Reserved
So I understand the shared knowledge and discovery of a school. But I can not help but wonder if I have a station in a remote building as well, if any discoveries made in private estate, would be forcibly shared with the school. As well, will the school be able to retain the ability to safeguard its discoveries, dispensing the knowledge of them only to trusted individuals? meaning only certain "recipes" to people given certain title or rights. Not explicitly on their ability to learn them, but the level of trust they have earned with the school.
I too am curious if stations will have different settings. Could an academy/guild create a (insert your favorite profession) station and locate it on the streets for anyone to use. Could we mark that specific station as open to the public rather than just the guild? We'd have to maintain it, because like most structures, there will be some maintenance required. From my understand, the current idea is member or nonmember, but I wonder if we'll be able to recreate tiers; thus allowing some people access to certain areas and recipes while restricting others to maybe just the baseline.
I'll add to the list of questions.
Hi! I'm not sure if this is the appropriate place to comment on the topic of Weard settlements, but I'll give it a shot! Anyway, the Weard share knowledge, so would it be possible to create a settlement based entirely on research and sharing knowledge? Since they share everything else, from property to chores in support of the family, I think it would be possible to have a settlement like this! Any thoughts?
Astronomer. Sailor. Desert Admirer. And the only Waerd supporter in CoE?
Posted By Nova_Loyola at 09:02 AM - Wed Apr 11 2018
Hi! I'm not sure if this is the appropriate place to comment on the topic of Weard settlements, but I'll give it a shot! Anyway, the Weard share knowledge, so would it be possible to create a settlement based entirely on research and sharing knowledge? Since they share everything else, from property to chores in support of the family, I think it would be possible to have a settlement like this! Any thoughts?
You can build a school or guild for that purpose and just have it be within the settlement.
I think the question of knowledge spread is an interesting one, that seems to have conflicting information out at the moment.
All discoveries are/can be known to members of that school.
Yet...techniques and skills and recipes are three different things.
You learn techniques, but also may need to increase proficiency in them. You learn recipes...do you also need to advance in proficiency with those?
Does a discovery mean everyone who is a member magically, no matter how far from the school, gets a 0 Proficiency knowledge of that recipe or technique? That doesn't seem right. I would think the discoverer gains the actual knowledge, and perhaps a skill book should be created to teach others (who have library access permission) who physically visit the school the basics of the new recipe/technique. This would encourage visits to the school grounds proper, set a more realistic flow of information, and allow compartmentalization through access controls on the library/libraries/archives.
Duchy of Mytharbor: Discover Your Adventure ~ Count and Headmaster of the Talqamar
Luna-Alesia-Mytharbor- County of Sagehaven and the Talqamar
The exact text says "the information is made available". I don't think anyone will suddenly learn if they are far away since it's been said information has to travel. From what we read from the DJ, I believe we would just get the recipe but need to learn the techniques if we want to make it. A novice most likely could go to the school, look up a recipe that was recently discovered but not have the skills to make it.
Added Talqamar to the school list.
And agreed with Deftly on the information is available but not immediately learned by everyone at the school.
> >Posted By Quintero at 09:20 AM - Wed Apr 11 2018 >
Yet...techniques and skills and recipes are three different things.
You learn techniques, but also may need to increase proficiency in them. You learn recipes...do you also need to advance in proficiency with those?
From my understand, there will be a difference in product for someone who just learned a recipe/craft vs one who has been perfecting it for awhile.
>
Posted By Nova_Loyola at 08:02 AM - Wed Apr 11 2018
Hi! I'm not sure if this is the appropriate place to comment on the topic of Weard settlements, but I'll give it a shot! Anyway, the Weard share knowledge, so would it be possible to create a settlement based entirely on research and sharing knowledge? Since they share everything else, from property to chores in support of the family, I think it would be possible to have a settlement like this! Any thoughts?
From the original post on Waerd, it appears that is the case and some may already be set up by NPCs. I also take this to mean, any player created school/academy, the NPCs will not expect to have to pay for entrance; which is different then the Soul Chamber post about students paying a tuition for entrance into the school.
Waerd - Knowledge is shared freely among the Waerd, with schools existing in each settlement and made available without charge to the others. The schools themselves range in subjects from infiltration, subterfuge, and disguise, to serviceable trades such as mining, smithing, masonry, and cartography. As a result, The Waerd are considered to have a broad range of knowledge by outsiders and are often hired as tutors or trainers, which they use as an opportunity to gain additional information. Jacks of all trades, masters of none, their breadth of knowledge can make The Waerd useful in almost all capacities.
One of my goals in CoE is to found a military academy, mainly to provide an officer corps for my Duchy but also to provide a staff college for Nirath.
I'm very interested in techniques and how those are taught as well as what tools we will have for long-term teaching - can a school boost sword fighting one day and then the next focus on teaching scribing or various logistics skills or cartography the next.
Coming Soon(tm)
It could be interesting to have travelling scholars. If a traveling scholar arrives in a city, then he will spend some time teaching the stuff he knows and learning trying to learn a few new skills.
A wise baron or count could pay the scholar during the visit, because in the long run skillful citizens can pay more tax.
I really hope to become a travelling potion maker. I'm so excited for the different things in this. I want to go between each school (assuming there is more than one for each skill) and learn all I can to become as skilled as I can.
Thinking about this and the obstacles makes me wonder how hard that life will be. Obviously to become a master you REALLy have to focus on that skill and that skill alone.
But if you are travelling you have to have either fighting skill or hire a caravan of some sort. So in order to make money to travel to improve on your skill/trade, you have to be good enough at your skill to make money to travel.
OR you can get good enough at fighting to travel while neglecting your skills to get to the academy but then you are already behind because you spent your life learning to fight.
lol I can see why the percentages are so low the higher you get. That is a time consuming process. (This isn't a complaint just a thinking aloud XD)
I find the "Ways to Learn" section interesting (and slightly concerning).
Books - I really do hope that they take advantage of books as more than just what is described above. The way it is described seems to paint books as a "starter" form of education when it really shouldn't be treated that way.
There should be books that are representative of all of the tiers all the way up to Master, with amounts of rarity, value, and "learning speed" varying based on the tier.
Note: I am NOT advocating people being able to read a book up till Master (as performing the craft should always be the best way to achieve mastery), but for realism sake there should be Master-tier books to learn from, even if very slowly.
Observation - I have similar feelings with this one as I do with Books. I understand that typically observing is done by an Apprentice and then beyond that the Apprentice would begin to do the craft themselves, however there are situations where you might be observing a Master that is performing a Master-tier task and that should be a valuable observation for anyone who hasn't yet mastered that specific task themselves.
Again, just like with books, observation shouldn't be treated as a "starter" form of education but instead varies in value based on the skill of the person and task being observed compared to the skill of the person observing.
Practice - Obviously this is one where I want to argue that practice is literally the essence of skill improvement; however I understand that this is something that OPCs will be doing a lot so it is a game limitation to prevent it from being a realistic way to gain skill.
Teaching - I am super excited about this one, and no complaints with the way it is being handled. Referring to my above comments about Books and Observation, I would think that they should function as a mirror of teaching but on a smaller scale.
Once Expert - I also think this one is being handled well. In RL, where there are no titles to tell someone what they are in a skill, being able to invent improvements to their craft would be a sign that you are an expert in that craft and are on your way to mastering it. It makes sense that CoE would use expert as a starting point for increased opportunities to discover improvements.
As always, the stated above is just my opinion and some of it may actually be exactly what is planned and I am just being stupidly redundant for no reason. :D