Trainers in Skyrim

Post » Mon Dec 06, 2010 5:39 am

Omitting trainers would be just as bad as omitting real transportation methods. They simply must be there, not just for making you gain skills faster if they're really slow and tedious, but also for realism. BUT they should be much more expensive on higher levels.
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P PoLlo
 
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Post » Mon Dec 06, 2010 10:53 am

Omitting trainers would be just as bad as omitting real transportation methods. They simply must be there, not just for making you gain skills faster if they're really slow and tedious, but also for realism. BUT they should be much more expensive on higher levels.

True. And I hope they make it so merchantile(-ish) affect the price of training again. Who wouldn't haggle about the training-price?
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Alyce Argabright
 
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Post » Mon Dec 06, 2010 4:45 am

Trainers must be in Skyrim but with some limitations

Guild trainers teach better then freelancers, but there still can be some hermit guru thats work alone.

Number of training sessions, thats really good addition in oblivion, but need some tweaks
Intelligence Overhaul
http://tesnexus.com/downloads/file.php?id=11205
Retroactive Training Sessions
http://tesnexus.com/downloads/file.php?id=31578
Trainers Greed
http://tesnexus.com/downloads/file.php?id=20361
Duke Patricks Basic Combat Training
http://tesnexus.com/downloads/file.php?id=26916

Skillcap for trainer, common trainer cant teach player and maximize his skills, and can teach only to certain level in skill

High level trainers must give quest that need to be done before player can learn skills from them

With new perk system trainers can teach player different perks, thats will make trainers even more unique and valuable

Trainers can reject to teach player if he does not reach some parameters (stats, level, skills, guild rank, disposition, fame\Infamy)

I believe new radiant story system can make trainers wonderful element of game
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Bloomer
 
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Post » Mon Dec 06, 2010 1:47 pm

I like most of those ideas.

I also have an idea: Maybe after you paid a trainer to train you you should not level up that skill instantly but be able to level it up i.e. 1,5x faster for the next 24 or 48 hours, so you really have to use the knowledge you learned in the training session to get better and it's up to you how much you get from the training lession.

But I would prefer a mini game that someone suggested.
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Peetay
 
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Post » Mon Dec 06, 2010 6:15 am

This is how I look at training and skill progression:

Skill progression rate should depend on the scale of the task, so if you use your skill to do an easy task, related to your current skill level, then you should gain a small gain in your skill level, but if you can accomplish a hard task while using your skill, then it should result in higher boost in your skill level.

For instance if you spar with a low level opponent, with a weapon, then your rate of progression should be lower than when you spar with a higher level opponent.

The trainers would be higher level opponents that would spar with you to help you gain experience with the skill, while pointing out your shortcomings and suggesting new approaches.

So in their presence, your rate of skill progression should be even higher.

So you pay a trainer, and start to spar with him for a while, and he is a higher level NPC, so you advance your skill faster, and he is a trainer, so that fact adds its own boost to your rate of skill progression, and this way you gain a level or two of your weapon skill before the session is finished.

This can happen to other skill master as well, so a Archery teacher can stand beside you and instructs you, as you try to hit the targets, and in his presence you develop your archery skill much faster than otherwise.

A security master would instruct you as you try to open the locks that he just locked, or a speachcraft master would sit in a chair in front of you and teaches you how to speach as you develop your skill, or conjuration master would instruct you as you summon critters in a cage, and so on...

Those sessions can gradually change form as you advance so that new perks show their effect on your characters, and sessions do not feel repetitive, and you can have an option to skip the sessions, to gain a mediocre boost to your skill compared to the final result of those sessions.
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Matt Terry
 
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Post » Mon Dec 06, 2010 8:42 am

I like most of those ideas.

I also have an idea: Maybe after you paid a trainer to train you you should not level up that skill instantly but be able to level it up i.e. 1,5x faster for the next 24 or 48 hours, so you really have to use the knowledge you learned in the training session to get better and it's up to you how much you get from the training lession.

But I would prefer a mini game that someone suggested.


I kinda like this, you pay a trainer (alot more gold than in Oblivion) then you have a 5 x faster skill increase for 48 hours. This would mean that you would have to plan a training session to tie in with a trip to a cave (to train a attack/defence skill) or a trip to the market (to train Mercantile 5 x faster as you sell your wears) This would fit with the theory being taught by a trainer and then the skill developed and increased as you put that theory into practice.

But I just hope that they get rid of the max training sessions per level, even if they just implement a 10k fee for level training would be good enough for me.
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Olga Xx
 
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Post » Mon Dec 06, 2010 6:03 am

Why wouldn't there be teachers of the arts of magic, archery, sword fighting, etc in Tamriel?

I never used trainers myself, but some people do.
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Mélida Brunet
 
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Post » Mon Dec 06, 2010 8:11 am

I would like to see Trainers included as they have always been.
I would like to see some slight changes to what you must do to get that training.
At low levels trainers (level 1 - 20) will always train you if you have the money, from 21 - 50 they will make you do 1 random quest for every 10 times they offer you training, and from 51 - 100+ you must do a quest for the trainer for every 5 levels that they train you.
Every training time still costs money but you could train as many times before leveling up as you want unlike the 5 times per level in Oblivion.
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Daniel Lozano
 
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Post » Sun Dec 05, 2010 11:59 pm

I personally never use trainers so I won't miss them, but I think they should be in nonetheless. They should be more limited though and especially more expensive.

The main problem with the leveling of skills in Morrowind and Oblivion is that they're too grind-sensitive. Especially magic skills in Oblivion. With regenerating magicka, you can just stand around casting the same spell over and over to level a certain skill. They should fix this with things like diminishing returns or making low leveled spells level your skill slower. There's really a lot of possibilities to make chain casting non-viable if they put some effort into it. That way, leveling your skills through actual use would be more exciting and faster, while grinding them will be way less effective or not effective at all.

Similar mechanics can be used for leveling combat skills. Your one or two handed skill could hardly increase if you only use it on rats and crabs, but would really level fast if you face an opponent stronger than you. The same can go for block, you won't learn a lot from blocking a rat trying to bite you, but you'd learn a lot if it's a skilled fighter or a strong ferocious bear you're facing. It's more realistic and it's better for gameplay.

But I'm going way too off-topic with that. Conclusion basically is; trainers are fine but shouldn't be an alternative to grinding but an alternative to actually leveling skills yourself by using them in a productive way. In which case I'd always go for the latter.
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Kari Depp
 
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Post » Mon Dec 06, 2010 8:03 am

For training there should be a mini game in it or make it a way to train actually.
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Stephy Beck
 
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Post » Mon Dec 06, 2010 12:34 am

I'd rather not have trainers in Skyrim.

I always tend to use trainers to power-level. Especially in Morrowind where there were less restrictions put on training but also in Oblivion.
Pick ingredients - make potions - sell - train. :biggrin:

But the deeper of me doesn't want to use trainers, I feel like it's cheating. But my will is too weak so I always use them if they're there. :banghead:

(I don't want to power-level either but as I said I have a very weak will :banghead: )
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jess hughes
 
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Post » Mon Dec 06, 2010 4:08 am

I think they'd serve as a nice money sink if the amount you had to pay was based on current skill level and the number of times you had already used a trainer. Trainers should only take you up to 1/2 mastery of the skill, though (to prevent jack of all trades and master of all).
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Nikki Morse
 
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Post » Mon Dec 06, 2010 3:38 am

Whats immersive about a grindfest?

Of course I should be able to pay NPC's to teach me things they are better at than me, and there should be no limitation on training apart from business hours, money, and my skill level being lower than what the NPC can train.
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Benji
 
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Post » Mon Dec 06, 2010 8:57 am

Definably should be an option. TES has always had the option, why remove it. Saves some time when you need a quick skill level-up.
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Misty lt
 
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Post » Mon Dec 06, 2010 4:59 am

Umm hell no? They were made limited in Oblivion for a reason. Your supposed to raise your skill by yourself for the most part and only have limited training to get you a little higher.


They're teh optional, if you don't like them you don't have to use them. :P
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Umpyre Records
 
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Post » Mon Dec 06, 2010 1:40 am

I think they'd serve as a nice money sink if the amount you had to pay was based on current skill level and the number of times you had already used a trainer. Trainers should only take you up to 1/2 mastery of the skill, though (to prevent jack of all trades and master of all).

Yes their lessons should cost high.

But I wish we had to learn new perks from the teachers not at the level-up sessions, also the finishing moves could be learned from the master.

And the higher level perks could cost quite high so that in later stages of the game, you knew were to spend your hard earned money, with the satisfaction of learning new tricks for your skills.
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Gisela Amaya
 
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Post » Mon Dec 06, 2010 12:30 am

Whats immersive about a grindfest?



The fact that to do something well you need to practice it.

I roleplay most of my characters in ES games and this includes for some, going for a morning swim or run to train my body etc etc. I spend time at the Mages guild training my spellcasting.

This is Grinding out the skills, but I only do this as part of the characters story That I am playing.

Some of my characters use the trainers for skills that they have perhaps not used before but find that they would like to try out or change a speciality half way through the game (as part of a story)
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James Smart
 
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Post » Mon Dec 06, 2010 11:24 am

I made a simmilar thread about this a while ago. :twirl: Only thing I would add is that master class trainers should be treated with a lot more respect and have a lot more renound if they live in a town or city and are well known for what they do.
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Ashley Tamen
 
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Post » Mon Dec 06, 2010 2:39 am

I personally believe trainers should not be in Skyrim. You should earn your skills, not buy them.

as long as there are no higher level trainers so that it forces everyone to train once at a higher level
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Michelle Smith
 
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Post » Mon Dec 06, 2010 12:46 am

I would love perk training.
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Clea Jamerson
 
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Post » Mon Dec 06, 2010 7:17 am

trainers are useful
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Auguste Bartholdi
 
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Post » Mon Dec 06, 2010 3:28 pm

They're teh optional, if you don't like them you don't have to use them. :P


I use them, but making it where you just have to find some way to make a bunch of cash by exploiting some item respawn and money making venture or something else you get to max out all your skills? That's just wrong. There is a reason the new level system makes it far harder to level after you reach a certain point, it's to keep people from being able to max out every skill without working dozens if not hundreds of hours to max them out as opposed to being easily maxed in previous games. If you can have unlimited skill leveling, then that sort've defeats the point of trying to keep you from being a jack of all trades easily.
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Nikki Lawrence
 
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Post » Mon Dec 06, 2010 10:12 am

I don't mind the trainers being in the game, even though I won't be using them. Doesn't hurt to have options to make the game more enjoyable for others :)
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Benji
 
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Post » Mon Dec 06, 2010 1:30 am

Of course there should be trainers, but the best ones should be hard to reach...one maybe way out in hard to reach frigid wastelands, the other way up at the top of the 7000 steps.
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Kortknee Bell
 
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Post » Mon Dec 06, 2010 7:29 am

I agree with gunmaster's first post
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Suzy Santana
 
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