Wand post it frist right down the tempel post.... but its of top so here.....
You write some things witch fit, but i think you are wrong in your point of infesting time. You are right, i getting rl better as more time i investigate in some thing. But IG i only getting better by doing. So IG isnt the one the strongest witch invest the most time, only the one, witch is the biggest powergamer.Ascius wrote: Today, we got all the slow skillgain, the new systems and stuff. It's all really fine, the game is way more complex today. The only problem for me is that it has also become very time-intensive. We have reached one thing that was long to be reached:
People are afraid to die ingame. I can't really play my character anymore, because I would get killed by some mage in two blows just every time I rp'ed the way I wanted. That's of course my problem, but leads to not playing very often anymore. I just don't want to lose 10 hours of work (what could I do instead being ingame lol) because someone used 100 hours of his time training. Heh, call me egoistic now, but I know more than 50% of the people think the same way.
Alright, I'm not writing this for my own advantage. Just to say how the game and its community has changed during the years in my eyes. I have changed too, and my lifestyle, which seems not to fit together anymore.
Like any other online-game, this game is about online time. Not about some tactic or something, it's about how long you are ig. You can practice a lot, make a lot of friends, every action is mainly ruled by one thing: time. It's like in real life.
So, guys, if you want to be as good as the temple, use more time for the game. That's it. Sounds harsh, but I can say it, because I'm one of the 'guys who would need to spend more time'.
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a sample:
From the view of getting skills (and only from that) Illarion is no roleplaying game, it is a powergamer system. That cant change any skillcap or new methods of learning.In real life i become a good swordfighter if i have swordfights with others, shadowfights alone with me, jogging (for condition), strength training, watching other swordfighters, read books about sword fighting, listen to my trainer....
IG i learn swordfighting by doing.
I can only speak for mages. As a mage you can make rituals, read books write books, get lessons by your teacher, teach students, make experiments, can talk about magic witch other mages, but the only way to getting better is investigate hours to cast real senseless spells around.
So i think that is the Problem and not only the question how much time you investigate.
I think to solve these problem it should be allowed and usal that GMs give, in a strictly limited scope, little skillups for very good roleplay, solved quests or special activitis ig (like learning something by a teacher).
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Ascius Meinung war es (zusammengefasst) dass es natürlich sei, das jene die mehr Zeit in etwas investieren, darin besser seien. So sei es auch im wahrem Leben oder anderen Onlinerollenspielen, wer die meiste Zeit opfert ist der Beste.
Ich denke es ist in Illarion nicht so, das derjenige der viel Zeit investigiert unbedingt gut darin ist.
Ein Beispiele:
Daher ist für mich Illarion auch, aus der Sicht heraus wie mann seine Fähigkeiten steigern kann (und nur aus dieser Sicht), kein Rollenspiel sondern ein powergamer System.Im echten Leben werde ich ein guter Schwertkämpfer, indem ich mit dem Schwert gegen andere Kämpfe, Trockenübungen mache, Bücher über den Schwertkampf lese, Joggen gehe (für die Kondition), Krafttraining mache, auf das höre was mein Trainier mir sagt, anderen beim Kämpfen zusehe, mich mit anderen Schwertkämpfern austausche...
IG lerne ich Schwertkämpfen nur wenn ich es mache.
Letztendlich kann ich nur für Magier sprechen (da ich ja nichts anderes spiele). Als Magier kann ich Bücher lesen und neue verfassen, Unterricht nehmen und geben, Experimente und Rituale machen, mich mit anderen Magiern austauschen, aber letztendlich ist der einzige Weg besser zaubern zu können stundenlang vollkommen sinnlos in der Gegend herum zu Zaubern.
Das ist meiner Meinung nach eher das Problem, als die frage wie viel Zeit du zu investieren willst.
Um dieses zu lösen fände ich es sinnvoll wenn GMs, in einem streng begrenztem Rahmen, für sehr gutes Rollenspiel, gelöste Quests oder besondere Aktivitäten (wie das lernen bei einem Meister), Fähigkeitsanhebungen verteilen dürften.