Mentors

Status
One point to make about watching mentor time spent with disp. I tend to spend alot of time offlien help my kids ingame. Using xfire or whatever Im they use. That time of communication answering questions wouldnt ever be seen by a game counter. I personally like the idea of having steps in the system and the kid can select how the mentor helped him with the step.

and as for how long to graduate, I think that actually depends on what they want do in the game. Miners souldnt take 5 times as long as hunters. I think to do this consider the step process (allow each profession to have its own and allow each kid to walk thru every professions steps if they want to).

also consider a person graduated for being an overall player (something the current system does not). I have had kids do a bit of everything and take forever to graduate, even thou at that point they have a huge amount of across the board skills and been in game more then 6 months.

thanks or thinkin of us marco
 
Extremely good feedback with high quality and well though-out ideas! =)

One more question - how long is a "suitable" time period from 0% to graduation? 1h 5h? 10h? 20h? 100h? And I speak of "active" time - time actually spent on doing stuff within the Mentor system, not total time online in general.



Think 5 hours should be enough to learn the basics of the game.

But could actualy divide it into 2 diciple categories.

1. Learn the basics of the game + Get TPs (Mentor 100% involved in this)
Finished when diciple and Mentor has been thru no less than 10 different TPs together (Passed thru within 1 minute of eachother or something.
At this point Mentor will recieve a gift.

2. Specialisation - Here the diciple can either continue with his current mentor or get a new one - He will pick something to specialise in (IE: Riffle, HG, Mining etc.) - His mentor would need to have a significant amount of skills in the chosen category (IE 3000 Prosp for ore mining, 5000 riffle for riffle mentoring etc)
This category would be completet when diciple has a semi significant amount of skills in the chosen profession - Maybe as high as 2000prosp for ore mining and 4000riffle for sniper etc.
During specialisation he would recieve double skill bonus - But would need to do a 1on1 team hunt with his mentor ever XXX skills points.
Diciple should be able to ask Mentor for such teamhunt within next 3-5 days, or diciple would be set free and able to pick up a new mentor who could then recieve the bigger mentor gift given after specialisation..



Hmmm did that get to complicated ?
 
It may already have been mentioned but I think the ability to mentor someone should not be available until they have either:

a) > 3 month avatar based on created date
b) > XX amount of hours in-game
c) A certain level of experience - level 20 in either a hunting / mining or crafting profession.

Preferably all 3 criteria should be met with one of those *ding*
"Congratulations participant you have sufficient abilities to mentor new players" messages.
 
Perhaps compare the length of active time to graduate to the latest single player games out there. Could be a good way to gauge how long people are willing to sit there working on one particular goal for.
 
It may already have been mentioned but I think the ability to mentor someone should not be available until they have either:

a) > 3 month avatar based on created date
b) > XX amount of hours in-game
c) A certain level of experience - level 20 in either a hunting / mining or crafting profession.

Preferably all 3 criteria should be met with one of those *ding*
"Congratulations participant you have sufficient abilities to mentor new players" messages.

I agree :)

Cheers :beerchug:
 
Make the Mentorship program like this.

1. Make a new system , where a player who wants to become a mentor have to register at a mentorship terminal, and with the requirement that the mentor have to have been atleast 1 year old on planet calypso to qualify.

2. Make the diciple having to register at the very same terminal , choosing what time zone he and she is in, ( same info should be provided by mentors ) and the preffered language he (or she) speaks.

3. Then the system match people together , and when both avatars are online at the same time they get a messagebox making it possible for them to instantly meet ( via built in teleportation ) , when they meet they make the final mentorship agreement.

4. After the mentorship period has passed , the diciple get to grade his/her mentor , and those grades should in the long run be used as a base for system using you as a mentor or not.

5. Gifts , well gifts should be given out to both mentor and diciple , just something of lesser value , but the chance to hit something great should be there , in true entropia spirit ;)

6. Quests , yes different quests based on the level on the diciple should be in place.

Those are rough thought that came to mind when seeing this post from FPC the first time.

cheers and hope i could contribute in some way.

ermik
 
Im sure u will get many good advice here Marco :wtg:
I dont have any at the moment tho ,but i + Rep u for asking m8 :yay:
 
(did not read the whole thread, probably it has been already suggested...)

i'd address first the disciple farming issue.
make something progressive, the same way you unlock pets, you could unlock disciples (no offense for disciples.. :laugh:). so you start with 0 (no disciples before graduating yourself). when you graduate, you unlock the mentor skill, you can have 1 disciple. the rest of the unlocks go on along with the mentor skill. so once you reach X mentor points, you can have 2 simultaneous disciples... and so on. up to a limit of, say, 10 simultaneous disciples. this limit should be balanced to be achieved in 3-4 years of gameplay.

Extremely good feedback with high quality and well though-out ideas! =)

One more question - how long is a "suitable" time period from 0% to graduation? 1h 5h? 10h? 20h? 100h? And I speak of "active" time - time actually spent on doing stuff within the Mentor system, not total time online in general.

for someone playing 2-3 hours/day, it should be at least 3 weeks to graduate. better around 1 month. so, around 100h would be my proposal.
 
(did not read the whole thread, probably it has been already suggested...)

i'd address first the disciple farming issue.
make something progressive, the same way you unlock pets, you could unlock disciples (no offense for disciples.. :laugh:). so you start with 0. when you graduate, you can have 1 disciple. the rest of the unlocks go on along with the mentor skill. so once you reach X mentor points, you can have 2 simultaneous disciples... and so on. up to a limit of, say, 10 simultaneous disciples. this limit should be balanced to be achieved in 3-4 years of gameplay.

That there is a 1st class and simple idea to get rid of farming, +rep!
 
Extremely good feedback with high quality and well though-out ideas! =)

One more question - how long is a "suitable" time period from 0% to graduation? 1h 5h? 10h? 20h? 100h? And I speak of "active" time - time actually spent on doing stuff within the Mentor system, not total time online in general.

It's very difficult to quantify "active" time spent in the mentorship program. Are you talking about time spent simply doing what it takes to graduate? Are you including time spent with the mentor, learning about SIB, market values, armor statistics, etc? What about time spent gathering TPs, exploring new locations, etc?

As a disciple, it took me about 45 days to graduate in rifle. During that time, I played EU about 6-8 hours a day, on average. Of that time, a lot was spent running TPs with my mentor(at least at the beginning... until I had all the TP's). When my mentor was not online, I could generally be found destroying the faucervix population that used to reside near Jason Center.

If you are asking how much time was spent :sniper: gaining skill points, then I would most likely say, 100 hours, perhaps more. If you are asking how much time my mentor put into my development as a well-rounded citizen of Calypso... probably about the same. Many times the two intertwined.
 
Rewards

I agree that there should be a reward for the disciple, as well as that offered to the mentor. At this point, the disciple's only tangible reward is the skills they gain, something they can get on their own given time.

For disciples, I would recommend a staggered reward system, something to keep them coming back for more. Maybe give them an item related to their most complete disciple level at certain intervals. Maybe a Diciple Edition SIB weapon/tool at 25%, 50%, and 75% of their graduation level in addition to a Graduate Edition item when they reach 100%. For example, I will use Rifle as the skill of choice:

at 500 Rifle, the disciple is given a choice (like we sometimes get at Christmas), a BLP or a Laser Rifle that is a little bit better than the CB5 / Opalo they are currently using (like how the Outbacko SGAE is 10 damage instead of 8, but still burns only 2 ammo, something like this). I would suggest making these weapons 100% identical - same rate of fire, damage, decay, etc - only difference is what skills they use and level up.

At 1000 Rifle, do the same, but with another level-appropriate weapon.

At 1500, do the same once again.

Make the "Disciple Edition" items untradable, like the standard issue jumpers are. Allow "Graduate Edition" items to be traded as normal. This would not only encourage continued skilling by providing better equipment, but it would also provide the new player with tools that they can use alongside future noobs that they may mentor.


Skills

Give a tangible skill bonus to both mentor and disciple when they are within a certain distance of one another (say... radar range?). As the mentor is going to be higher skilled and needs more experience to level, give the mentor a 2X skill bonus while close to their disciple while giving the disciple a 1.5X skill bonus while near their mentor. This skill bonus will encourage mentors and disciples to work together as teammates, which will also help them form a bonding friendship - the game is far more fun when you have friends after all.


Disciple Farming

This seems to be a hot topic, so here is my take on it. As long as rewards are given, some people will find a way to exploit the system, it is a sad truth. I am in favor of the disciple limit AND skill requirements proposed by others. For the disciple limit, I would suggest an initial limit of 3 disciples, with the limit being raised as the mentor graduates disciples. For those who are full-time mentors, this won't be a problem, as they will have their cap raised and can take on more disciples.

For the skill requirement - I would say that a mentor must have at least the graduation skill level in one or more skills. No need to make this complex, just a simple "in order to teach, you must be at or beyond the point of graduation".

Finally, I agree with the mentor rating system. Once again, something simple. Maybe when a disciple leaves the mentor, have a selection of reasons come up and the disciple must select one. Among those reasons, have an inactive/negligent mentor option. Whenever a mentor sends the disciple invite, have a confirmation screen appear with a message:

Disciples successfully graduated to date:
Disciples currently learning from this mentor:
Disciples reporting mentor as inactive/negligent:


i'd address first the disciple farming issue.
make something progressive, the same way you unlock pets, you could unlock disciples (no offense for disciples.. :laugh:). so you start with 0 (no disciples before graduating yourself). when you graduate, you unlock the mentor skill, you can have 1 disciple. the rest of the unlocks go on along with the mentor skill. so once you reach X mentor points, you can have 2 simultaneous disciples... and so on. up to a limit of, say, 10 simultaneous disciples. this limit should be balanced to be achieved in 3-4 years of gameplay.

Ha - I was beaten to saying this idea.


Final Reward

No mentor jumps for joy at getting a Solomate Kangoo ME or a FreanD Alpha ME. On the other hand, having random rewards is what makes it exciting. What I would propose is having a final reward based on the final skill levels of the mentor and disciple. For a Disciple reward, it is easy - you know where they end at and can give them a set reward (once again, make it a choice of tools related to their graduation skill). For the mentor, do it as a random reward, but make it a tiered system. Have a "mentor pool" for different skill ranges and have the reward tied to their highest profession level. Have it tiered in levels 1-20, 20-40, 40-60, 60+, and All Levels. The mentor gets a random item drawn from their level tier OR the All Levels pool - that way there is a chance that anyone can get something great, but it is less likely that a mentor is going to get TT food for all their hard work. Items like the Foxtrot ME, Rockjacker ME, and other uber-ME items should be in the All Levels pool in order to entice those of lower level to still participate and be a good mentor. Beyond the ultra-rare Mentor rewards, they are more level appropriate and ensure that most mentors are going to get something they can use as more than TT food.
 
I think a decrease in the amount of skills needed to graduate would be best. A lot of the time I will spend hours and hours with my disciples and then between 25% and 50% they quit, some even quit when they hear the amount of skills required to graduate. Also bump up the skills mentors get for mentoring.
 
There are some really good ideas here in this thread. :)

I really like the idea of an offline messaging system that be made available between mentors/disciples as well as the mentor/disciple chat channel. To be able to create quests for a disciple would also bring a little more interactivity to the table. Skill bonuses are also a nice idea and would be a great incentive to use the system. The "I graduated" T-shirt idea is cute, too, or as mentioned in previous threads regarding the topic, a diploma or something of the sort that the disciple can gain only by successfully graduating. I also agree that a disciple should be able to easily see the graduation requirements/progression.

Perhaps another incentive could be to offer certain items at a discounted price to disciples. For example, give a 10% discount on TT items to those who seek out a mentor, or create special items that can only be purchased by mentors or disciples. To be able to acquire an entire starter kit as mentioned above would be nice as well, although I don't agree that it should be completely for free (a real-cash economy is a real-cash economy, no matter how you dress it, better to learn that in the beginning. Also, anything for free has to come from somewhere.) Perhaps an entire starter kit for a particular profession at good discounted price should be made available as a one-time deal for a disciple that they can purchase whenever they feel they are ready to decide on what they want to do.

If the mentor system is overhauled or adjusted, a new pop-up informational box should appear to new players shortly after arrival to make them aware of the mentoring system, any (newly implemented) benefits that they will gain by acquiring a mentor, and perhaps some helpful tips on how to choose a mentor wisely and instructions on how to get rid of a bad one.

I don't think that the disciple lock should be removed, but I do think that the skill level should be increased slightly. There should be a fair limit on how many NEW disciples can be gained on a daily/weekly/monthly basis (instead of a max number of total disciples, most mentors do not release disciples who have gone inactive because they have already invested time/PEDs into those individuals and those individuals may indeed come back to play) to discourage farming (keep in mind, of course, those individuals who have made a career of mentoring,) and the skill level at which you can gain a mentor should either be raised slightly or be a little more selective (for example, only count those skills gained that count towards graduation. Gaining 20 points in sweat-gathering or evade should not disqualify someone from being able to obtain a mentor if they want one.)
 
I think the gifts need to be of a wider variety of things that not particularly will just have a high markup but will be of use to the Mentor. And also I think a gift shouldn't be given twice every more often than 3 or so disciples. I have a whole pile of Frean D M.E pistols because of this which are of no use to me and are worthless on the market.

Also a rating and feedback system, not that it affects the mentorship gift but that it just allows the mentor to know how to improve the way they teach new players.
 
A lot of great suggestions so far and admittedly I skimmed the last few posts so didn't see if anyone mentioned raising the (I believe, if I remember correctly) 20 points limit for when you can accept a disciple.

I've found that several people, especially those who like EU and really want to progress further, decide to find, or finally discover they can have a mentor after playing a little while on their own and then they are already too highly skilled to become a disciple. These are precisely the type of people that should be being mentored not left out in the dark on their own.
 
A common problem that had discouraged, many times, of being a mentor is the big initial desertion of newbies. I have spent many time and some of money in interested newbies the first five days in the game and then disappear from it.

I propose that firstly the newbie must win to his mentor. That is, an initial period where the newbie must complete a basic routine in the game based on a basic guide on-line in the game, which will provide a certificate or status of achievement that identifies the newbie as someone trustworthy as a student.

On the other hand, I knew many newbies that was graduated with mentors nonexistent.(*) For that I propose a list of successful mentors (where newbies with status of pupil can find either by reputation or level at any profession of mentors) and that indicate the mentor's native language, as if the mentor knows other languages and also schedules that would be available (For example, Europa and America has many hours of difference).

Obviously also as others have expressed here, the gift of 20 peds is not important for a mentor, a mentor is more interested in certain skills (different of mentor skill). However, the gift of 20 peds could be a good incentive for the student.

Good luck with improving the system

:rolleyes::wtg:

(*) In fact, i was a mentor of pupils with mentors nonexistent, that had a very good pupil, but the mentor was a very bad teacher or a phantom teacher!
 
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1. Since FPC is working on a quest system, then hopefully a mentor/disciple quest category will exist.... including quests that both must be present to complete.

2. A diploma would be nice :wise:

3. More creative mentor gifts, as few currently are desirable.
 
A lot of great suggestions so far and admittedly I skimmed the last few posts so didn't see if anyone mentioned raising the (I believe, if I remember correctly) 20 points limit for when you can accept a disciple.

I've found that several people, especially those who like EU and really want to progress further, decide to find, or finally discover they can have a mentor after playing a little while on their own and then they are already too highly skilled to become a disciple.

Yes I find this really annoying, and especially since there are people who I have been teaching since VU10 and i'd want to add as a disciple when the system returns. however its not possible because of the limit.


What also annoys me is that when a disciple quits the game when they are more than 50% progressed and you have spent your time to help them even if they haven't graduated. Maybe a lesser gift can be given if they are inactive for over 3 months and you can dismiss them.
 
A lot of great suggestions so far and admittedly I skimmed the last few posts so didn't see if anyone mentioned raising the (I believe, if I remember correctly) 20 points limit for when you can accept a disciple.

I've found that several people, especially those who like EU and really want to progress further, decide to find, or finally discover they can have a mentor after playing a little while on their own and then they are already too highly skilled to become a disciple.


perhaps instead of a set # of points in a graduation profession, make it a % of the points.... 20% seems fair.... that would mean 400 rifle/handgun skills, 120 prospecting/surveying skills, etc. Plenty of time to get a feel for the game, and also plenty of time for one to decide if their mentor sucks and they want a new mentor. :D
 
Subscribing to Thread.

I went with out a mentor when I started simply because I did not like the idea of being locked in--especially after reading some of the more unfortunate stories!

I am fairly sure that I could have avoided a lot of mistakes that were ped-cosly if I'd had a mentor! Granted I learned from those screw-ups but not everyone is as willing to deposit as I was(am). If yer not as willing to go "oops!...oh well..." it can be very disheartening...

Since that time I have on more than one occasion dropped what I was doing and helped out a stuck noob when I could.
 
Have a "mentor pool" for different skill ranges and have the reward tied to their highest profession level. Have it tiered in levels 1-20, 20-40, 40-60, 60+, and All Levels.

The one problem with that would be the full time mentors who don't necessarily spend lots of time developing their skills but more who just help others. Because if an uber decides to take in a disciple then they can know they will get something great as long as the disciple graduates. If a full time mentor takes in a disciple then they still have a chance at getting something not so desirable even though they're the ones who put in more effort.
 
Extremely good feedback with high quality and well though-out ideas! =)

One more question - how long is a "suitable" time period from 0% to graduation? 1h 5h? 10h? 20h? 100h? And I speak of "active" time - time actually spent on doing stuff within the Mentor system, not total time online in general.

I don't think the old Skill level was a bad idea. Reach 2500 in a skill is a good basis.. or better do it professionsbased.

I would not make it too long but not too short either... ultimately a mentorship is no harm. One can do any activity he likes as a disciple, no restrictions there...

I would not make it time dependent but skilldependent. Now the question is how much skill can a naked n00b with opalo or CB5 gather in an hour with limited budget ... ;)
 
Extremely good feedback with high quality and well though-out ideas! =)

One more question - how long is a "suitable" time period from 0% to graduation? 1h 5h? 10h? 20h? 100h? And I speak of "active" time - time actually spent on doing stuff within the Mentor system, not total time online in general.

20-30 hours. But doing things that are active in the mentor system include tp running etc, but that wouldn't be counting down the clock. I spend atleast 14 hours a week ingame but the majority of that is socialising, can you imagine my losses if I was constantly hunting for that time :laugh:

So 30 hours would probably be about 2-3 months of noob hunting or mining. I did surveying for my graduation and I can say that until I was propperly funded (like not any amount of money a noob can get without depositing) about 1 year which really is too long.
 
Offline message system:thumbup:

Separate prizes for deciples and mentor:thumbup:

Lower the graduation requirements with a deposit of 10usd or more.

Or maybe some type of graduation duration change when a mentor takes a deciple on a 10ped/or 15min team hunt.

What if I'm going to be away for a few weeks and can't help my deciples...would be nice if i could trade them to another mentor for $$$
 
Have a mentor listing system in game - to register as a mentor for X amount of days cost Y ped (maybe 50ped for a month). Newcomers can apply at a terminal for these mentors. It would then be up to the mentor to contact that disciple - a disciple can apply only to one mentor at a time - they may undo an application, but must wait 15minutes for undo-mentoring-request to complete (to prevent spamming)

NB: atm this may not work due to the ingame chat bug/feature that disallows you to see text from someone not on your friends list

In the list of mentors available, Short description of mentor may be put in
Optional stats that can be listed in mentor description, available to the mentor:
  • Number of disciples currently under this mentor
  • Number of disciples graduated under this mentor.
  • The mentor can choose to put in a profession and/or basic attributes in a viewable window by newcomers.
  • Section lists dates/times available for mentoring
  • Listing of the mentors main activity or main knowledge areas(hunting,mining, crafting, paramedic, trading, mindforce, sweating, playing without depositing, pvp/pking etc)
  • What planet the mentor is most active on
  • Mentors start date

Disciples can sort mentors using factors such as those listed above.

Mechanics suggestions:
Disciple receives a disciple-edition item. Mentor receives a mentor-edition item. Both items based upon the area the disciple graduated in. Put in something such that the mentor edition/disciple edition items are unable to be sold via auction.

Make the skillgoals achievable via same amount of ped cycled in each profession/estimate of expenditure/ estimate of time taken.
Make attributes an optional goal instead. 20? 30? 40?

Make chipping available to disciples, however make it a clear warning that chipping while in discipleship will mean they and their mentor will not receive an item (this prevents ransoming of disciples, but coupled with desciple item-reward should motivate people to complete discipleship)

Rewards:
Lowlevel items with SIB
Different plate-types. (dedicated plate-types, eg acid, cut, impact "enhancer plates" that add for example 10% of current armor)
Items that increase a given skill or profession by X points temporarily (more powerful to lower skilled players)
Disciples get a diploma that details their name along with their mentors name, date, skill they graduated in and planet they graduated on.
 
Mentor/Student gifts:
When student graduate the mentor get a small list of items to choose from and he can pick a personal gift to the student. Cap, shirt, gun, etc.
The Mentor get a gift from FPC and here it's random with the values of communication points, teamhunt points etc to increase value of the item.
 
Seen a lot nice ideas and points already, been not reading all but i have few things in mind (and i might repeat someone already posted).

1) To be mentor you must have knowledge and it can be get by playing, so there must be policy regarding it. To be mentor you need be lvl40+ in huting/crafting/mining profession and to pull out chippers also use Agility/Intelligence according value compared to naturally skill to lvl40 profession.

2) Limit of disciples, this is 1000000% needed to avoid ppl who simply add newcomers and dont give any lessons and info and dont try involve into game.
At any point at start you can have only 1, when you have graduated 5 disciples you can have 2 at same time and after making another 5 you can have 3 disciples at same time and this is max point. To do normal with disciples you cant have more then 3, because if all 3 are online, then communication with em and "teaching" wont be so easy and if there is 4 or more disciples you simply will leave aside few with less attention they need.

3) Disciple signup time/skills. There must be bigger start period to take disciple, because sometimes newcomer grabs first gun shoot ammo make mistakes and already passes skill gap to be disciple and have to go on his own asking help to forums/ingame and sometimes it just pulls player out of game. When disciple can leave mentor can stay same (adjusted to max skill signup gap if changed), ofc leave option to kick disciple ofc (scammers will be there also!)

4) Graduation. To graduate i think skill gap can be increased by some 10%-20% why? Because current reward system is ridiculous, so we involve more time needed to be spent on disciple and also reward can be more valuable or more valuable drops more often if you leave same reward system.

5) Mentor ratings.
I dont think we need mentor skills we have/had before, where skill show graduated amounts. More important is what disciple think about, and when disciple graduates he can rate mentor of how he made his job in profession he graduated.
To Avatar general info we add following:
- disciples graduated
- Mining mentor rating (avg [sum of marks 1-10 disciple give after graduating])
- Hunting mentor rating (avg [sum of marks 1-10 disciple give after graduating])
- Manufacturing mentor rating (avg [sum of marks 1-10 disciple give after graduating])
- Tailoring mentor rating (avg [sum of marks 1-10 disciple give after graduating])
depending how you think it`s better if you like idea (can be also skill type titles, like Prospector mentor rating, Handgun mentor rating etc)
This should be able to see before disciple accepts mentor and there we can see how good mentor is as his own disciple rates him. Important i think. This way disciple can find BEST mentor and mentor will be interested to do his BEST to have good mark at end to get more disciples.


6) Rewards.
Atm we have seen only guns, some plates, some tools for coloring and etc ... but why da hell no improve list ... mining stuff (we do train also miners!), why dont add armor, faps, amps, swords, clubs (it`s hunting gear!), why dont add BLUEPRINTS (dont we learn crafters?).
Reward item type can be chosen from graduation profession, learning mining you can get driller, finder, refiner, amp (as uber item, very rare lets say). HUnters get gun, armor or plate or fap, crater gets blueprint*.

* Blueprint can be of existing item (lets say for Apis or OA-103 or what ever) but with different reciepe what should be a tiny or bigger change in TT cost or material needed or it count, for example GeoTrek 485Apis(L) Mentor Edition BLueprint needs 6 x Advanced Target Assessment Unit instead of 7 like regular blueprints have. This is not end of world giving such blueprints but a tiny good benefit to mentor.

Why also dont reward deciple? Sure, good idea, it`s motivation for him to graduate and play the game!!
For diciple rewards ... for me it seems stupid balance having no SIB weapon with tiny damage and it needs lvl100 to max .. those items are useless, because skilled avatar at 100lvl or better will never use weapon like A&P Series Brave with 16 damage and none will use those at start of very low skills. So for desciple there could come those low end weapons, but they dont need lvl100 but lets say lvl20 - lvl40 (depending from item) to be maxed and SIB period starts like in L type when he hits min requirements.


Rewards for mentors. I would never give such items like weapon with 10-20 damage or finder to miner with 200m or very slow extractor. Mentor is already skilled and advanced in game, he dont use starter or low end stuff, so as reward there must be at this level, and to dont make all stuff UBER, it balance (economy can varies, as we know market value come out from weapon power and it`s economy in use, most economical is most expensive) so droping weapon to mentor item similar to EWE EP-40 Merecancy or Omegaton Z1101 with improved speed or range or damage. SUch items are worth max TT+100 and such rewards wont make mentor rich and 100 ped market value (what for developer dont cost, as players pay it) is minimum compared to time involved and even more is graduation skill gap is increased what leads to mentor spend more on disciple and some usable item is deserved. Sure there also could drop this called "uber" items sure rare and etc. Reward item to give to mentor can be decided by system from several things: time spent, rating disciple gives after graduation, his skills maybe, but at general it should be random to all have chances for all items in list.
Well as option there also can be clothes as give, for example some coats (cognac or master) with texture crafters cant make, or hats/pants/jackets. Clothes almost dont give any benefit to hunting/mining/crafting as except good lookin style and it`s more apprentice then Solomatre Kangoo Mentor Editions.

7) Most important. There must be option for mentor to disciple or disciple to mentor leave message if someone if offline and he gets message it when come online. Sometimes mentor have issues he cant come for few days but disciple think he have been left alone and they after those 3 days can get online same time, so offline message option will help if they dont have left RL contacts or both dont use forums and etc.

Thats is general what i wanted post.
Hope something is usable :)
 
Wrote this in a WishList for sometime ago:
...
First, it need to have terminals where serious mentors sign up, and newcomers
can search for a mentor that will fit them, like f.ex language, goals, professions
and so on. Newcomers should have possibilty to put down some lines about
themselfs, and Mentor get PM from system, that there are a new player
interested to be a disciple. Option to to autoapprove players should
excist too.

Mentor and disciples should have options for jobs (another word for quest;))
that needs to be done. They go to the Job Offices of Chikara, Omegaton and
the other official companies in EU. There they get their assignments.
These assignments should be possible for disciple to finish for him/her self,
but maybe options with a bit harder tasks that is finish of M&D too. ;)
As a mentor you should be able to loan out the equipment to a disciple, that
can't be traded or dropped. When disciple is done with his discipleperiod, items
should be handed over automaticly to mentor, IF mentor wants that.
The mentor should be able to put up a gift that could come at the disciples
examinationday too. ;) This gift can't be taken back of the mentor, once it's
in system, but of course, it will not be locked if a disciple quit.
If the disciple is inactive for X amount of hours in a certain period, gift and
items will be redrawn to mentor too.
...

Have some new ideas too, but gonna put them up later. :)
 
First I wanna say it's nice to see MA/FPC asking the community about their ideas for future development. It's easy to make people happier by implementing some of their suggestions like you did with repairing unL plates on L armor without detaching.. so +rep for that.

As for mentoring I used to do lot of mentoring pre vu10 and was enjoying it. So I see it more like cheap fun for the player than being something like players doing MA's job.

Two things I found frustrating in the old system.

1. Disciples stop playing after reaching 60%-80% of graduation
2. Communication

Already good ideas are given here from others so i can only emphasis:
1. Incentive for the disciple (Gift) and reward for the mentor (Skills)
2. Communication channel for Mentor/Disciples

Also you should encourage new players to try various professions. So instead of graduating with 1900 skills in handgun, make it 2500 total of hunting+mining+crafting skills. The current % of graduation should also be visible to the disciple.

As for the time I think 20 hours of active playing should be sufficient. So if disciples log 2-3 hours per day. Lets say 1 hours of chatting and exploring and 2 hours active shooting/mining/crafting then disciple would gradugate in 10 log in days. So if Disciple logs in 3 times per week he would graduate in around 3 weeks.
 
Most of my thoughts are already here, but...

The basics of the old disciple system was fine. It just needs a lil tweaking.

Fact is, if anything other than a "basic" item is given too often as a mentor reward, that will encourage more mentoring, but also encourage more farming. Better items more often isn't the answer.

  • Disciples should be able to "kick" their mentor at any time.
If there was no lock you would get blackmailed at 99% by the disciple.

That's a very cynical and poor way to view 99% of the new players in this universe. :( Had I been a disciple, the thought of blackmailing my mentor would never have even occurred to me, and I'm sure the same is true for 99% of new players. The n00b that's willing to blackmail their mentor is the type that this Universe doesn't need anyway.

  • Graduating should be 1000 points in any skill.
  • Specific quests (gather all TPs, 100 points in hunting, mining and crafting, etc.) can earn "bonus points" that improves the chances for a better mentor gift.
  • The mentor/disciple contract & quests should be easy to read and accessible at any time. A hotkey located in the upper right which is removed after they graduate, or finish with all current disciples.
  • You can become a disciple at any time until you reach 800 points. (never hurts to have instruction late in life.)
  • Mentoring should not be allowed until you achieve 3500 points in any skill.
  • A prize for both. Even if it's just a zero TT pioneer harness mentor edition or basic filters bp for the disciple, it will be appreciated. No new players will expect a DOA for graduating. Their gifts do not need to be big, just semi-maybe useful for a n00b. After all, they spent the time to actually learn about this Universe and have proven they may become a very good customer.
  • A disciple qty restriction based on skills is fine also.
 
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