Player Apprenticeships

Player Apprenticeships
  • Thread starter Thread starter kcwsooners
  • Start date Start date
  • Open Community Programs Social New Player Experience 
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
I propose that players should be able to give benefits under a new system. 'Apprenticeship'. Already, players can /teach, what apprentiship should allow is for a character not of the same account, to be granted Apprenticeship similar to consent to a player with the Master box in the craft, entertainment, or combat box they want to Master giving them an extra bit of xp boost while in the same party as well as a mentor they can access for immediate /teaching to both save money and learn directly from an experienced player.
Justification
Combat classes have spin groups, but for various crafters and entertainers, this would be the most beneficial. A player who chooses to be a mentor can then take in an apprentice, teaching them the ropes, all while the player gets a bonus to the grind while learning. This would increase community interactivity and knowledge.
Motivation
At first I thought about how long the crafter grind can be, and how unrewarding. I've also seen so many easily answered questions asked in the discord. While this idea isnt inherent to crafters, in essence my motivation for this idea is to improve the knowledge over a complex game easing the bell curve using in-game benefits to playing with your community.
Please converse and grant input to, in essence, the idea of giving players the ability to take on an apprentice and grant them an xp bonus.
Should there be rewards and badges to mentoring?
Would this make the game too easy?
Is it a moot point because this is already how it should be without any incentives?
 
It's a grand idea, it catches my imagination. Way too short on details though.
First, what does the mentor get out of this? I'd probably do it just because, but eventually, i'd be asking myself that question. I can see what the apprentice gets out of it, but what does the mentor get? In the real world, the mentor used to get a virtual slave for several years. Today the mentor gets paid a ton of money.
How much effort does the mentor have to put into this? Real world, mentoring is usually full time, the mentor does little else. Does the mentor have to be online for the apprentice to get the benefits? Probably they should.
I'm not sure how you do the game mechanics for this to work unless the mentor is an NPC. But I'd love to hear some other people's ideas.
 
So in terms of potential rewards, my personal thoughts would include badges for how many hours the mentor has 'mentored'. These badges could give titles or even grant experienced mentors a larger xp boost to give.

There's more to talk about there, but the details I personally had in mind On how it would function? Up to change by feedback ofcourse: The player mentoring would need to be in party with the Apprentice and within 1km to gain the xp bonus.
The Mentor would have to be online during this, and knowing the player base may even sell their time.

One idea to apply the xp buff and have an apprentice is there are ways to grant buffs in the game and players who unlock a Master box should get access to an Ability to 'Mentor' a party member in that respective tree. In this scenario a Mentor/Apprentice relationship is quick without cool down and easily taken or dropped.
Alternatively, there is the concept of giving a 24 hour timer to mentoring a new character or being Apprenticed under someone else. This, however, while very immersive and investing can lead to griefing so im uncertain on that side of the concept.
In short, I certainly believe in the Mentor getting incentive in this. Badges, Decor, titles, and ofcourse their reputation would naturally be improved in the community. The xp bonus shouldn't be too significant, but could grow as someone mentors for longer.
 
Simple - the apprentice receives an XP boost, and the master receives an equivalent income boost. If the apprentice, for example, is getting 5% xp from all sources, the master gets 5% increase in credits from all sources. If the apprentice is getting 7.5% xp from a specific source, the master gets 7.5% from a specific source.
 
I fail to see any benefit in an xp boost when crafting profession take less than an hour to master? The idea is great, but it needs more concrete benefits for both sides imho.
 
Simple - the apprentice receives an XP boost, and the master receives an equivalent income boost. If the apprentice, for example, is getting 5% xp from all sources, the master gets 5% increase in credits from all sources. If the apprentice is getting 7.5% xp from a specific source, the master gets 7.5% from a specific source.
An income boost? 🤣
For your good deeds the universe pulls money out of thin air to reward you.
 
Simple - the apprentice receives an XP boost, and the master receives an equivalent income boost. If the apprentice, for example, is getting 5% xp from all sources, the master gets 5% increase in credits from all sources. If the apprentice is getting 7.5% xp from a specific source, the master gets 7.5% from a specific source.
Don't let Aconite get a hold of this or he will shut this down ASAP :ROFLMAO:
 
Income Bonus is out of the question, as anyone apprenticing is likely to already be contributing by giving the person more exposure on top of the earlier mentioned reward options. The Forest through the trees is to increase communal aid and lessen the bell curve amongst newer players. Not just in crafting, but even Entertainers taking on a new Ent and teaching them lesser known tricks for Bands or the often missed /changesong or dance. Combat doesn't -need- the XP Boost increase but it -is- an incentive to teach that ne smuggler what a Spin is, or why their build is falling apart or what an SEA is!
 
Again. Forest through the trees. The main point is learning the ropes and allowing further community growth. Ifnyou have other suggestions outside of a small xp boost, feel free to contribute.
 
The whole idea while it looks good on paper everything can pretty much be done already with the tools already in the game
-The XP buff/gain for mentoring , again you can get a XP buff from an entertainer and i don't think another buff is necessary
-The RP/fostering interaction relationship between a crafter and new player can already be done if one chooses to , all you got to do is make an ad that you are mentoring players
-Players can already teach skills for FREE to other players as long as they have the skills the apprentice needs
So all these things can already be done in game , should teaching new players tricks and tips about crafting professions be rewarded with badges or deco items , my personal opinion is NO but that is up for debate
 
If you want to help people and teach them the game... I have a great suggestion.
Just help them and teach them the game. Why would you need a special system for that? It is just ANOTHER SYSTEM they have to learn.

Spin groups haven't been implemented by the devs. People just figured it out and made it popular.

Ent groups in ME cantina are a common thing... or at least they were. New ents got invited all the time and people told them what to do and what not to do. They even shared tips.

Guilds help crafter a lot. Many guilds have crafting houses with free resources and stuff.

Additionally... how would people find a teacher? High ranking crafter go to ME like once every 2 or 3 days to get an ent buff. Or they are getting buffed in their city by a guild mate.