Mentoring: A way to teach people.

Shimus DarkRaven

Shimus DarkRaven

Desert Nomad

Join Date: Oct 2005

Titusville, PA <nowhere>

KOD <Knights of the Dragonrose><Guild Officer>

W/Mo

We need to spread general knowledge and here's my go at it:

Everquest 2 has a 'mentoring' system, which I instantly fell in love with. With the exception of somethings, it was flawless. So here I go:

Mentoring: Definition: To bet set to the current of level of the mentee you want to mentor, for purposes of teaching them the areas, where to go, without "running" them through missions, so you can actively participate.

Example: I'm level 20, and a level 5 guildie needs help, I click on his name in the party window, then a button appears below with "mentor this character"

I click the button. Voila, in the party window, Your level is now displayed as 20<5> as you're currently mentoring a level 5, and you are level 5. Of course, you have to have attributes and skills scale down in damage and melee and skill lines, but thats to be said. It's like being level 5, with level 20 skills/skill lines SCALED DOWN to fit a level 5. Say like, You'd have "suchandsuch" an attribute max at that level, you scale down to it, and damage/spells scale accordingly. This way, it allows you to effectively be level 5 and appear to "level with" the mentee, allowing them to ask questions, allowing you to show them the best way to do suchandsuch.

Example: I'm level 20, and my guildmate just zoned into post-searing, and needs help getting his/her bearings. So I zone into the same district, and we group. Then we go outside and I show him/her around, as his/her's level, with the mentor feature, so it feels like we're in effect "levelling" together, of course EXP would be only a fraction of what you'd recieve at twenty, so even EXP scrolls wouldn't really effect it. My idea here is to purely help the lower end, but teaching him/her areas and quests like you were back there.

When you simply wanted to stop, you go back into a town/outpost and click where the "mentor" button is located it will now say "stop mentoring?" and you click "Yes" or something. This way, it will effectually allow you to help guildies with missions/bonuses, without overpowering the enemies and giving the mission a renewed feeling of accomplishment when you complete it again as a level 20<5>! With your level 5 guildmate/friend.

Also, mentoring allows some of the "noobs" as they are being referred to become knowledgeable, and whatnot. I highly feel this feature would fix the "noob" name calling and spread the wealth of knowledge higher level people have.

Any comments? Suggestions? Rule Changes? Anything but flaming, feel free to post =)

--The Shim

Tyrent Frath

Krytan Explorer

Join Date: May 2005

[ECTO]

Mo/W

/signed

good idea

Shimus DarkRaven

Shimus DarkRaven

Desert Nomad

Join Date: Oct 2005

Titusville, PA <nowhere>

KOD <Knights of the Dragonrose><Guild Officer>

W/Mo

bumping it up, I want answers/results and things. I'm sure this would go over well if implemented rightly.

--The Shim

Mosgerion

Mosgerion

Academy Page

Join Date: Oct 2005

E/Me

Sounds pretty good. The idea would be well implemented, and the lack of rewards is good, since you won't have people who hate mentoring do it just for items.
/signed

Shimus DarkRaven

Shimus DarkRaven

Desert Nomad

Join Date: Oct 2005

Titusville, PA <nowhere>

KOD <Knights of the Dragonrose><Guild Officer>

W/Mo

Quote:
Originally Posted by Mosgerion
Sounds pretty good. The idea would be well implemented, and the lack of rewards is good, since you won't have people who hate mentoring do it just for items.
/signed
Correct, aside from other drops normally dropped for you in group window, there would be no actual benefit other then knowing you helped your fellow man.

"Sharing IS Caring!"

--The Shim

darkMishkin

darkMishkin

Wilds Pathfinder

Join Date: Jul 2005

UK

Servants of Fortuna [SoF]

Mo/

A great idea, I'd hate to see it implemented and then underused though. If it worked in everquest though, then I'm sure it can be done here.

/signed - msih

Navaros

Forge Runner

Join Date: Apr 2005

Mo/Me

I don't see why most people would wanna bother doing this if they are not getting any sort of tangible in-game rewards for it. Therefore I think implementing this coding would not be a wise way for the devs to spend their time.

seraphite86

seraphite86

Frost Gate Guardian

Join Date: Jul 2005

Florida

Talk Less More [Sekz]

Rt/E

Very good idea. Would become a very useful tool when I used to mentor one of my old guild mates. One month later, the student has surpassed the master.

/signed

Shimus DarkRaven

Shimus DarkRaven

Desert Nomad

Join Date: Oct 2005

Titusville, PA <nowhere>

KOD <Knights of the Dragonrose><Guild Officer>

W/Mo

Quote:
Originally Posted by Navaros
I don't see why most people would wanna bother doing this if they are not getting any sort of tangible in-game rewards for it. Therefore I think implementing this coding would not be a wise way for the devs to spend their time.
I hope this is sarcasm, and not your greedy outlook on things.

If the teachers of the world said, "I'm not getting rewards for doing my job, so I'm not going to teach!" Where would we be? Nowhere. Cave man era.

If it's all about tangible in-game rewards, you obviously don't have the values I posted about in this thread. I'm not bagging on you; rather I'm suggesting you might want TO learn them.

Doing stuff for the common-people and expecting rewards, is greedy, selfish, behavior. Time for another analogy!

Say, someone is drowning, right, and you have the chance to save them, and you say, "no, I'd rather not, I'm not getting anything for it!" I know I may be taking my analogies too far, but if we don't help each other, it re-inforces that "personal gain" thing, and the more that expect things for their deeds <aka giving candy to spoiled children> ...It's just wrong, ethically, mentally.

--The Shim

Navaros

Forge Runner

Join Date: Apr 2005

Mo/Me

Quote:
Originally Posted by Shimus DarkRaven
If the teachers of the world said, "I'm not getting rewards for doing my job, so I'm not going to teach!" Where would we be? Nowhere. Cave man era.
No, I wasn't being sarcastic, merely realistic.

You do know that in real life, teachers actually get paid to teach right? They don't do it for free out of "the goodness of their hearts".

By the same token, Guild Wars needs to pay players who teach with in-game currency of the Guild Wars universe.

Shimus DarkRaven

Shimus DarkRaven

Desert Nomad

Join Date: Oct 2005

Titusville, PA <nowhere>

KOD <Knights of the Dragonrose><Guild Officer>

W/Mo

Quote:
Originally Posted by Navaros
No, I wasn't be sarcastic, merely realistic.

You do know that in real life, teachers actually get paid to teach right? They don't do it for free out of "the goodness of their hearts".

By the same token, Guild Wars needs to pay players who teach with in-game currency of the Guild Wars universe.
You totally missed all my points. You're right though. I'm being IDEALISTIC, and YES, I can BE too, as this is a game, hence, fantasy, NOT REAL. Idealistic works in game. Okay, maybe quoting real life wasn't the best example, but I still feel you missed the values of the post.

"I've did something, so dammit, I should have earned something!" May be true for the rest of the game, but on MY IDEA this IDEA is to HELP the general populace, an ACT OF GOOD FAITH.

--The Shim

TheGuildWarsPenguin

TheGuildWarsPenguin

Wilds Pathfinder

Join Date: Aug 2005

Los Angeles, California

Picnic Pioneers

E/

/signed

Kariston The Swift

Lion's Arch Merchant

Join Date: Sep 2005

Sand Scorpions[SS]

R/Me

Sounds good. /signed

benmanhaha

benmanhaha

Krytan Explorer

Join Date: Aug 2005

nowhere!!!

N/Mo

/signed

Mike1191

Pre-Searing Cadet

Join Date: Nov 2005

Knights of the Alliance {KoA}

W/Mo

Great idea /signed

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

/signed

I'd spend all my time mentoring.

wolver1ne

wolver1ne

Frost Gate Guardian

Join Date: May 2005

W/N

WTS Mentoring 10k -_-

Guild Wars does not require mentoring from other players in such a complex way. Besides, simple mentoring is already implemented in the game, in pre-searing to be exact, via those blue popups that tell you what you can do at a certain point. That's why there's pre-searing in the first place, to give beginners time to learn the basics. Once in post-sear, it's all about exploration, adventure and missions. Putting those basics into work if you will. And having someone to tell you where to go and what to do would kill all the fun.

And why does everybody think beginners are so bloody dumb and have no idea what to do? Yes, they play for the first time, but didn't we all at some point play for the first time. We sure did. Didn't we all learn the things as we went along? We most certainly did. So what makes you think that a beginner at this stage of the game will be any different?! What makes you think beginners enjoy being told what and how when it's much more fun to explore things on your own. Yes, you could explain, in words, about some other basic stuff like armour, collectror items and scammers, but that's it. And besides, how would you go around running together showing around? Would you go and explain what this monument or city stands for? What's there to show in the first place.

I said it before and I will say it again.. Stop thinking so damn complicated! You come up with all those crazy ideas that have no real major benefit in the long run.

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

Uh.. have you ever even joined a PuG? I think not, otherwise you'd KNOW there are people that barely comprehend what healing breeze does, and they definitely don't understand that it's not a spam skill. There's a lot the little blue text doesn't tell you that many, many people could make use of.

Shimus DarkRaven

Shimus DarkRaven

Desert Nomad

Join Date: Oct 2005

Titusville, PA <nowhere>

KOD <Knights of the Dragonrose><Guild Officer>

W/Mo

Quote:
Originally Posted by jesh
Uh.. have you ever even joined a PuG? I think not, otherwise you'd KNOW there are people that barely comprehend what healing breeze does, and they definitely dont' understand that it's not a spam skill. There's a lot the little blue text doesn't tell you that many, many people could make use of.
Words. Taken. From Mouth. =)

I feel this would benefit the population of GW as a whole, as it doesn't specifically target a demographic.

--The Shim

Shimus DarkRaven

Shimus DarkRaven

Desert Nomad

Join Date: Oct 2005

Titusville, PA <nowhere>

KOD <Knights of the Dragonrose><Guild Officer>

W/Mo

New Addition: Seeing as I've gotten alot of flak for no "tangible rewards" for each quest completed while mentoring, the mentor receives a "small" reward of gold, say 100ish or 200ish, nothing that would make "Mentoring" a "farm gold" thing.

--The Shim

Talin Verderben

Talin Verderben

Frost Gate Guardian

Join Date: Jun 2005

Columbus, Ohio

Guild of Calamatous Intent Officer

R/

/signed

I like this idea, and why should they implement an added reward? You will still get drops and gold as you go. Granted they are smaller than a higher level char might get in say SF or FoW but after selling the items you find, you can make a decent amount.

Yichi

Yichi

Furnace Stoker

Join Date: Sep 2005

Guild Hall, Vent, Guesting, PvE, or the occasional HA match...

Dark Alley [dR]

Quote:
Originally Posted by wolver1ne
WTS Mentoring 10k -_-

Guild Wars does not require mentoring from other players in such a complex way. Besides, simple mentoring is already implemented in the game, in pre-searing to be exact, via those blue popups that tell you what you can do at a certain point. That's why there's pre-searing in the first place, to give beginners time to learn the basics.
pre searing is a joke. thsoe dont teach you jack crap that you cant learn from reading the box for the most part. They teach you nothing abotu how to use your char effecitvely, how to toggle things, how to organize your stuff to best suit you, how to salvage anything, that things salvaged are worth more mney, etc. so much needs to be changed........

Back on topic, your idea is good, but why would you need to drop down to thier level? i would rather stay at a higher level thus being able to bail them out if they get in too over their head or i occasionalyl make that wrong turn and lead them to death. (you cant say honestly youve never done it tryign to help someone) I would prefer my monk to have her max healing and skills to be able to help keep him alive.

Beqxter

Beqxter

Lion's Arch Merchant

Join Date: Apr 2005

Berkeley, CA

Personally, I don't really mind grouping with lower-level friends and guildies and overpowering the enemy through missions, but that's because they're almost always on their second or third chars through and we both just want to blast through as quickly as possible. I would feel a bit guilty providing such aid to someone on their first way through, though.

But in the meantime, if you're so concerned, why not just handicap yourself? There's no reason you HAVE to max out your attribute points, and now that you can reassign at will you can just lower your own points to your friend's level and leave the rest unassigned. Grab a weapon that drops from wherever they are. Limit yourself only to those skills available at that level. It's not exactly fighting at their level, but it's pretty damn close, and nobody's had to code anything.

I'd prefer to see some sort of mentoring/training system for PvP, which to my mind is far more complex and difficult than PvE (once you learn to pull, you're pretty much set for the game). Some means by which players can offer themselves as teachers or simply hired brawn to young, lower-ranked guilds for recompense, either in gold or in warm fuzzies.

Shimus DarkRaven

Shimus DarkRaven

Desert Nomad

Join Date: Oct 2005

Titusville, PA <nowhere>

KOD <Knights of the Dragonrose><Guild Officer>

W/Mo

Quote:
Originally Posted by deolmstead
Personally, I don't really mind grouping with lower-level friends and guildies and overpowering the enemy through missions, but that's because they're almost always on their second or third chars through and we both just want to blast through as quickly as possible. I would feel a bit guilty providing such aid to someone on their first way through, though.

But in the meantime, if you're so concerned, why not just handicap yourself? There's no reason you HAVE to max out your attribute points, and now that you can reassign at will you can just lower your own points to your friend's level and leave the rest unassigned. Grab a weapon that drops from wherever they are. Limit yourself only to those skills available at that level. It's not exactly fighting at their level, but it's pretty damn close, and nobody's had to code anything.

I'd prefer to see some sort of mentoring/training system for PvP, which to my mind is far more complex and difficult than PvE (once you learn to pull, you're pretty much set for the game). Some means by which players can offer themselves as teachers or simply hired brawn to young, lower-ranked guilds for recompense, either in gold or in warm fuzzies.
While the IDEA of PVP mentoring wasn't mentioned, I'll agree there. It is alot harder to PVP good, then to PVE good for one reason: In PVP you really need to know what builds do what against who, and how to run your character more effectively against player characters..But still, my concept, "Not handicapping" yourself..you still have everything like you would, but lowering attributes wouldn't make it like you're playing through it again, helping people, which is my whole concept. Spreading the knowledge.

--The Shim

Yichi

Yichi

Furnace Stoker

Join Date: Sep 2005

Guild Hall, Vent, Guesting, PvE, or the occasional HA match...

Dark Alley [dR]

not only that but pvp requires teamwork and communication. who knew? ..............

Shimus DarkRaven

Shimus DarkRaven

Desert Nomad

Join Date: Oct 2005

Titusville, PA <nowhere>

KOD <Knights of the Dragonrose><Guild Officer>

W/Mo

Quote:
Originally Posted by MistressYichi
not only that but pvp requires teamwork and communication. who knew? ..............
Who knew, indeed.

--The Shim

Shimus DarkRaven

Shimus DarkRaven

Desert Nomad

Join Date: Oct 2005

Titusville, PA <nowhere>

KOD <Knights of the Dragonrose><Guild Officer>

W/Mo

Quote:
Originally Posted by MistressYichi
pre searing is a joke. thsoe dont teach you jack crap that you cant learn from reading the box for the most part. They teach you nothing abotu how to use your char effecitvely, how to toggle things, how to organize your stuff to best suit you, how to salvage anything, that things salvaged are worth more mney, etc. so much needs to be changed........

Back on topic, your idea is good, but why would you need to drop down to thier level? i would rather stay at a higher level thus being able to bail them out if they get in too over their head or i occasionalyl make that wrong turn and lead them to death. (you cant say honestly youve never done it tryign to help someone) I would prefer my monk to have her max healing and skills to be able to help keep him alive.
The reason for dropping to their level with scaled skills/and whatnot is so that in effect, you're actually really playing with them, you aren't overpowered, and you don't kill everything in a couple hits :P So, in reality, you are dropping level down, and scaling skills accordingly, so it's like you just found each other in, say, Ascalon, and wanted to go adventuring =)

--The Shim

nine breaker

Krytan Explorer

Join Date: Aug 2005

Me/

Like many others in this thread, I think mentoring and helping each other is a great idea.

I'm curious about what can be done to approximate the same desire result, but without waiting for new feature to be added to the game.

Reading through this thread, there are a couple issues that were brought up,

1. How to effectly show the other player how do perform certain task?
Depends on the subject you are trying to share with the other player, "scale" to their level may or may not be required. And even in the case where that's desirable, one can probably get most of the effects with existing mechanisms (as mentioned by deolmstead).

2. How to keep people motivated?
Personally, I don't think it's a good idea to go with financial rewards. It's either going to be insignificant or very difficult to keep it exploit free. Besides if a person's goal is to accumulate virtual gold, then there are many other more suitable in game activities they can spend their time on.

If I follow my own trend of thought , I can see how individuals can mentor other players with the existing environment. What I don't see, however, are ways to scale up. What can be done to make this process easier and more fun so more people can and want to do it.

Experienced players are not necessarily good teachers. As a starting point, I think it would be very useful to have a collection of teaching material, methodology and best practice. For example, what are the missions that bring home the point of focus fire and target calling? What are the ones that stress energy management skill for casters? How about aggro control? How to be a low level but competent monk? The list can go on and on, but I will stop here

To the OP, thanks for starting an excellent topic. Not sure if you would consider my post OT from what you want to discuss here. Please let me know if you prefer me to create a separate thread.

Pevil Lihatuh

Pevil Lihatuh

Jungle Guide

Join Date: Apr 2005

Yorkshire, UK

R/Me

Great idea. Dunno if its actually necessary to implement but nice one on the unselfish idea if it weren't for the fact most people in gw are total morons/jerks then i'd do this anyway. I stick to doing this in games where people tend to have some manners though

Shimus DarkRaven

Shimus DarkRaven

Desert Nomad

Join Date: Oct 2005

Titusville, PA <nowhere>

KOD <Knights of the Dragonrose><Guild Officer>

W/Mo

Quote:
Originally Posted by nine breaker
Like many others in this thread, I think mentoring and helping each other is a great idea.

I'm curious about what can be done to approximate the same desire result, but without waiting for new feature to be added to the game.

Reading through this thread, there are a couple issues that were brought up,

1. How to effectly show the other player how do perform certain task?
Depends on the subject you are trying to share with the other player, "scale" to their level may or may not be required. And even in the case where that's desirable, one can probably get most of the effects with existing mechanisms (as mentioned by deolmstead).

2. How to keep people motivated?
Personally, I don't think it's a good idea to go with financial rewards. It's either going to be insignificant or very difficult to keep it exploit free. Besides if a person's goal is to accumulate virtual gold, then there are many other more suitable in game activities they can spend their time on.

If I follow my own trend of thought , I can see how individuals can mentor other players with the existing environment. What I don't see, however, are ways to scale up. What can be done to make this process easier and more fun so more people can and want to do it.

Experienced players are not necessarily good teachers. As a starting point, I think it would be very useful to have a collection of teaching material, methodology and best practice. For example, what are the missions that bring home the point of focus fire and target calling? What are the ones that stress energy management skill for casters? How about aggro control? How to be a low level but competent monk? The list can go on and on, but I will stop here

To the OP, thanks for starting an excellent topic. Not sure if you would consider my post OT from what you want to discuss here. Please let me know if you prefer me to create a separate thread.
1. Effectively? Remain level 20 and just senselessly beat on things. Adventurously? Scale down to their level so it acts as you just found them and want to help them <not the case, just an example>

2. Motivated? Maybe while mentoring, if your character you're mentoring does a set number of quests or something you get a reward like a skill point <yes, I know, it could be spammed specifically to gain skill points, but then again, isn't FOW repeatable quests kind of along the same track?> Or other ways, such as unlocking things for PVP that would act as faction over a long period of time, as not to be spam mentored.

3. It's fine. I asked for constructive criticism and this falls into the category.
There are no quests like you mention, but there should be, with another character that allows him/her to explain it. If you're being mentored, you're already listening, so a problem with communication could be evident. Like I said, this isn't a PURE thread on the idea yet, rather fragments of what the IDEA can be =)

--The Shim

nine breaker

Krytan Explorer

Join Date: Aug 2005

Me/

Quote:
Originally Posted by Shimus DarkRaven
1. Effectively? Remain level 20 and just senselessly beat on things. Adventurously? Scale down to their level so it acts as you just found them and want to help them <not the case, just an example>
One could choose to just beat on things senslessly, but one could also choose to use that as a teaching aid. I imagine there might be use cases where you would want to remain full strength. For example, let's say you want to show someone how to deal with interrupts, and you know this nice spot with the perfect mob for that. Wouldn't it be nice to be able to get to "the lab" quickly without worring about other "traffic" on the way there? Especially if the student didn't get it the first time and need to go back several times.

And in the case where you want to simulate what it's like at a particular level, the skill bar and attribute points can easily be adjusted. Armor and weapons are a little more hassle, but not much. Life and energy are the ones that are hard to adjust with the existing mechanisms. One could tweak life points with runes and off hands, but that feels more like a hack than a solution.

I guess my point is that it's a great idea to help others and I would like to learn how to do it effectively without waiting for new feature development from ANet. It would be cool if ANet implement something to facilitate this, I just don't want that to be a gating factor.

Guess patience is not one of my virtues

Feloriene Bluewolf

Ascalonian Squire

Join Date: Aug 2005

R/E

This sort of idea being implemented would be amazing. I know how daunted I was (and sometimes still am!! lol) when I first started playing GW with the number of Level 20s there were already kicking around. Guild Wars was always sold as a game that'd rely on teamwork to achieve goals, this'd just be pushing the community feel involving guilds to another level. I think it'd go down really well, especially in helping bridge the gap between players who prefer PVE and haven't strayed too far into PVP for whatever reason. Guilds wouldn't just be able to teach good pve progress in game, they'd also be able to shape and mould more kickass pvp players to push them up the ranks...not that this isn't already done in game, it'd just be kickass to see something in-game support it.

/signed happily

Shimus DarkRaven

Shimus DarkRaven

Desert Nomad

Join Date: Oct 2005

Titusville, PA <nowhere>

KOD <Knights of the Dragonrose><Guild Officer>

W/Mo

Good suggestions, overall. While most people feel this is an extraneous feature, I believe it would take away the "noob" mentality, or at least help, if it were only implemented =/

--The Shim

Korg The Unfriendly

Academy Page

Join Date: Nov 2005

/singed

Shimus DarkRaven

Shimus DarkRaven

Desert Nomad

Join Date: Oct 2005

Titusville, PA <nowhere>

KOD <Knights of the Dragonrose><Guild Officer>

W/Mo

Added Since: The ability to have a shared questlist to go along with mentoring so you can tell he/she <who you're mentoring> how do such and such a quest at the best way to tell them...By doing it with them.

I always liked a Shared Quest Journal..like Eq2 <It allowed you to see if they had the quest/what step they were on if they did>

It would really go hand in hand with my mentoring idea.

--The Shim

unamed player

unamed player

Frost Gate Guardian

Join Date: Nov 2005

Im a merc.

/signed

Great idea. However, there are plenty of other things that need to be "added" before this comes into play. There is another post somewhere about a training facility in the guild hall. I think that would be better for the community and raise "noob" awareness. PvE is a stepping stone to PvP no matter how you look at it. While this idea would be great for beginners, you could easily accomplish training a newbie in a guild hall within a controlled enviroment. Even if he/she could not actually fight a monster, he/she could learn how to effectively use skills while watching energy levels etc.

So, once again, you have a great idea (or copied from whatever game) but id like to see a training facility in the guild hall first. I think it would be easier to implement and that guilds will finally start to mean something.

I havent been in a guild for 2 months now and it hasnt changed my gameplay in the least. Thats a serious problem considering the name of this game.

If the latter is too much to ask for. Ill settle for your mentoring. Not that i play pve or that i would mentor anyone but i think it would be good for the community.

Roupe

Roupe

Krytan Explorer

Join Date: Jul 2005

/signed

Orbberius

Krytan Explorer

Join Date: Sep 2005

I like the idea in principle, but I have one problem with it:

Just because you're level 20 doesn't mean you know how to play the game at all. I think this is incredibly clear right now. I've met few enough level20s who actually know how to play. This is largely because the game is so easy that you can piggyback on the efforts a few players in your group without spending any effort yourself. So would this end up being ineffective or even teaching people bad habits? Who knows. There should be some kind of reputation system where the good players are rewarded by other human players for being skilled at the game and then these good players can in turn teach the newbs.

Also, I agree with unnamed player that building this into the guild system might be a good idea to boost the usefulness of guilds. Imagine someone setting up a teaching guild? You could join the teaching guild and the guildmembers would teach how to PvE or PvP or how to do this well or that well. After your lessons are done, you could go and join other, actual guilds that do other things like PvP. Wouldn't that be just insanely cool for the community? It would be an actual guild, almost a professional order in the game itself. I think that's pretty exciting. I can just see it in Lion's Arch now: "So-and-so's guild of 'Guildwars de-noobification' offering Guildwars lessons for the nominal fee of xxx gold! Try a free lesson today!"

Of course, there's no reason why you can't do this at the present, but some sort of reputation system would give it more officiality, you could be more sure of how good the teaching is.

Undivine

Undivine

of Brackenwood

Join Date: Oct 2005

Ontario, Canada

First I want to clear something up. These days the word "noob" is derogatory, meaning the person is an idiot, while the word "newb" or "newbie" refers to someone who is simply new.

Anyway, this idea is a bit needless. As someone else mentioned, it's already possible to scale down. I can see this would make sense in a game such as EverQuest, but in guildwars the level system just isn't really built for this sort of thing. Half the game is spent at level 20 anyway.

As for PvP mentoring, that would be much better accomplished with guild practice arenas, which is already a highly suggested idea. Best way to teach someone PvP is to spar with them, just like how they do it in ninja movies. "You must interrupt my spells, young grasshopper."

Now let me tell you the cold hard truth, Mr. Idealist. I don't think teaching people how to play would signifigantly reduce the event of "noobs." It's not so much that they don't know how things work; it's that they're stupid. MMORPGs are great, except for the people. That is a fact. Sorry Mr. Idealist, but the problem is that some people are stupid, not ignorant. And the law of averages, given the size of the GW community, dictates you will meet stupid people.

Here's my analogy: Everyone who drives a car knows how to drive and knows the rules. Yet there is no shortage of people who for one reason or another do something stupid on the road once or twice... or often. Sending them back to driver's ed doesn't do anything except allow them to legally get their license back, which they lost for doing something stupid.

Shimus DarkRaven

Shimus DarkRaven

Desert Nomad

Join Date: Oct 2005

Titusville, PA <nowhere>

KOD <Knights of the Dragonrose><Guild Officer>

W/Mo

Quote:
Originally Posted by Undivine
First I want to clear something up. These days the word "noob" is derogatory, meaning the person is an idiot, while the word "newb" or "newbie" refers to someone who is simply new.

Anyway, this idea is a bit needless. As someone else mentioned, it's already possible to scale down. I can see this would make sense in a game such as EverQuest, but in guildwars the level system just isn't really built for this sort of thing. Half the game is spent at level 20 anyway.

As for PvP mentoring, that would be much better accomplished with guild practice arenas, which is already a highly suggested idea. Best way to teach someone PvP is to spar with them, just like how they do it in ninja movies. "You must interrupt my spells, young grasshopper."

Now let me tell you the cold hard truth, Mr. Idealist. I don't think teaching people how to play would signifigantly reduce the event of "noobs." It's not so much that they don't know how things work; it's that they're stupid. MMORPGs are great, except for the people. That is a fact. Sorry Mr. Idealist, but the problem is that some people are stupid, not ignorant. And the law of averages, given the size of the GW community, dictates you will meet stupid people.

Here's my analogy: Everyone who drives a car knows how to drive and knows the rules. Yet there is no shortage of people who for one reason or another do something stupid on the road once or twice... or often. Sending them back to driver's ed doesn't do anything except allow them to legally get their license back, which they lost for doing something stupid.

Instead of quoting me and how this is already possible, perhaps you can put in your own two cents about how to transform this idea into say, a more plausible one. I'm open to everything here people, thats why I posted the idea. If people don't like it how it's stated, CHANGE IT! =) Again, that's why I posted it. Maybe after modding this idea could be the next big one:

--The Shim