, Boatwright, Musician, Artist, Author, Historian, Bookbinder, Painter, Papermaker.

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Plus, the more I think about the gypsy wagontrain or "carnival" type wagontrain the more I think it would be so very cool to have all the carny type skills (a perfect place for people trying to let their alignment "settle" after a deed was done). This camp could house actors, musicians, jugglers, singers, puppeteers, fire eaters and sword swallowers, magicians (sleight of hand types), diviners and fortune tellers (might be real, might be just for fun), outrageous costumers (these are the guys who make costumes for actors and singers, as well as disguises for ...people needing disguises), painters and tailors for the wagons.....this caravan would be beautiful!

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Yep all my Teamster skills, but some ones that are "color" more than utility:
1. "Trick Riding." Sometimes you just want to show off what you can do on a horse. :)
2. "Bronco Busting." Horses don't come tame. Someone's gotta make them suitable for riding. (Could be an interesting "animal tamer system but probably not a right away kind of thing)
3. Cattle Herding/roping/rustling. If there's food crafting then domesticated food animals could be a big part of the that profession.

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I would love to see a fantasy version of SWG's bio-engineer so that we could breed pets with select traits. I'm not looking for the over-the-top craziness like I saw once (a bunny crossed somehow with a rancor...it hopped along passively with its master until he said, "Attack", then tore into any opponent like a wrecking machine), but to be able to breed horses (speedy racers, valiant chargers, huge draft, etc.) for shape, speed, color, etc. To do the same with guard/hunting dogs, falcon/hawks, and the like would be great fun. Animal husbandry (more than just animal handling) could be it's own crafting branch that would require a number of other skills, especially if you wanted to capture and tame wilder breeds in your line of specialty to further enhance the bloodlines of your stock. given how much utility and novelty pets are a huge component of many player's gaming experience, I think a breeder would be a very sought after crafter.
Along that vein, I would like to see pets that help without necessarily becoming your whole defense (like many MMO hunter archetypes pets become). For example, though it might not be a huge boon in combat, your well trained hunting dog could add to your existing skills in things like tracking and perception.

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Bluddwolf,
Two thoughts, not in the original order:
1. I would LOVE mountain climbing. I can't count how many hours I likely spent in various games trying to find that one little spot where you might be able to sneak over a zone separating mountain range just to locate a little known pass. In a game like this, I think having troops able to circumvent otherwise impassable terrain obstacles would be highly sought after for an invading army.
2. In trapping, would you have the real risk of others stealing the animal trapped? Trapping thieves are a real-life hassle, but would it be viewed as another form of theft and get shot down? Or, since Ryan has already said he wasn't thrilled with the idea of "dropped" items (they suck up to much server power to track), if trapping is in the game, would your trap be simply a marker that is associated with your character only and doesn't actually exist in the game world for others to see? You go to the right coordinates, the server rolls the dice, and if you're successful, you get the animal/pelt/etc. in your pack.
3. Spelunking - this could be very handy for certain types of "dungeon" exploration. Coupled with the right tools (rope, pitons, etc.) I could see area that are inaccessible to regular dungeoneers being opened up for exploration...even secret passages might be more detectable with this.

Valandur |

Plus, the more I think about the gypsy wagontrain or "carnival" type wagontrain the more I think it would be so very cool to have all the carny type skills (a perfect place for people trying to let their alignment "settle" after a deed was done). This camp could house actors, musicians, jugglers, singers, puppeteers, fire eaters and sword swallowers, magicians (sleight of hand types), diviners and fortune tellers (might be real, might be just for fun), outrageous costumers (these are the guys who make costumes for actors and singers, as well as disguises for ...people needing disguises), painters and tailors for the wagons.....this caravan would be beautiful!
When I saw this thread I got to thinking of odd ball skills and two that crossed my mind were exhibitionist (tumbler, juggler, acrobat) and musician. Both would require a lot of developer work but I think both would greatly add to players enjoyment, especially musicians which could evolve into a side skill that many would pursue due to its popularity. It would serve as a skill that eventually could attract customers to Inns and be memorable in festivals and events.
I would love to see a fantasy version of SWG's bio-engineer so that we could breed pets with select traits. I'm not looking for the over-the-top craziness like I saw once (a bunny crossed somehow with a rancor...it hopped along passively with its master until he said, "Attack", then tore into any opponent like a wrecking machine), but to be able to breed horsHobs the Short wrote:I would love to see a fantasy version of SWG's bio-engineer so that we could breed pets with select traits. I'm not looking for the over-the-top craziness like I saw once (a bunny crossed somehow with a rancor...it hopped along passively with its master until he said, "Attack", then tore into any opponent like a wrecking machine), but to be able to breed horses (speedy racers, valiant chargers, huge draft, etc.) for shape, speed, color, etc. To do the same with guard/hunting dogs, falcon/hawks, and the like would be great fun. Animal husbandry (more than just animal handling) could be it's own crafting branch that would require a number of other skills, especially if you wanted to capture and tame wilder breeds in your line of specialty to further enhance the bloodlines of your stock. given how much utility and novelty pets are a huge component of many player's gaming experience, I think a breeder would be a very sought after crafter.
Along that vein, I would like to see pets that help without necessarily becoming your whole defense (like many MMO hunter archetypes pets become). For example, though it might not be a huge boon in combat, your well trained hunting dog could add to your existing skills in things like tracking and perception.
es (speedy racers, valiant chargers, huge draft, etc.) for shape, speed, color, etc. To do the same with guard/hunting dogs, falcon/hawks, and the like would be great fun. Animal husbandry (more than just animal handling) could be it's own crafting branch that would require a number of other skills, especially if you wanted to capture and tame wilder breeds in your line of specialty to further enhance the bloodlines of your stock. given how much utility and novelty pets are a huge component of many player's gaming experience, I think a breeder would be a very sought after crafter.
Along that vein, I would like to see pets that help without necessarily becoming your whole defense (like many MMO hunter archetypes pets become). For example, though it might not be a huge boon in combat, your well trained hunting dog could add to your existing skills in things like tracking and perception.
I was tempted to add this profession (skill) to this thread last night :p. I got involved with bio-engineering in SWG and really had a blast with it. I thought the whole process from DNA collection on to training the creatures to be mounts were really well done and I had many fun moments searching out of the way places on dangerous planets seeking that rare dna sample. It would require a lot of developer work so I don't hold much hope of it being included, but what SWG did with science and technology, PFO could do with magic. Instead of DNA being collected in a vial, a creatures essence could be captured in a special enchanted gem, then the other processes could be designed with magic as the method as opposed to machines. It think it would be extremely cool.

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2. In trapping, would you have the real risk of others stealing the animal trapped? Trapping thieves are a real-life hassle, but would it be viewed as another form of theft and get shot down? Or, since Ryan has already said he wasn't thrilled with the idea of "dropped" items (they suck up to much server power to track), if trapping is in the game, would your trap be simply a marker that is associated with your character only and doesn't actually exist in the game world for others to see? You go to the right coordinates, the server rolls the dice, and if you're successful, you get the animal/pelt/etc. in your pack.
Thanks Hobs, there is another idea that I had not considered... Poaching!
Yes, if there are player owned traps, thieves should be able to raid them and get the "thief" or "outlaw" flag for doing so.
The animal trap is nothing more than a harvesting node, just that is is set by the player and presumably left unattended. These could actually be "thief bait" for anti-poaching "Guardians" of Law.

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1. I would LOVE mountain climbing. I can't count how many hours I likely spent in various games trying to find that one little spot where you might be able to sneak over a zone separating mountain range just to locate a little known pass. In a game like this, I think having troops able to circumvent otherwise impassable terrain obstacles would be highly sought after for an invading army.2. In trapping, would you have the real risk of others stealing the animal trapped? Trapping thieves are a real-life hassle, but would it be viewed as another form of theft and get shot down? Or, since Ryan has already said he wasn't thrilled with the idea of "dropped" items (they suck up to much server power to track), if trapping is in the game, would your trap be simply a marker that is associated with your character only and doesn't actually exist in the game world for others to see? You go to the right coordinates, the server rolls the dice, and if you're successful, you get the animal/pelt/etc. in your pack.
3. Spelunking - this could be very handy for certain types of "dungeon" exploration. Coupled with the right tools (rope, pitons, etc.) I could see area that are inaccessible to regular dungeoneers being opened up for exploration...even secret passages might be more detectable with this.
There don't appear to be any mountain ranges in the part of the River Kingdoms we're starting in.
MapsSome fauna like deer & boar are large enough they're likely to be represented in the game as something you could actively hunt with a bow or spear, but setting snares for smaller game would probably work much like any resource-gathering operation. Instead of setting up a mining outpost, you set up a lodge where your crew salts the meat and cures the pelts. As such, I don't think individual traps and snares would be found, just the lodge which would need to be defended like any other harvesting operation.
It could still be possible for characters, particularly rogues & rangers, to set individual traps for hunting or PvP purposes. They'd probably have a duration so they would only be useful while you're near enough to respond to them being triggered.
There have been some other threads about 3-dimensional movement including some neat ideas for climbing, as well as swimming and flight magic (that icky M-word again! :P).

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Keovar,
Don't be a kill-joy. I can dream of climbing mountains if I want. Eventually, the game may expand out to areas with mountains. If not, it can be my own personal novelty skill - mountain building. Of course, there's going to be some very deep holes around from all my excavation, so we can add cliff-diving to the list.

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I don't know if this has ever been contemplated in a game or if it would be shot down as a possible exploit of some kind (which is by no means why I suggest it...I dislike exploits), but being a teacher in "real life" and a player who wants to spend a god bit of time helping new players, I think it might be very cool.
Could there be some sort of teaching skill? I know skills will be trained "in the background" (i.e. you don't have to actively work the skill to gain), but could a player with a higher level in a particular skill help someone with lower training in that skill?
Let me see if I can tick off the problems with such a skill and then tackled the ways to deal with those same issues:
1. GW wants the skills to be learned over a long period of time (shorter for low levels of skill and growing progressively longer with likely harder tasks being accomplished to gain the full benefits of those skills).
It is likely that the lower levels of any skill (if compared to Eve) might take only minutes or hours to train. The teacher would have to be higher in the skill being trained, perhaps two levels higher to give any bonus. That means they couldn't speed up the highest or two highest levels - those remain as the really long hauls.
2. People could play on two accounts and train their own characters. I
I suppose that's possible, though if you really want to pay two subscriptions for this minor boost to training, that's more cash for GW. *shrugs*
Those were the main two problems that popped into my head (I'm hopeful others will find more and then we can address them together). some other thoughts:
In that teaching would be its own skill, requiring its own training time, it is unlikely everyone will want to spend precious training time just to help other characters learn a bit faster. I see this skill as another way to promote player interaction and one that players who enjoy playing mentor-ish style characters would be interested in. You might have a few of your best trained settlement members picking it up so as to better RP their role as instructors (master craftsman, army drill instructor, mage circle professor, etc.).
Requirements:
1. You would need one or two skill levels higher in the skill being taught than the pupil has to simulate a skill discrepancy large enough for you to be helpful to them (to show that your skill is elevated enough to be helpful to them).
2. You need to be in close proximity - not just a party - to actually teach. You might activate the teaching skill and a circle appears for you and the partied pupil just like an area effect attack often shows. You need to be within that circle together to maintain teaching distance. This stops a teacher and pupil from being half a world away from one another and promotes real interaction.
3. Perhaps the level of your teaching skill provides slightly faster training per level in teaching or helps reduce the required span between the teacher and pupil's skill level in the skill being taught.
4. Could the presence of a teacher provide added chances to the pupil's skill success (e.g. with direction by his teacher, the pupil craftsman has a slightly better chance to produce the item he's practicing making, or it has a slightly better chance of being better quality, etc.).
Time to actually go teach, so I'll leave this for others to kick around.

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That could be compatible with a use-based system, and was present in early UO, though it caused issues and was soon changed. While it lasted, it was often used as a way of griefing people who had grandmastered a skill. A pack of newbies would surround someone with 100 in something difficult to learn, throw down kindling, and force them to learn camping and cooking.
Providing access to skill training is part of what settlements are for, so getting involved with a group that is building one would be how you could train other players.
If you don't want to do that, then I guess you could teach the player how to use and combine various skills to meet desired goals.

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Could there be some sort of teaching skill?
I've raved before about the brilliance of Ryan's vision to pair real-time XP-Gain/Skill-Training with in-game Achievements/Merit-Badges. This is another area where it has great potential to really shine.
I can easily envision some Abilities requiring an in-game Achievement of "studying with a master" or something similar, and I think it's perfectly reasonable and very cool if Player Character's with the appropriate Teaching Skill can serve as that master.

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Some of these ideas are getting incredibly granular.
Lets not go back to the 2nd and 3rd edition days where Jump and Innuendo were individual skills.
We don't need a "Bronco Busting" skill, we just need Handle Animal. Perhaps a Feat, or "Perk" or whatever that gives you a bonus to your Handle Animal as it is applied to taming a wild animal. Maybe. But lets not go from ~30 skills (or more than 100 if you count each individual Profession, Knowledge, and Craft!) to hundreds just for the lulz.

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theStormWeaver - We're just brainstorming. It's not like what we type here is going to be automatically made into PFO game canon. If the developers get one good idea they hadn't thought of and decide to implement out of 50 of our "wouldn't it be cool" ideas, I think this thread would have been well worthwhile.

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I recall a mechanic in SWG where people who wanted to master a skill had to help train new people. It struck me at the time as forced interaction and an artificially created concern for newer players. What I would rather see is a means for those who truly want to help newer people to be able to do so.
The questions seems to be, can you make the teaching system challenging enough to keep it from being used as a common power gaming exploit? By requiring the teacher to have at least one level higher in the skill being taught as well as at least one level in teaching, I think you could reduce the number of people being willing to use teaching as a quick route to skill inflation.

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I actually like what you mentioned about SWG. This was in the days before it became EQ with laser swords, right? There is a point at which someone needs to teach in order to learn more, but actually giving skill training points would require a use-based system.
GW could have went for a usage-based skill system, but didn't. At this point changing to one would mean starting over on skill mechanics. If they tried to add that on as a sort of hybrid, couldn't that circumvent much of the need to subscribe or buy training time? If skills are broken into 20 levels, then one character at 20 could train a bunch of others to 19, and only then would they buy training time to finish off the last level.
What other effects could mentoring/teaching have, apart from direct training XP? The "to learn more you must teach" idea could require time spent mentoring others of lower skill, but it would be easier to pair up with a 'mule' character of some sort rather than looking for a newbie that actually needs help.
Eve does mentoring via a group called Eve University, which is, as far as I am aware, a player-run organization. They give player-training advice about how to use the game systems, rather than actual training XP.

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This is really part of my personal infatuation with the gypsy wagontrain theme, but is also part of the bardic arts.
Group performances, like musical ensembles or acting troups could synchronize their presentations of a song or play using the party mechanic, but have some sort of tag they could all "hook onto" so they start at the same time. I am not a programmer, but it would otherwise seem very difficult to synchronize a group when all the members have different latencies and frame rates.
Would be cool to see a musical troupe performing (say 4-5) on stage in a large tavern, each playing their own instrument and tapping their foot to the rhythm of the music. Sure would add to tavern ambience.

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Keovar,
I'm not suggesting that teaching others boosts your teaching skill. That would make it a use-based skill. Rather, you toggle the teaching skill to be the skill you're training currently and it slowly increases behind the scenes like any other skill.
The actual use of the skill to help increase one (stress on the one) other character's skill acquisition speed would work similarly to a crafter crafting an item. When a weapon smith makes a sword, they're clicking the right buttons to run a process, but that process doesn't influence what skill they're currently training. Likewise, I could click on my teaching skill "button", target my pupil, and that pupil's acquisition of a skill we both share (and that I have one level higher in) would begin to speed up slightly as long as we both stayed within the teaching circle of effect.
The only time it might seem like usage-based might be to earn your badge of achievement to gain your next higher level, just like there will be for any other skill. I'm still not sure they've mentioned what those achievement badges would entail - maybe crafting x-number of items of a certain kind or quality for a particular crafting skill. For teaching, perhaps your achievement is having to teach a set number of people for x-number of other skills you have (e.g to gain lvl 200 skill in teaching, I have to teach five of my other skills to pupils).
With this system, the pupil still learns their skill in the usual, behind the scenes way, it's simply being sped up a bit by a teacher. Could you help train someone's mule? Sure. I'm not sure that's a bad thing - I'm still giving up some of my playing time to help another player. Not every pupil has to be a newbie player to promote more player interaction. Also, if you're having to stay in proximity with your pupil to give them a slight boost to training time, you likely also chatting while doing so, thereby sharing those bits of advice like the Eve University people do.

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An additional thought...you need at least the same level in teaching as the sill level you're "boosting". If I am teaching someone mining, and they have 100 already in mining, I need at least 100 in teaching and at least 200 in mining. If they have 200, I need 300 in mining and 200 in teaching.
With this combination, you can't ever teach anyone the highest level of a skill - they have to "master" it themselves. The reason for wanting 500 in teaching would be simply to boost a pupil's skill gain speed at the highest rate. Of course, as the level of the skill you're teaching rises in your pupil, your boost to them should decrease.

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Tigari,
As long as the speed boost isn't too large, I think it would be a nice way to help others and increase player interaction. Sure, without a huge benefit, most people would likely rather be able to train a skill the regular way while running all over the world adventuring ("running all over" = likely not staying in the small area of effect range of teaching). But for those who really like to help others (often more homebody types), it gives them another means to do so.

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This is really part of my personal infatuation with the gypsy wagontrain theme, but is also part of the bardic arts.
Group performances, like musical ensembles or acting troups could synchronize their presentations of a song or play using the party mechanic, but have some sort of tag they could all "hook onto" so they start at the same time. I am not a programmer, but it would otherwise seem very difficult to synchronize a group when all the members have different latencies and frame rates.
Would be cool to see a musical troupe performing (say 4-5) on stage in a large tavern, each playing their own instrument and tapping their foot to the rhythm of the music. Sure would add to tavern ambience.
Your description of musicians playing together is basically what LotRO has. There is a sort of 'sheet music' that can be written as a simple text file, called ABC notation. Besides playing an instrument via keypress, players could also enter a /command to play an ABC notation file in the proper directory. There was also a way to do this in a party so each person would enter a 'ready to play' mode until all were ready, and each could be playing a part written for their instrument. Look on YouTube for "LotRO Music" videos and you can find examples like Whiskey in the Jar. I'd personally like PFO to do something very similar to LotRO's music system. There's even potential for a mobile app tie-in, with which people could could share music files and rate ones others have shared.
As to the 'gypsy' caravan, I recommend you check out the Varisians. They're a human ethnicity which seem to be loosely based on the Romani. It might be useful research for a character background, choosing physical colouration, etc. There's also a PFRPG book - Varisia, Birthplace of Legends - which you could check out.

Valandur |

A problem I see with the teaching/mentoring system. Ryan has mentioned that as you get further up in training individual skills, you'll have to seek out settlements that have more advanced facilities, requiring travel, risk etc..
So I think the Devs would balk if 1 players went and trained that skill, then came back and taught that skill to others. I know the requirement that the teacher be 1 level higher, but say the player had actually trained several levels up before teaching.
I would suggest the teacher needed to be at least 2 levels higher rather then 1. And that there is some sort of cutoff point, eliminating the ability to teach higher levels of a skill. That way the students would still have to make the trek to learn advanced skills.

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Valandur,
Nowhere in this idea have I said you can teach a new skill that the pupil isn't already capable of learning. All the teacher is doing, is helping them (through your greater skill at whatever they're training) to learn it a little faster. If the skill requires travel, advanced facilities, etc. to begin training, then they still have to take these steps. Thus, as a teacher, I can't learn that specialized skill and go teach it to people who haven't done the extra steps you describe - I can't keep them from having to do the extras required. However, if they have performed those extra steps, and now their skill is slowly building in the background as all other skills do, I can help them learn a bit faster.
Now, if you mean you have to stay in this special place for the whole skill training time, that's another thing entirely. I'm hoping that's not the case, and you simply need to go to this special location/trainer to unlock the next level up, after which you continue to gain skill behind the scenes (like in Eve).

Valandur |

Believe my wording is confusing, it happens fairly often. I didn't really mean that a teacher could teach a skill the student has not met the requirements for. I also misunderstood your post, (geeze I need more coffee!) I thought you were saying a teacher could initiate training in a skill. I see now that they can't, they just speed up a skill already being trained. So my concerns can be done away with. ;).
I would still suggest that a teacher be required to be 2 levels higher in a skill before they can teach it.
Sorry about the misunderstanding there.

Valandur |

something popped into my head. We don't train skill like in EVE, we just save up xp then "buy" the skill with that xp. So how would you help teach a skill? Or am i wrong about the xp system
There's still the training of a skill in real time like In Eve. But you just use Xp to "start" the skill training. You also accumulate Xp over time which you use to purchase the skills.
Hope that makes sense :p
Edit: I guess an easier way to explain it would be that you gain Xp over time, which you use to "buy" skills, which then begin training in real time, like in Eve.

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Here's a left field question, though I'm not sure it could be a skill...if evil characters can use slaves for labor, how will they get them? If you have to manage them somehow, would it require a skill? Would it be a slaving skill or some other group leadership skill? From an evil character's point of view, it would be a perfectly reasonable skill to have in the game. There will already be other alignment specific skills (e.g. paladin, druid, assassin, etc.) so why not slaver?

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... you buy activation of the skill, then apply accumulated xp to fill it...
What do you mean by that?
My understanding from what we know so far is that we will accumulate XP on a character, then go to a Training Facility and spend that XP to buy a Skill, then complete some in-game Achievement which will grant a new Ability.

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Well I picked up the impression that we buy a period of time when we accrue experience points from the GW store. Then once the experience is in our character's entity we can 'spend it' on a skill from a trainer, probably costing starmetal, also available on the GW store or from other players willing to sell it for in-game coin. Then the trainer sets a task we have to accomplish to activate that skill.
I don't have a specific cite, I'm afraid, it is just an accumulated impression from all I have read on the subject.

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Wasn´t the skill system going to be similar to EVE's (time dependent)? This xp buying system is very different, so unless GW has changed their original plans, I don´t think we will be able to buy skills and train it immediatly. Maybe the xp just brings acess to the first level of a skill training.
I, particularly, would like to see a system where we could get rid of xp at all. I don´t like it, don´t think it is necessary to acumulate xp to play in a meaningfull and balanced system. Xp is good for WOW-like games, not necessary in a sandbox IMO.

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Wasn´t the skill system going to be similar to EVE's (time dependent)? This xp buying system is very different, so unless GW has changed their original plans, I don´t think we will be able to buy skills and train it immediatly. Maybe the xp just brings acess to the first level of a skill training.
I, particularly, would like to see a system where we could get rid of xp at all. I don´t like it, don´t think it is necessary to acumulate xp to play in a meaningfull and balanced system. Xp is good for WOW-like games, not necessary in a sandbox IMO.
This was the original idea, but in a blog I believe Ryan said that we will accumulate "XP" (you can call it whatever you want for now, nothing is set in stone, they may change it to Advancement points or even skill points) over time as we pay for it, or via subscription. Then, lets say once we get 100 "Xp" (random numbers, no fact) we go to a trainer and get "X" skill which costs 100 XP and BOOM, we can now place X skill on our bar. This is the way it sounded to me in the blog. I'm on my wife's crappy laptop right now, so surfing for the actual thread is hard. with this last action, NIHIMON, I CHOSE YOU!. NIHIMON, cast Keeper of the Forums and search for the blog I speak of!!Pretty please with a Cherry (non poisoned of course) on top!!)