Dancer Archive
Thread: Entertainer NPC's... Your Thoughts?
- They would charge the character being healed a fee based upon the level of the character's BF and MW, but only to the extent they can heal that BF and MW (see below). The price would start reasonably high (relative to typical "live" Entertainer fees or tips) for lowamounts of required healingand scale up geometrically as the amount of healing required increased. Specific fees are something that can be adjusted for "balance" during TC and even Live deployment.
- They would heal more slowly than "live" Entertainers. They should heal more slowly by a factor of 25%-100%, perhaps scaling upwards as the amount of BF and MW to be healed increases. They should never take less than 125% of what a "live" Entertainer can do in order to help preserve the value of "live" Entertainers, bu tthey should never take more than 200% of what a "live" Entertainer can do either, because they are expensive and because we don't want to inflict excessive downtime on those who are forced use this option because no "live" Entertainer is available.
- They should never heal *all* of their customers' BF or MW. This is another restriction to preserve the value of "live" Entertainers. NPC Entertainers should heal all but the last 100 points of Mind Wounds (100 points per stat) and all but the last 250 points of BF. With these restrictions, NPC entertainers can return combatants to "nearly pristine" status - they'll be able to go back out and fight slightly below their "best". This won't devalue "live" Entertainers because the NPC'scannot do the full job of healing that a "live" Entertainer can do. Again, these values can be adjusted for balance during testing.
- They should never be able to "buff" their customers. Ever. That should remain the purview of "live" Entertainers only.
Solution 3 Alternative - Disabling the NPC [Rejected]
It is possible to "turn off" NPC Entertainers if an Entertainer is present in the facility they call "home". However, this is undesirable for two reasons:
- Potential for bugs. It is entirely possible for an Entertainer to log out or be disconnected inside a Cantina. When this happens, the server may think that they are logged in for a longer period of time than they are, and thus keep the NPC disabled for that time. In this author's experience, such delays can approach 30 minutes (yes, I've logged a character out and watched its avatar sit there ingame for over 30 minutes on another computer).
- Potential for Grief. It is also entirely possible for a "live" Entertainer whose goal is to ruin the enjoyment of others to enter a Cantina and choose to not heal. In this case, the NPC Entertainer woiuld still be disabled, and combatants looking for releif would find none. Combatants would be forced to continue on their way until the were able to find a Cantina that did not house such a harrassing player. It is possible that such a combatant could contact a CSR for releif, but in this author's experience, such an action results in the appearance of a CSR between 2 and 48 hours after the report. Thiswould probably beunacceptable to most players.
Because NPC Entertainers are clearly inferior to "live" Entertainers and because of the problems inherent to this option, weshould notturn them off when live Entertainers are present. If combatants choose to go to the NPC's instead, the "live" Entertainers in the establishment can rest assured that they are paying more money for far worse service than they'd receive had they opted for the ATKperson.
Next Steps
I brought this here because for all the arguing I've done against TH's proposed changes here on this forum, I have found the majority of this forum's inhabitants to be intelligent, thoughtful, and ready to discuss options from a logical and empathetic perspective... for the most part. I hope that we can all rise to the occasion and discuss these thoughts reasonably and rationally, until we arrive at something that Panthu will happily submit to TH as the solution for BF and MW healing in the absence of "live" Entertainers.
Thank you.
Message Edited by Sigrun on 08-06-2004 07:12 PM
Message Edited by Esharra on 08-06-2004 09:11 PM
Esharra wrote:
Solution 4: We have discussed many times the potential of recordings or holovids created by entertainers which could be sold to others. The player created recordings would provide the same healing/buffing abilities as a live entertainer. They would also give entertainers a means of income for their skillsbesides voluntary tips from other players.
Message Edited by Esharra on 08-06-2004 09:11 PM
Are you looking for financial gain, interaction, or both? I would think that if this were to become available, Entertainer interaction with combatants would quickly be reduced to selling holo-vids. That's fine if that's what you want.
How would you envision these working? Characters always have differeing amounts of healing they require. How long does the vid do its thing? How does the healing rate compare to a "live" Entertainer? What mechanism would be required for playback?
I imagine there's a thread on this somewhere...? ![]()
Xyrdre wrote:
Has the idea been considered yet that perhaps BF is accumulating too rapidly, now that the gaming environment has changed so dramatically from the way things were at release?
There are a lot of combat players going after the higher-level content now. Krayt hunting has been all-too important for supplying Jedi with pearls. There are regular Giant Dune Kimogliahunts chasing down the elusive RIS armor component scales. The proliferation and mass-production of theSuper Battle Droidin so much of the newer content involved in the game is well known. And the BF is skyrocketing as a result of players going after this higher-end content. Is it just possible that as the game has moved up into the reaches of these more extreme battle conditions that we've seen the math break down regarding the rates at which those high levels of BF are being reached? Perhaps the calculations of how much, and how quickly,BF is accumulating is no longer appropriate for the gaming environment.
I put this idea forth because in my personal experience in design/development of games, one of the things I always considered was the rates and frequencies that I wanted things to occur, on average, and design my systems to bring that play experience into reality for the player. At the end of the day, it comes down to this... is the system supportive of the intended pace of gameplay?
The example here would be,if designing a BF accrual system, I'd look at the average stuff that players were doing (what they were out hunting), figure out about how often I would think they should have to come in and regroup/reset (how many hours of combat play seemed appropriate before setting in some cantina time), and look then at kind of dividing out the amounts of damage combat players were likely to take in the given time period that I thought they should be able to stay in the field before heading back in. That would then determine for my system how much BF comes from combat, essentially averaged out per point of damage taken.
But now, it seems, that players are getting into much higher levels ofMOBs than they were when the BF system initially was instated, and t's not the Bone Armor Warriors anymore. They have the weapons and armor developed to go after much nastier adversaries. They have the buffs to do so. And those really high-level MOBs have been added in with all the new content all along the way. Has the BF accrual rate been pro-rated to accomodate this high-level play? Not that I've seen.
I was along with a small group killing GDK's yesterday (2 TKM's and 2 master rifles (myself as one)to do the job), and the TKM's had accumulated over 750 BF in far less time than their buffs existed. We actually did have to stop in less than a 3 hour time period, and run off to a nearby town to take care of BF mid-hunt.
I can well sympathize with a combat player under these conditions - 750 BF in around 2 hours of gameplay, then with the chance that the only way they can clear that BF is to spend at least as much time sitting in a cantina autohealing than they were playing the game to get that BF in the first place. And that's not good game design. Or rather, in this case it's more of a situation where I think that one part of the game system has not evolved correctly with other parts of the game system, and now leaves an imbalance. It's happened before, and will happen again... it's the nature of systems.
Before I'd look at ways to replace professions' roles of interdependency with other players by allowing BF healing to occur in camps, I'd look at the actual effects of an old and possibly outdatedBF accrual system within avery changed playingenvironment. No matter how the math goes at BF accrual, there is always the direct look at the ratio of how much combatgame play time is intended to be 'permissable' before one has to come on in to reset in the cantina. That, I think, may well be the cause of the problem... finding alternate BF healing methods I think treats the symptom, and may end up doing more harm than good.
If the only solution to game play is the replacement of the entertainer professions with NPC's, then the core design of the interdependent system for players of this game has failed.
Message Edited by Dreamland on 08-06-2004 08:03 PM
Message Edited by Dreamland on 08-06-2004 08:13 PM
But what about a compromise? Instead of the entertainer recording a show, let the person watching record, with the consent of the entertainer. Someone would only be able to hold one of these recordings... Or at least one per droid. They would then be able to play it back once, which would create an NPC that looks like the entertainer that it was recorded from to heal their mind.
That would create your NPC for off-peak healing, yet still preserve audience/entertainer interaction since they still have to go to the entertainer for the recording. Perhaps make the recording heal slower, but since they'd be hit double for the time (Once to record, once to watch) maybe that wouldn't be necessary.
Message Edited by Drygo on 08-06-2004 10:00 PM
Drygo wrote:
3.) Entertainers record the holovids. Entertainers will *not* be crafting under this scenario. They will be recording either dance or music vids, just like with the playback droids. These modules can be sold directly from the entertainer to the patron. Or, they can be put on vendors (merchant interdependence--both entertainer and merchant make money from this.) It would take 3.5 minutes to record the buff video (or BF video, maybe less time, maybe more depending on the potency of the healing.) The fact that no factories can be involved in the recording of the vid, and that it takes a full 3.5 minutes to do so, for buffs for example, means that the market will not become over saturated.
That does leave the door open though for existing buffbot users to just keep thier buffbot to crank out holos to buff themselves and guildies, reducing the demand for buffs and alowing them to stockpile buffs.
Maybe if the holorecordings had a lifespan like candles only much shorter, this way someone couldn't take a buffbot and stockpile holorecordings, thus limiting market saturation further.
Message Edited by Dreamland on 08-06-2004 10:35 PM