Business And Economy Archive
Thread: A Replacement for BF. A Call for a Draw
Thank you for your support. My mind has been on other things these past few days, but I am wondering if Paiwan, Phaelyn, and all the other SWG economic minds can apply their thoughts to the situation, and come up with things that can provide a platform to showcase our talents as performers. When we think of draws to the cantina, we inevitably think of what we as performers would enjoy, but we tend to not look at the situation from the audience's perspective.
level1, Master Artisan + MasterMerchant + Master Elite = 39 free skill points (roughly)
15 of those skill points for novice entertainer = Zero Chance for YOU to entertain, aka making Credits?
So if you think your clientell is is only non-com, I'd say you're over estimating yourself
(I know since the CU mine has picked up 0030 entertainer and can givehimselfan insperation buff, opposed to using my wife's master ME/MID/DE who'safk most of the time in"The Cantina" which is 800m away?, Im lazy and Im sure you can guess I shake my booty for a minute. )
A very thoughtful post, as always, PoetDancer.
I agree generally with your concerns. I'm not a particularly social player, but it's important that SWG offer appropriate features to attract those who are. The social players are crucial to creating a sense of community in SWG. Without them, SWG is just another game to be beaten and forgotten.
So I'm concerned at seeing Battle Fatigue being eliminated with no equivalent replacement. This was the feature that made entertainers a required part of the SWG community (at least to combat players). What is the value of an entertainer to other players now?
Like you, I think the approach of making inspiration buffs profession-specific will lead to problems. I discussed this at length in one of the early threads on the subject of non-combat inspiration buffs, but to recapitulate it briefly here: I'd rather see "universal" inspiration buffs that can be applied to any player, rather than buffs that can only be applied to certain players.
For one thing, having to create 30+ different inspiration buffs is likely to take more time and effort to get right than 5-10 universal buffs. For another thing, if an entertainer can't know/give all possible inspiration buffs, their value will depend on whether those who randomly happen to wander into a cantina are of the "right" profession. On the other hand, if every entertainer knows all inspirations buffs, then what's to distinguish one entertainer from another?
Given this, it seems to me that universal inspiration buffs are a better choice. That way Entertainers and Dancers and Musicians and Image Designers can all have distinct buffs, but each can apply their available buffs to anyone who walks in the door.
As for a mechanism for doing this that doesn't send us right back to the days of mindless buffbots, how about making the inspiration system work like skill teaching?
The player who wants an inspiration will need to listen to or watch the entertainer, then click on a radial option on that entertainer reading something like "Request Inspiration". The entertainer will then see a pick list of inspirations (only one of which may be active at a time), and will ask the player which inspiration to apply. The player will respond; the entertainer will click on the name of that inspiration; and the inspiration will be applied (maybe instantly, maybe after several minutes).
This approach has the advantage of requiring live interaction between players, so entertainers will need to be ATK to be valued. It also could encourage conversation between entertainers and other players. ("What does the Empathy inspiration do?")
(And note that this system would still work nicely even if inspirations are made profession-specific. Instead of listing all inspirations, only those that would be effective for a player given his/her known skills would be listed for the entertainer to click on.)
Would this system be acceptable to entertainers? What about to those who want to interact with entertainers?
Is there some other ability besides inspiration buffs that entertainers ought to have that would increase their value to other players without limiting the abilities of other players? What about new roleplaying features, or better uses for theaters?
--Flatfingers
bluejanus wrote:
Good post, but this isn't exactly on topic with this forum.
Well, it is if we're considering ways to compensate entertainers for their services.
Of course, first we need to know what those services are/should be/will be so that we can put a price tag on them....
--Flatfingers
bluejanus wrote:
Good post, but this isn't exactly on topic with this forum.
Its an economic issue. So I have really no knowledge of what forum would be more applicable than this one.
We in our own profession forums are not especially qualified to determine what it may take to get you in the door. We know what to do when you get there (put on a show), but we are not actually qualified to determine for you all what you will want.![]()
Hi, Marcolo -- welcome to SWG, and to the forums!
Feel free to jump in on any subject that interests you. One word of advice: you might want to take a while to just lurk on any threads related to Jedi -- it's a pretty hot subject right now, and even the "experts" are bonking each other over the head about What Must Be Done. ![]()
With respect to maintaining the value of different playstyles within SWG, I'm glad to hear you say you appreciate this, too. I've got nothing against fighting games, but there's room for games that can be more, too, and I think SWG ought to be one of those games. (There are others around here who feel the same way; you'll probably bump into them if you stick around for a while.)
I like your idea for fatigue. I think it would be something that could apply to all players (rather than just Battle Fatigue for combat players), which would significantly increase the value of entertainers in SWG. Care would have to be taken that mental fatigue not hit crafters (who are big users of Mind points) much harder than other players (such as healers and combatants). But we could probably make that work.
However, there are some things that suggest we may not see this concept implemented, at least not in exactly the way you propose. (Note: What follows is just opinion, so feel free to disagree.)
1. The developers are unlikely to add a kind of fatigue back to the game immediately after making changes to remove Battle Fatigue.
2. I can't give you an exact quote, but I seem to recall a developer saying some time back that it was never intended that entertainers have any kind of active role in combat -- that would make them too much like the "Bard" class in RPGs like D&D and EverQuest. However, given the way features from EQ/EQ2 have been weaseling their way into SWG recently (levels, explicit "root" and "snare" functions, procs, etc.), maybe Bards Combat Entertainers are inevitable.
3. If there's no benefit to entertainers doing their thing in cantinas (because they're allowed to join hunting parties), what's the point of cantinas? (A question that also applies to theaters, now that I think about it....) Is there some useful feature that entertainers could be given that becomes more powerful/effective/fun when used in cantinas?
Again, this is purely opinion on my part, but it seems to me that the entertainer professions are interesting to peopleto the degree that they're more about socializing than aboutviolence or token-collectingor crafting. (For more on this kind of player styleanalysis, check outthe legendary Richard Bartle's Players Who Suit MUDs essay.)If that's true, then to help promote the entertainer playstyle our best bet would be to think of abilities that are:
- fun for socializers, and
- useful to all other playstyles
in that order of importance. Those priorities should produce abilities that would help to restore the value of being an entertainer in SWG by attracting more players who enjoy and are good at socialization and story and roleplaying and other actions that help to build and maintain strong communities.
And just so this thread remains pertinent to Business and Economy (rather than Core Systems, where I admit it really belongs now), we also ought to consider how any new fun commmunity-building ability is also useful enough to other players that they'd be willing to pay entertainers for it.
Whoever said game design was easy? ![]()
--Flatfingers
Flatfingers' Excessively Long List of Ideas for SWG
Message Edited by Flatfingers on 07-13-2005 03:06 PM
Flatfingers, thank you for the welcome!
Its always a little scary to jump into a forum and not be established in the community. There are a lot of people on here that have been playing for years, and it can be quite intimidating. But, they have been quite nice in the game ... and now here.
Just to repond to your points (and expand my thoughts a bit more clearly):
1. The developers are unlikely to add a kind of fatigue back to the game immediately after making changes to remove Battle Fatigue.
I have to agree with you on this one.
2. I can't give you an exact quote, but I seem to recall a developer saying some time back that it was never intended that entertainers have any kind of active role in combat -- that would make them too much like the "Bard" class in RPGs like D&D and EverQuest. However, given the way features from EQ/EQ2 have been weaseling their way into SWG recently (levels, explicit "root" and "snare" functions, procs, etc.), maybe Bards Combat Entertainers are inevitable.
And I would agree with the developer on this one. My vision was more along the line of Jabba bringing his entertainers on the barge with him. They don't fight, you have some great music and dancing when camp is set up. Saves you and your group the trouble of running back to town. The disadvantage that you have a non-combatant with you in your group taking a 'valuable' combat slot. Not to say they couldn't be multi-profession. But I believe, the entertaining skills should be limited to camp, inside a town/city, or a structure.
3. If there's no benefit to entertainers doing their thing in cantinas (because they're allowed to join hunting parties), what's the point of cantinas? (A question that also applies to theaters, now that I think about it....) Is there some useful feature that entertainers could be given that becomes more powerful/effective/fun when used in cantinas?
I am with you on this one as well. Certain structures (such as cantinas) should add to the effectiveness of the entertainer skill. As much as we all like a harmonica around a campfire or a street entertainer, they are nothing like going to going to the club, arena, theatre, or race track. Certain skills (such as flourishes) may require the equipment that can only be found in entertainment establishments (such as cantinas or theatres.)
Hmmm ... female Twi'lek Cheerleaders at a Swoop/Pod Race *smile*
Okay .. so getting this back to business. Here are a few ideas:
-
Swoop/Pod races ... I really like that one. (Who doesn't want cheerleaders?) -
Contracts with theatres/cantinas. Bring in a headliner entertainer for certain hours. -
Arenas for Gladiatorial combat. (More cheerleaders!) -
Concerts
And, although I am sure the company/developers would have concerns, I would like to see a couple of options that I think could really add to the uniqueness of entertainers:
-
Ability for Musicians to stream custom music to other players, so we don't have to hear the same canned stuff. Perhaps, Musicians could earn faction points that could be spent on aquiring songs from a library. Perhaps, even some of the music requires a group of musicians to allow it to be streamed. And in an extreme case, making their own music. -
A tool that would allow Master Dancers to create their own custom dance moves. -
A tool for flourishes that would allow for creating custom flourishes. -
The ability for entertainers with creature handling to do circus tricks.
Obviously, I could go crazy with all this. And some of this already exists in a limited form (like tacking together a string of dance types or flourishes.) But by opening it up wider, I think you would have a fair number of people that would show up to shows and races just for the fun of seeing them, hanging out with their friends, and easing away their fatigue. I'd certainly spend some hard earned credits on that.
-Marcolo
Marcolo wrote:
Its always a little scary to jump into a forum and not be established in the community. There are a lot of people on here that have been playing for years, and it can be quite intimidating. But, they have been quite nice in the game ... and now here.
I know what you mean. I tend to stay in lurk mode for a while, but eventuallyI can't stand it any longer and start writing novel-length suggestions for new features. ![]()
The folks here follow the usual range: some unhappy, a few shining lights, most who just feel passionate about wanting a fun experience in the Star Wars universe. You'll figure out who's who in no time.
Just to repond to your points (and expand my thoughts a bit more clearly):
My vision was more along the line of Jabba bringing his entertainers on the barge with him. They don't fight, you have some great music and dancing when camp is set up.
Doh! My bad; I misunderstood you. Thanks for the clarification.
Icould for for this feature, although like you I think some way would have to be found to keep them from dying like consumptive mayflies when the blasters come out. And I do still have a very, very strong suspicion that there would be a lot of calls for these entertainers to have some kind of combat abilities (turning them into Bards). I'd rather that didn't happen; I like the fact that SWG isn't just an EQ engine with aStar Wars skin.
But maybe there's a good Star Wars-y way to let entertainers get out of the house from time to time without painting bullseyes on their backs.
Certain structures (such as cantinas) should add to the effectiveness of the entertainer skill. As much as we all like a harmonica around a campfire or a street entertainer, they are nothing like going to going to the club, arena, theatre, or race track. Certain skills (such as flourishes) may require the equipment that can only be found in entertainment establishments (such as cantinas or theatres.)
Exactly -- that's how I was thinking of this, too. Rather than merely applying some bonus for entertaining in a cantina/theater/arena/camp or on a yacht, why not give entertainersactive features thatencourage them to entertain there (because it's more fun)? Maybe the bartenders give free drinks every so often as long as the music's playing....
Hmmm ... female Twi'lek Cheerleaders at a Swoop/Pod Race *smile*
Hey! No distractions! ![]()
Swoop/Pod races ... I really like that one. (Who doesn't want cheerleaders?)
I could go for this. It's a little sad that swoop races are such solitary events. What if having cheerlea- I mean,entertainers doing their thing near the starting pointcould give all racers a slight speed boost? (Heh.)
This would beanother opportunity for economic advantage, by the way: spectators== tips!
Contracts with theatres/cantinas. Bring in a headliner entertainer for certain hours.
Hmm. Define "headliner." If you dare. ![]()
As for contracts... that's an intriguing idea. It's actually something we can do now in an informal way, but it would be fun to be able to create a more formal contract to provide entertainment services as a long-term business relationship.
May I interest you in aformal contract system I designed? /evilgrin(People are screaming at you, "Run! Run for your life!" I've only been pushing this idea for nearly two years now....)
Player Contracts: A Design Document
Player Contracts: The Short Version
Arenas for Gladiatorial combat. (More cheerleaders!)
This is something we've been tossing back and forth for a while now. (Arenas, that is, not cheerleaders.) It's an idea that everyone seems to like; we just need to figure out the right feature set.
Reicine came up with a good set of suggestions recently for what he called the Geonosian Arenas. You might find something you like there.
Concerts
Another good idea that needs to have some features worked out. Any ideas?
You also mentioned some other interesting possibilities. I won't go into all of them (whew!), but one in particular is ringing a lot of bells around here lately:
The ability for entertainers with creature handling to do circus tricks.
What's interesting about this isn't the specific suggestion (although it's a cool idea), but rather the deeper notion that certain abilities would only be available by having certain mixtures of cross-profession skills.
On the positive side, this could significantly extend the interest level in trying different professions, which is something the developers have always been interested in promoting. (It is still one of the key unique features of SWG compared to other MMOGs... so far.)
On the negative side, think about how many new abilities you'd have to come up with if you were to be "fair" to everyone so that every possiblecombination of two skills offered a special cross-profession ability. Assuming 34 professions, that's 561new abilities (33 + 32 + ...)that would have to be imagined and implemented. Ouch.
Is there some other way this could be done fairly without combinatorial overload?
I think you would have a fair number of people that would show up to shows and races just for the fun of seeing them, hanging out with their friends, and easing away their fatigue. I'd certainly spend some hard earned credits on that.
Likewise. In fact, maybe that's how we need to be thinking about this.
Hey, people: What entertainer improvements to you would be willing to tip them 10,000 credits for?
--Flatfingers
Flatfingers wrote:
bluejanus wrote:
Good post, but this isn't exactly on topic with this forum.
Well, it is if we're considering ways to compensate entertainers for their services.
Of course, first we need to know what those services are/should be/will be so that we can put a price tag on them....
--Flatfingers
Post is more about the dynamics of being a dancer than the compensation.