It is probably one of the least newbie-friendly features of this mud, not being able to unlearn or trade skills once you have learned it.
There should be an option for us to do so, as i find myself creating characters over and over, as i realize i had spent one prac too many on useless stuffs that looked promising at the time.
I cant think of a SINGLE player who would be against this. But, I doubt if it will happen.
For one thing, "realism", how is one supposed to just forget a skill? Unless of course it's used so infrequently, that it eventually fades away (over a long period of time). That, i can accept, but otherwise what's the point in having pracs at all? Everyone would just swap skills whenever they required the use of a skill they don't have, there'd be no limit to the kind of char you could be (ie. a jack of all trades), something this mud is trying to break away from (eventually). There are some interesting ways of breaking away from this somewhat standard prac/skill system, and hopefully one day, skill trees will liven things up in this regard.
However, there are of course very valid points in keeping the skill system the way it is--once learned, can't undo it.
With the advent of skill trees (god forbid, i am still hoping) usage would play such a great role that having pracs would be pointless--who cares if you know EVERYTHING, if you can't perform one thing reliably?
Having practices are, in my opinion, mostly to limit mages from learning all the skills and spells, and, with rent limit on lvls as well as just plain lvl limits, prevent knowledgable lowbies from becoming too powerful (preventing a lvl 12 from having expert fencing, although he/she may have the stats, for example)
I guess for most of us it doesn't truly matter; fair number of us have been around here long enough to know the nit-picky details and stuff to fall into the traps our first characters have fallen, learning arm wrestling, shipbuilding, and whatnot.
Of course, we do pick up a useless skill from time to time, like elbow (i find it that i use other skills in favor of it, i may be the only one) but we can always make a new character and have them not fall into the same trap.
And in time, we will have a skill wipe, so why bother tackling another coding nightmare that will allow us to trade skills?
I really don't understand the above statement.
You can't really change your character THAT much anyway, more to fix up past mistakes, probably used by ones 1st character mostly which we all messed up but would still like to keep. Your hometown still remains, your messed up level learnt on spells still remains (still wish it was order learnt rather than level) Having too much or too little in a stat can stop you from switching to a different fight type etc etc.
But anyway, just making it cost something would stop it being exploited, and ooh.. It'd add some value to money! (as would 100k prize tokens and preserve/tform mobs) ;]
The only skills that are un-learnable are basic fencing, arms training, swordsmanship, advance fencing, arms training , swordsmanship, expert fencing, armstraining and swordsmanship.
That WILL prevent someone from being a "Jack of all trades" and it will allow those of us who were screwed by changes in the fight system to switch from dex to con to str and back or whatever. I know everyone wants to balance the fight system, but face it -- some players styles are suited to one or another type of fighting style. At one point, con fighters were awesome. They have been toned down and dex and str fighters improved. Why should I have to make a new char? Yeah, I could - but I dont want to.
Realism - bah! Dragons, time-traveling, flying, taking a canoe across the Atlantic....uh, I dont think so. Anyone who thinks this game is realistic: SEEK PROFESSIONAL HELP! Its an outlet, meant to be fun for all to enjoy, a place to socialize and role-play.
Giving players a few pracs back to fix a few skills would not in any way deter us from the point of this game. If you think it would, then I guess we simply disagree.
I don't see what you would call as out of character reason, as the improvement of a character, imho, is very strictly ic. I don't think it's cruddy, if this mud was balanced, it shouldnt matter whether people traded in their pracs every two seconds. A lot of people go through phases with their characters, and as time passes, characters do develop and find new niches to explore.
Maybe giving them a code so that those grouped with that character earns extra xps, (say, 5% more when grouped with a 200mil char?) could make them more popular to hang out with (like they need that) and could make interesting xp runs where people get cumulative bonuses by being grouped with these extra xp chars.
Or, of course, we could try the 1 coupon per 100mil xp thing, which would work quite nicely for me :P
I just think a whois is a bit cheesy for the amount of time required to get to 100 mil, and certainly beyond. (not that it isn't appreciated)