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Teaching UE
Help newbies progress just a little bit quicker via RP.

In my couple of years playing SD and combing through the forums, I've seen a lot of discussion around ways in which we can speed up advancement for new characters/players, as the early days of any character are quite a slog due ot the very gradual advancement system we use. One thing I hadn't seen suggested yet that is a system for more experienced characters to help newbie characters in a coded way.

The idea is as follows, player A (let's call them 'Veteran' or 'Vet') decides to take player B (let's call them 'Newbie' or 'Newb') under their wing and show them the ropes of some IC role/job/skillset. Vet, being more experienced both IC and OOC, RP's out a scene over 30-60 min with Newb, who actively participates in their tutelage, asks good questions and keeps the interaction very themely as they explore this new knowledge both as a character and a player. At the end of the 'teaching' session, Vet uses a '@teach Newb' to award them 1 extra UE outside of their normal daily advancement. Both Vet and Newb are put on a 24h delay timer before they teach or be taught again.

I'm very curious what folks think about this. It's based very heavily off of a system in another MUD I play, and I felt like it was a very balanced solution to an issue that seems to keep coming up from time to time. It offers, at most, a ~33% increase to character progression, but only if a player is actively searching mentorship IC, which I see being suggested very often for learning the mechanics of the game in general for new players.

It could also be an easy way to incentivize group RP scenes if you could 'teach' multiple people in the same room. I imagine things like sparring exhibitions, workout classes, tailoring lessons, language lessons, etc. being marketed out as a useful service both for the IC knowledge they provide and the tangible mechanical benefit to a character's progression.

I also could imagine there being a limit to how much someone can be '@teach'd, most likely determined by overall UE gained, though I don't see that as entirely necessary, honestly. I can tell anyone from experience that this sort of system is difficult enough to coordinate IC that getting a 'lesson' daily is near impossible, especially over stretches of more than a few days. Even if one did, we're talking about reducing the time to max ue from 2 years down to 19-20 months, and that's for someone actively roleplaying enough to gain max UE plus finding a mentor and engaging actively in a lesson every single day. It would also be necessary to make sure the scene is acted out as a full lesson over a notable amount of time, say something like 20min.

Anyway, feel free to share thoughts and opinions on this. I'm very interested to know what other players think.

Derp. Wrote this all out and then found old threads on similar ideas. Still curious what opinions are on this, but if it fades because it's a dead topic not worth beating into the dirt, then nevermind.
While I'm all for faster progression, just having one person be able to essentially gift UE to someone would just mean everyone would just spam the command on each other. Would be either just essentially changing the UE to 4 a day, as this kind of stuff is probably really annoying and tedious for GMs to police.
FunkyMango you're not wrong but that is why I specifically noted that the both the teacher and the taught would be on a 24hr timer after the command is used. This is so you can't just teach each other. You can only teach or be taught in the same day, can't do both.
As long as you have two friends you're able to reap the full benefits of this. If players -didn't- abuse this command I think it would be an awesome way of trying to promote the teaching type of RP, but unfortunately as it stands now it would probably just be abused, and people who would try and use the command as it's intended purpose would just be at a disadvantage.
This is a pretty neat idea. It would drive interactions and fresh RP between new & old players, and even give opportunities for intrigue; i.e., a newbie player wants to learn the job of the 'Solo', so Mentor takes them on a random job... which just so happens to be against one of the Solo's biggest rivals. If 19 - 20 months until Max UE is too soon from a Staff/Game Balance perspective, then perhaps double it; a 48-hour timer. It could be, as OP stated, entirely optional for players to engage in. Two or three extra UE a week would help me, as a newer writer, feel like there's a driving force toactively engage more Veteran players - whatever their background, they have things to teach!
Again, you can't be taught or teach more than once per day, so it wouldn't be spammable in the way you're supposing, but I totally hear ya that the ins-and-outs of how to police it would be the biggest concern.

It would probably come down to how the playerbase handled it. Just based on my own experience of how good people have been about keeping stuff IC, I'm decently optimistic that it could be held up, but the abuse is certainly a concern.

I'm not really for or against this but you could solve the problem FunkyMango just described by making it so a newb can only be assigned one mentor who can't be unassigned for a few weeks, maybe even a month. That way only one player could train the newbie. There should also probably be a cutoff to how long the system can be used for so characters who are for example six months old can't continue to get the UE bonus.
Yeah not a bad suggestion Necronex666. I could see something like that being a useful stopgap. I do want to reiterate that in this hypothetical, anyone who taught or has been taught cannot teach or be taught again by anyone else while their timer runs down.

That said, I wouldn't be terribly against the limits for being taught and even for teaching. Set a limit akin to, "you can be taught until you've reached 500 UE on your character" and "You can only teach if you've earned at least 1000 UE on your character" or something like that.

I like the idea or something similar. But I'm not confident that the system wouldn't be abused or encourage abuse. I'm sure most gaps could be close over time though.

I like the idea of the ability to mentor being limited and the ability to be a student being limited. But I am not sure about using flat UE limits. Maybe a PC has 800 UE but they are highly specialized and the best possible PC to learn X from in the game right now.

Also, granting a UE means I can go get music training from Slammer then assign it to brawling. I'm not saying this is a deal breaker but it does pop into mind.

Next, if the idea is to encourage meaningful training RP, I think there needs to be a way to ensure meaningful training RP actually takes place. I'm not sure how easy this would be to do.

I am also concerned about how this will cause a character to allocate their limited 'active' time. That aspiring mugger could have spent 30-60 minutes out there mugging other characters or 30-60 minuted sequestered off with their mentor. I'm not sure I'd want to encourage option two over option one but this system might do that.

Again, I love the idea of lessening the gap between zero and hero. I'm just unsure if this particular way of doing it is they way to go.

Totally reasonable points and appreciate the feedback Grey0.

I can agree that the UE being such a universal OOC resource is something I thought of, but since it's how the game runs, I'm not sure what could be done around it. I did have the thought that instead of awarding UE, you could essentially 'pay' a UE spend in a specific stat or skill. This would make the stopping points easier as you could just say that only those with above 'the curve' in a specific skill or stat could teach and only someone who is below 'the curve' could be taught in that same skill or stat.

On the point of time allocation, I see what you're saying, but I would like to offer that a lot really new players are rarely super active at the beginning just due to how the system works. I would also counter that players with limited time might feel better about what time they spent if they felt like it was directly helping their character get better/to a level of skill where they're actually functional in whatever 'role' they want to pursue.

Either way, still a fair point. Wonder if anyone else has ideas on how you'd solve that.

Honestly the training on finger painting with a mentor then spending it on brawling isn't really a huge deal for me. The time allocation is more of a concern but, as you said, new players (not the same as new characters) might be less likely to spend the hour of active playtime they have doing what I consider awesome things, like mugging others.

Honestly, I bring all that up just so it can be considered. I hope that all of it can be dismissed or addressed as I think something like this would be awesome!

One idea could be to tie this to the notes system. Players do some RP training or whatever, then afterwards they make a note about it in a new category. Since every note is supposed to be read by staff, there could be a system where for every note in that category, if staff approves of what the training was they can like approve the note and it gives the player +1 UE.
Maybe something like, "@submi-training'. The trainer submits it and specifies the trainee. A GM can verify the trainee is accurate and approve if it looks good. THe system the checks trainer eligibility, trainee eligibility, legibility based on trainings done and all that and grants the UE if it all checks out.

GMs and players don't even have to know or care about any eligibility requirements so lower ranked GMs can do review these without learning much about stats, skills or UE levels of those involved. Same for players. They can just submit trainings without needing to know anything about the trainee so the tool can't be used to meta IC info about them. The trainee could be a max UE monster in disguise and neither the trainer or GMs reviewing the training needs to know.

Something like this sounds interesting, assuming staff is up for the extra work.

Definitely would be the safe way to do it, but yeah I have to agree it seems like asking for a lot of extra GM work. I personally see it as a bit overkill, but not without merit in it's own rite.

The more I think about this, the more I think having a 'teach' award a specific stat/skill tick (assuming it's not to 'curve' levels yet) seems like the way to go. It also makes me imagine someone running a weekly spin class for endurance ticks, which makes me chuckle.

Players being at the mercy of other players for normal character progression strikes me as highly MUSH-y and not appropriate to a competitive MOO that is trying to discourage player cliqueing and coordination, and making that staff directed feels like just a future nightmare of favouritism accusations and bitter recriminations.

The current UE progression system isn't exactly exciting, but it's fair in the sense that it works for every player the same way and doesn't care if they're popular with players or staff or playing in one specific way or not, only that they're playing.

0x1mm I'm going to assume that the "cliqueing and coordination" you're referring to is meant to represent OOC collusion over IC coordination, as the former would be discouraged and seemingly well enforced to my experience so far while the latter is something I was under the impression is HIGHLY incentivized. Based on that assumption, I'd also like to challege the insinuation that this would inherently lead people to want to collude over it. If it did, then I'd feel like the same could be said about any sort of completely IC mentoring. Either way, I really feel like you're jumping over all the plausible good and pointing straight to the worst remotely possible scenario, though I agree that it's definitely something we don't want to encourage.

On the second point, it may be fair, but it's too slow. It's always been too slow, and it's especially grinding to new players who don't understand the mechanics as well as others, not to mention that the system around many things in-game is based on very little random chance and almost entirely relies on skill levels. Regardless of all of that, this an absolute maximum of a 33% increase in the speed of progression in a specific skill or stat up to a point that is most likely just verging on the edge between useles and beginning to be worthwhile (specifically when taking the example of 'teaching' someone in a specific skill/stat up to the point of hitting 'the curve').

It's true that groups of character working together can be greater than the sum of their parts in some terms, mainly in terms of protection and to a far more limited extent income, but these are not massive gameplay advantages compared to a skilled individual on the fringe. Relying on group cooperation for experience progression is a whole different story, and suddenly keeping and maintaining friendly circles to keep in pace with everyone else's UE progression becomes very mandatory.

It's pretty important for certain types of archetypes, and certain types of gameplay, to be able to play solo effectively so I just don't feel like players granting one another experience bonuses is a mechanic that works well in a competitive environment.

Like just as a comparison: if the goal is to speed up character progression (which I'm sort of doubtful senior staff would go for, but different topic) then it seems like you can accomplish the same outcome and benefit to young characters just by having the first UE gain of the day add 2UE instead of 1UE.

Whether the end result of 33% faster progression is actually good for the game I don't know, but it requires no new systems, causes no problems with more incentives for player coordination, and benefits newbies and veterans alike.

In fairness, I'd be inclined to agree. I honestly think you could double or even triple the rate of UE gain in game overnight and not effect anything in Sindome negatively. In my personal opinion the progression of the game is entirely too slow to be very appealing to anyone who hasn't already put in hundreds (or even thousands) of hours on their current characters or on previous ones (carryover UE).

And I'm mostly just saying that cooperation between characters, even if they mainly act as individual entities and not as interlinked cliques, seems to be a pretty key function of the game. Factions, ya know what I mean? Either way, the real point here is to give a mechanical benefit to mentoring of newer characters so it doesn't have to feel entirely like charity to the game world. It also is just a pretty good similar system that I see used in another game, and I felt it had merit to be suggested here.

I honestly think you could double or even triple the rate of UE gain in game overnight and not effect anything in Sindome negatively.

When players talk about UE progression being too slow usually what they really mean is wanting to feel plateaued so they are potentially making similar contested combat checks as everyone else could be. However having more characters at the Max UE plateau actually makes younger characters weaker overall because the average progression is deeper on the curve and so relative checks become harder.

My feeling is also that universally increased progression better enables players trying to mix-max their characters because sticking to an ideal skill progression is very difficult across three to five years of play that could have a lot of different and varied gameplay demands on it, compared to a few short months or a year.

I feel like 90% of the issues players have with UE progression is the psychology of it and the belief that a characer who has 2000 UE is automatically twice as good in combat as a character with 1000 UE, when they would probably still within the margin-of-randomness when it comes to weapon attack tables, and at worst actually weaker.

I should correct myself and say potentially within the margin-of-randomness rather than probably which would be an exaggeration when talking about veteran PCs.
If there's much of a random element to skills/stats in game, it's definitely hard to see. If we're using combat as an example, a vast majority, perhaps as much as 90% of the encounters I've seen personally were incredibly one sided to whomever was the more appropriately statted character for the encounter. Of course gear comes into play as well, but making money, no matter how many people try to naysay the fact, is also a nearly pure function of time you're willing to invest in the game.

I've never played a combat-focused character to full UE max or even half of that before, so I'm not sure how close 1000 UE would get you in terms of hitting close to the most UE you'd reasonably want to get in the different stats/skills for combat. That said, it should be noted that 1000-2000 UE equates to 1-4 years on the same character, depending heavily on how consistently active a player is on said character, which I honestly think is a weird benchmark for comparing things. In that analogy, you're skipping over 8-12 months of feeling like a useless sack of meat.

Regardless, this is off of the topic of the original post, as it's not meant to be some solve to the isssue of character progression, which we all know is never going to change. It was just an idea for a simple system that would help some people get through the lowest echelons of progress a bit quicker through active RP.

Also that's not meant to suggest progression isn't/i] slow (it is) just that uniform increases in UE gain for everyone are more penalizing to younger players than it might initially appear. Very long curve progression (like now) plus early bonus UE would actually be the progression that would most advantage younger characters, basically the accumulated UE bonus is carrying a lot of water and doing a good job at it.

You could look at something like EVE Online as a comparison, where the tail on progression is 20 or 30 years but new characters surge through about 80% of their key progression areas within six to twelve months, so young characters are still valued.

Ah, I see the point you're trying to make. I don't know if I fully agree but like I said above, playing to that level of progression on a character isn't something I'm experienced in. Perhaps speeding up older characters as they rush to the finish line of UE earnings is really that heavy hitting. I dunno.

On your example of EVE, yeah that seems pretty great and makes sense to me. If you had means to hit ~1700-1800 UE in around 6-12 months on a character, that would probably be quite an improvement on the current setup as far as letting new characters/players get their stats/skills up to snuff before they start getting to the point of burnout from being useless and getting bored of bar RP and the occasional mugging.

In that analogy, you're skipping over 8-12 months of feeling like a useless sack of meat.

It's just an arbitrary point to show that the curve on progression gets very steep, in the latest stages of character development you're talking about spending like two weeks to a month of full time play to make the same improvement that midbies make in a day. It's not meant to suggest under that point characters are useless in the slightest, some characters are going to be retiring from their ganging careers before even getting close to there and those are the most combat active roles in the whole game.

But I do understand what you're getting at and very much agree it's important to encourage new characters played by new players and give them the tools and opportunities so they can feel like a relevant part of the game world.

If you had means to hit ~1700-1800 UE in around 6-12 months on a character, that would probably be quite an improvement on the current setup as far as letting new characters/players get their stats/skills up to snuff before they start getting to the point of burnout from being useless and getting bored of bar RP and the occasional mugging.

Man, I don't know. I feel like this doesn't properly appreciate how extreme the late game curve is and how much players advance early on. 1800 UE is basically finished for an elite combat character with a few support concessions that wouldn't be super relevant. You'd have half of all players or more walking around with end stage characters they didn't even know how to use with skill checks for weapons they couldn't even afford.

This 'I can't do anything yet' mentality is pure psychology that players talk themselves into, except in very niche situations with high fixed skill check professions which only a tiny minority encounter. Truly end stage characters are operating in a whole different quasi-retired-from-normal-play strata of the game which barely effects other players a lot of the time, like pretty much everyone who is interacting on a day to day basis are all sitting within a few hundred UE of each other and plenty of people with more haven't done anything like mix-maxing. Like 95% of the game is available to characters well under a year old.

Man, I don't know. I feel like this doesn't properly appreciate how extreme the late game curve is and how much players advance early on. 1800 UE is basically finished for an elite combat character with a few support concessions that wouldn't be super relevant. You'd have half of all players or more walking around with end stage characters they didn't even know how to use with skill checks for weapons they couldn't even afford.

Yeah to be clear I was just playing off the analogy given I'm not necessarily saying I think this is needed. Calling back to the note I made on money above I think that's honestly the worst offender of the "I don't feel like I can do anything but bar RP" mentality. I do also think that finding ways to adjust systems and mechanics to ward off that feeling is still a worthwhile endeavor as it's not like that's an inevitable feeling that can't be fixed. It's certainly exacerbated by the way the system of the game works.

...like pretty much everyone who is interacting on a day to day basis are all sitting within a few hundred UE of each other and plenty of people with more haven't done anything like mix-maxing. Like 95% of the game is available to characters well under a year old.

And on this note I want to reiterate that in my experience a couple hundred UE difference is night and day. I have never seen my chances of success go up in any activity slightly. Everytime I've improved something, sometimes by as little as one adjective, in a skill/stats/set of stats, I have seen tasks/actions go from near impossible to trivial. It's one thing if you end up having to act in a sphere you don't play your character as being 'good' in and have to deal with the consequences, but it's quite frustrating when you dump all your UE into the appropriate things only to find that the rival who's got an extra month under their belt is a seemingly impossible hurdle for you to overcome.

"Oh but don't worry the curve will flatten things out and you'll catch up." Sure, but when will that happen? In a month? No, that's not nearly enough time. Three months? Six months? And that's if I'm playing for a few hours every day?

I know I'm brushing over a lot of the reasoning for why the system is set up the way it is, but I'd hope we can all agree there are flaws here that could be addressed, and that those flaws are highly likely to be hurting the game's ability to entice new players.

Everytime I've improved something, sometimes by as little as one adjective, in a skill/stats/set of stats, I have seen tasks/actions go from near impossible to trivial.

Yeah you're seeing the power of uncurved UE on fixed skill checks there, where going from Q to M it a whole universe of rapid dramatic difference compared to C to B.

..dump all your UE into the appropriate things only to find that the rival who's got an extra month under their belt is a seemingly impossible hurdle for you to overcome.

Those are contested checks you're feeling, when characters are falling completely flat on a skill check like that it's often because they're zeroed out on a weighted substat.

Characters under the curve on their stats and skills advance very, very rapidly in ability so what you're probably running into is that extra month being very early on where each UE advances a relatively large amount. Whether everyone is getting 2UE a day or 4UE or 10UE the curve is going to feel the same regardless so that very early PC to slightly older early PC power differential won't really change.

Yeah you're seeing the power of uncurved UE on fixed skill checks there, where going from Q to M it a whole universe of rapid dramatic difference compared to C to B.

I've seen this while well into at least the lower ends of the curve, so I'm not sure how true that is but I'll take your word for it as I haven't got up to the level given as an example. Still note that most people probably aren't to those levels inside their fist 8-12 months on a character.

Characters under the curve on their stats and skills advance very, very rapidly in ability so what you're probably running into is that extra month being very early on where each UE advances a relatively large amount. Whether everyone is getting 2UE a day or 4UE or 10UE the curve is going to feel the same regardless so that very early PC to slightly older early PC power differential won't really change.

I'd like to note that the "early" we're talking about is several months of consistent play up to the range of ~1 year. Again, I don't think the game's doing itself any favors by expecting new players to invest that level of time to get to points of notable competence. And explaining how speeding it up still keeps the differences the same is exactly my point. Dealing with people being better than you is one thing, and it's fun and themely. Dealing with almost everyone being better than you for upwards of a year while actively playing consistently is little more than a slog in the hopes of one day catching up, which sucks.

All I can do is really assure you UE is only a part of development, player knowledge about game systems is much more important and typically takes even longer to learn than their characters take to develop in UE. Just learning how grapple checks work would be worth far more than 3 months of scatter-shotting UE into stats and skills.

I don't personally see Sindome as existing in that MMO-style landscape where the game starts at max level and everyone is plateaued on the same content together. The game wants there to be a huge variety of player characters at different states of progression and for a minority of them to be capped, for characters to be mostly progressing up until the day they die, and to encourage players to stick around and tell long-form stories rather than trying to rush to "endgame" and then going on to something else after a month of it.