Our average seems to run about 10 hours, from past research, and it's a reasonable number IMO. 10 hours should definitely be active.Leech wrote: Hypothetical, here - Let's say on average a player gets about seven hours of MUD time a week. That's normal, right? Most MUDders I know tend to cram their MUD time into single day events of like three hours straight RPing. Anyways, seven hours a week, and let's say two hours a scene - so roughly three scenes a week. How long do you think it should take this person to GM a skill? A month? Two months? Is this person an active player, or no? Would ten hours a week be 'active', not in code eyes as the current definition is, but in the eyes of other players?
Keep in mind that GMing a skill requires nearly 25,000 exp.
I have not seen the actual numbers, but judging by the theoretical numbers, it should take something over 100 hours of RP to gain 25,000 XP, now. (This is assuming a gain of 3 RPXP a tick on average, which is actually a pretty rosy forecast when you consider the ticks spent at 0 in each span.)
So... 10 weeks, or 3 months and a bit, to find the XP to raise a single skill to GM.
But usually you don't only want to have one skill at GM. If you want to be a fighter good enough to play with the big boys, you'll need 4 skills (2 attacks/2 defenses) at GM/Master levels and your stats raised decently high. Let's assume you need to raise 70s to 85, instead of going all the way to max.
To raise a stat from 70 to 85 costs 42k - three stats, 126k. For 4 skills, using 24k for round math, that's another 96k. In sum, that's 222k. Now you came out of chargen with 50k that was likely used for your skills if you wished to be a combatant. So, we're talking 172k XP needed to make a combatant who's able to stand toe to toe with the old, established PCs.
And that will take you 716 hours of RP to gain, or - at 10 average hours a week - 71 weeks, or about a year and a quarter of constant activity.