The problem is idea is complex.
quests:
It some sort of a way, but it can't be that much of a random as it is right now. Being teach by rocks and trees how to fight.
credos:
Same as above, but it would lead to a situation where killed person can come back right away at some point
age:
any time related "skill/power upgrade" is bad way as people would just simply make few characters for the future or simply AFK if it's about playtime.
plus the amount of time fighting pve to get the deck:
It's already here and now we have combat instructions and etc. also fighting a fox shouldn't help me to fight a human by logical means as two are totally different? dunno.
Perhaps, PvE discovery + Credos + Quests... I dunno.
shubla wrote:What is the point of slowing everyone by 3 times?
I'm surprised You're the one to say that.
Having combat tied to all statistics no, but to half, would be better. Someone proposed PSY for more complex moves, dexterity to perhaps increase MC in some way and stuff. I agree with LadyGoo that everyone should be able to defend BUT a tailor, carpenter or farmer shouldn't be as much strong as full pledged warrior should be.
Then there again, I see non-warriors as archers but then again, seeing all PvP videos, there's no place for archers, especially those who don't have anywhere enough CONs for fights. [which itself explains why crafters should never go in]
edit:
or maybe we should have more variety like clubs, pikes and stuff and make "combat school" actually a combat school not just some deck with moves and turn it into swordmastery, axemastery'n' stuff and make that titan of swordsmanship can handle easly non-master sword users but have trouble with not-yet-master-but-good-with-other-weapon stuff? you don't handicap players stats that way and make more deep planning of fighting? Since now it seems that B12 is superior and few swords users doesn't make a big difference.