So I saw this on another MUD I used to play back in the day and I thought to myself that it would work so much better and make so much more sense in a game like this one that I figure i'd see how other people thought of the idea here.
Basically the system was built to make it so that if you wanted to learn Skill B you would need to level up Skill A's % in order to learn Skill B. What this did was eliminated the need for practice points as you would have to level up each skill in order to have access to a later skill.
So this is how it worked, I am going to use skills from that game since my knowledge of the skills in NarutoMUD are severely limited atm. (DBZ MUD)
So in this game lets say you wanted to learn the skill Kamehameha, you would need to first level up energy ball to 95% which would open up the skills scatter shot and energy beam. You would then need to level up energy beam to 95% in order to learn the skill Kamehameha. This would continue for any skills thereafter each skill at higher ranking would require more skills to use. Dragon Fist would require 95% punch, 95% energy ball, and 95% energy beam. Some skills would require you to find a specific trainer in order to learn them such as the Kamehameha, Kaioken, and Spirit Bomb.
What this does is makes it harder to gain skills but able to learn more skills and allows them to get the hang of skills as they level through the game. Right now what I notice (only 17 so my information is obviously lacking) is that a lot of skills available to me I don't see myself really ever picking up. 1 because i don't have to and 2 because I don't see myself using them.Where I see a problem with that is what if its actually really good and could improve my over all dps? If I have to train askill to gain another this would allow me to see oh this skill is pretty nifty.
In addition to these changes another change that could help would be a combo system, use kick then no-shadow kick and nsk gets a slight buff because kick was used first. (This is just a basic example there are many different possibilities to this).
Anyway just some idea's for a newbie.
Skill system
Re: Skill system
Alright so I have gathered that there's a reason behind the lack of practices in the game so I've decided to amend my earlier post with some ideas on how to allow more skills to be gained in a way that doesn't change the style of the game but also allows players to gain extra skills without the need to spend valuable practices on skills that are most valuable.
Now this would take quite a lot of work on behalf of the coders but it would also require builders to create zones, mobs, and immense mob/room programs. What I could be done is with certain skills (for this case i'm going to use Goukakyuu as an example).
The best way to do something like this is to make it costly, time consuming, and borderline ineffective.
Player A decides he wants to learn Goukakyuu, he would have to head over to the person who would be able to train the ability, We'll tempoararily name this guy Uchiha Gouk. Player A would be asked if he wantst o learn Goukakyuu and a quest would begin that would take the player through hours of training. Now before Uchiha Gouk would even take Player A under his wing this player would have to go through a series of quests that would become more and more complicated and difficult to accomplish. Now how would we make this fair for low level players and higher level toons to come to such an area and they would both be challenged properly? Easily if checks to detect players level and send them to an arena that is appropriate to their level range. So if a level 150 player would want to learn the skill and he'd talk to Gouk and accept his mission they would be sent to a new area with mobs that are 150. If I had to make a guess i'd say increments of 50 levels. Another way to do this, which would make for less room programming necessary.
For something like this a program would need to be coded that would allow mobs to have players do a numerous amount of skill training activities. Think how Naruto trained to learn how to use wind rasengan. He had to train himself through several steps before he would finally be able to even mix his wind into his rasengan, at which point he finally started training the actual skill. For this case another option would be to use something similar to handseal which would force the player to practice the hand seals of the spells. After this you'd eventually be able to learn the skill and level up the skill naturally.
Now this is just a rough 10 minute draft i thought up on the draw. Even if you don't want to make it so it doesn't take a practice could always allow foreign villages to be able to go through this quest to lower the practice requirement for the skill from 3 to 2 or 2 to 1. ETC.
Now this would take quite a lot of work on behalf of the coders but it would also require builders to create zones, mobs, and immense mob/room programs. What I could be done is with certain skills (for this case i'm going to use Goukakyuu as an example).
The best way to do something like this is to make it costly, time consuming, and borderline ineffective.
Player A decides he wants to learn Goukakyuu, he would have to head over to the person who would be able to train the ability, We'll tempoararily name this guy Uchiha Gouk. Player A would be asked if he wantst o learn Goukakyuu and a quest would begin that would take the player through hours of training. Now before Uchiha Gouk would even take Player A under his wing this player would have to go through a series of quests that would become more and more complicated and difficult to accomplish. Now how would we make this fair for low level players and higher level toons to come to such an area and they would both be challenged properly? Easily if checks to detect players level and send them to an arena that is appropriate to their level range. So if a level 150 player would want to learn the skill and he'd talk to Gouk and accept his mission they would be sent to a new area with mobs that are 150. If I had to make a guess i'd say increments of 50 levels. Another way to do this, which would make for less room programming necessary.
For something like this a program would need to be coded that would allow mobs to have players do a numerous amount of skill training activities. Think how Naruto trained to learn how to use wind rasengan. He had to train himself through several steps before he would finally be able to even mix his wind into his rasengan, at which point he finally started training the actual skill. For this case another option would be to use something similar to handseal which would force the player to practice the hand seals of the spells. After this you'd eventually be able to learn the skill and level up the skill naturally.
Now this is just a rough 10 minute draft i thought up on the draw. Even if you don't want to make it so it doesn't take a practice could always allow foreign villages to be able to go through this quest to lower the practice requirement for the skill from 3 to 2 or 2 to 1. ETC.