Dancer Archive

Thread: Cool Non-Combat Buff Ideas

Valkyrie36
Thu Jul 07, 2005 3:41 pm
#131

Im not sure how the loot tables work and all...but if there is a way to influence it so that you can get a loot a few levels higher than the NPC/Creature you are hunting, this could be a cool buff.


Call it a Luck buff...make it so you have a 10% chance of rolling for a loot a few levels above what you are hunting. Maybe something like this would have Nightsister rangers dropping Pearls every so often. Or make finding that rare part of a loot kit easier to come across.


Along the same path...may something called a Pursuasion buff. Maybe it gives you a free ride through a enemy NPC controlled city as a combatant or Overt for a while, maybe a chance to get past Crackdown searches or maybe even a way to get a few more credits off the Junkdealers or Ship parts.


Schardour
Thu Jul 07, 2005 4:51 pm
#132






Valkyrie36 wrote:

Along the same path...may something called a Pursuasion buff. Maybe it gives you a free ride through a enemy NPC controlled city as a combatant or Overt for a while, maybe a chance to get past Crackdown searches






Ooh! I hadn't noticed this one! I think it's a great idea for factionally-involving entertainers...But make it faction-specific! You must be an on-duty (S.F. independent)Rebel Ent to buff a Rebelplayer for this purpose, etc. Add a little excitement to our lives...





T
IL KISMETA

lTlSlCl
A life spent making mistakes is not only more honorable,
but more useful than a life spent doing nothing.
XzXzXzXzX
Also...Tayel [PLD]

KapowBzapp
Thu Jul 07, 2005 5:02 pm
#133

Idea #1 - Singing Buff
My pet wish: right now you need Novice Entertainer to /sing. If I write a song, I can't /sing it without redirecting 15 skill points. How about if a Musician could buff me with /sing ability as long as I'm listening to him? In other words a non-Entertainer could /sing but only with a Musician there to keep him in tune.

Idea #2 - Resilience Buff
This is combat specific, but we lost some defensive Chef foods with the CU. For example, there are no longer foods for Knockdown or Stun resistance. Why shouldn't a certain inspiration buff increase our resistance and speed our recovery? I should be bouncing back faster after a highly skilled dancer has pumped up my will to live. And though it would cross Chef foods, such buffs should decrease incap recovery as well. An inspired person is hard to keep down.

Idea #3 - "Urban camo"
As a Ranger, camoflauge lets me sneak past NPCs, which is really useful around factional enemies. It's one of the few Ranger skills that justifies the enormous skill point cost. BUT, to be honest, it doesn't really make sense that my camoflauge lets me walk unnoticed past the Stormtroopers in Theed. Am I blending in with the collonades? I should need an Image Designer's help, an "urban camo" buff (which would need a better name), to look inconspicuous in cities, and it should be available to anyone. BUT, if my urban camo "breaks", there could be a risk of faction penalty to the Image Designer. Give them a way to live dangerously.

That third one is along the lines of Valkyrie36's idea. Factional IDs to help me blend in, or neutral ones I have to compensate well for the risk they're taking.





JEDI: the Starbucks™ of SWG
Long ago they were cool. Now they're everywhere, and hard to tell apart.

New ability proposal:
/grabAndPull to get the Theed guard out of that banner

Grinding is for coffee. Nobody "forces" you to grind. You play by choice.
darkmane
Thu Jul 07, 2005 6:24 pm
#134

Ideas for non combat buffs:

1) Speed up a players stomach: 5-10% boost in digestion. Only while actively being buffed. This would mainly be a benefit for crafters using Bespin port, they could stay in the cantina and craft and have less downtime while they waited for thier stomachs to empty.

2) Reduce cool down timers for abilities like Burst Run, Trandoshan Regeneration. Again only while actively being buffed.

3) Effect of 1 FS senses or crafting box from dancers and 1 FS box for musicians. Unless devs feel it would be too unbalancing, then have Dancers do FS senses and Musicians do crafting. This one should have a duration of say 45 minutes?

4) True Inspiration: +5 experimentation, only while actively being buffed. This would give some crafters an extra experimentation point, still leave humans as the top with 14 points.

To me the main thing is that a performer needs to choose what type of buff they are offering, it shouldn't be an all or nothing deal. Maybe they do the FS buffs every 40 minutes and then the rest of the time help clear people stomachs, or maybe do the +5 to experimentation.
CrimsonCredits
Thu Jul 07, 2005 6:35 pm
#135

Hmmm, let's see here.


Buff to increase speed. As a none scout having even the most minor speed increase would be nice on hills. As a Smuggler/Carbineer/Pistoleer when hunting or in groups on foot hills eventhe most minor ones can be trouble on hard mobs, and can you say Dathomir?!?!


Buff for increased harvesting in all forms, by hand only, no harvesters or droids increases during buffed time.


Buff for artisans that allow them to make certain items only when buffed. Such as housing items for decoration. From a rug or two, to unique paintings, to mantels that you can attach a gun to, perminately, for display, also stands for armor to me put on display (this would amke the armor all one item rather then say nine pieces to save space in houses while still getting to have armor on display, and again like weapon muonts, these are never allowed to be removed from the mantel to be worn at a later time.


Buff to increase color options on clothing and armor.


Buff to increase loot drops or chances are nicer loot.


Buff to increase length of time food and drink and possibly medical buffslast.


That's all I can think of at the moment.
Valkyrie36
Thu Jul 07, 2005 7:19 pm
#136

I hope alot of these ideas get put into effect and soon. I look at all the animations, graphics and soundsinvolved with entertainers and its truely one of the coolest things to see in game. Than you put these agile virtual creatures in the hands of some wonderful people and it makes for great atmosphere.


Its sad to see how entertainers have become collateral damage to the CU. I have lost alot of good friends in this game because of it and most of these people were the ones who really were fun to be online with. With entertainer, SWG attracted alot of interesting folks who would otherwise never play an online game.


Please fix it and get them back into the game and give them some real power to effect peoples experience to augment theirhuman abilities to do so.
SianGali
Thu Jul 07, 2005 7:24 pm
#137






Warryyr wrote:





Chrysalide wrote:


Thanks to everyone for all your great suggestions. There are a lot of good ideas that came out of this thread and I really appreciate everyone's help.


I've alreadysubmitted the 'non-combat profession specific inspiration buff' design document to the leads and producers, and am now working on the development.


I will, however, continue to read this thread if you all want to keep sharing ideas. I'm not sure if we would be able to get anything else in this time around, but it's always good to have suggestions for the future!





Thanks for working on stuff for us!



qfe, you rock!

/hi5 fellow dancers for such good ideas!



(Asania.)___(DfR)____(Sian)
.NN

Esharra
Thu Jul 07, 2005 7:53 pm
#138






Valkyrie36 wrote:


Its sad to see how entertainers have become collateral damage to the CU. I have lost alot of good friends in this game because of it and most of these people were the ones who really were fun to be online with. With entertainer, SWG attracted alot of interesting folks who would otherwise never play an online game.




Sadder still, to me, was watching how our entertainment value became overshadowed by mechanics to the point that how "good" an entertainer was in the opinions of other players, was determined by how rapidly one could heal mind wounds and bf or what percentage of a mind buff one could apply.




Esharra ěsh-äŕ-rä, noun
1. Entertainer
2. Bounty Hunter
3. Smuggler

"One man's oddity is another man's routine." -Bertos Goodner (a dancer)


Flatfingers
Thu Jul 07, 2005 11:58 pm
#139




Esharra wrote:

Sadder still, to me, was watching how our entertainment value became overshadowed by mechanics to the point that how "good" an entertainer was in the opinions of other players, was determined by how rapidly one could heal mind wounds and bf or what percentage of a mind buff one could apply.





Not to detract in any way from your experience, Esharra, but that's basically the position that all non-combat professions have been in since SWG launched.


Crafters are very familiar with being treated as useful only as long as they can make the "best" of whatever, and worthless otherwise. And until the CU, Doctors had become valued onlyto the degree to which theirbuffs were cheap, powerful, and supplied by bots-- sound familiar?


SWG's initialdesign (in my opinion as a player sinceLaunch Day) valued different playstyles, if not equally, at least more equally than other MMOGs. Crafters were the sole source of weapons and armor. Doctors were the sole source of wound healing, and entertainers were the sole source of Battle Fatigue healing... and combatants needed every one of those functions. This meant that combat/PvP wasn't the only way to enjoy playing SWG --those who liked creative/exploratory play and social/roleplaying were also explicitly made highly valuable members of the SWG community. We all filled a vital role.


But as good as it was,there was a problem with this design. Doctors and entertainers and crafters were needed... but not by each other. They wereneeded only by combat players;no other interdependence was part of the game's design.


As two yearspassed, combat has become more and more the dominant gameplay style supported by major content additions. (I've documented thisin my Categorization of Every Documented Change to SWG through Publish 10.) This has led to the designed dependence of combat players on other playstyles being reduced, becausethe more numerous combat players didn't like being dependent on non-combatants.We've seen this in the elimination of Doctor stat buffs, theelimination of BF healing, and the ongoing addition of non-craftable high-level loot.


If Doctors and entertainers and crafters had been designed from the start to also need each other, we wouldn't be talking about whether the entertaining professions were "going away," or whether there were stillenough Doctors to heal combatants, or whether the player economy was collapsing from a lack of crafters. The combatants would be doing their thing, and the rest of us would be continuing to usefullyserve each other. The combatants might not need us, but someone would!


Because the web ofvalue didn't connect everyone to everyone, but only connected combatants to everyone else, oncethe combatantswere removed from thecenter ofthe web, the wholething began to fall apart. Which is whywe're nowspending our time asking, "Am I still relevant?"


So: If I'm right about this, can anything be done now? Can non-combat playstyles be salvaged in SWG?


Maybe... but I'm feeling more pessimistic about this now than ever before.


Restoring the value of non-combat playstyles to SWGwould require thatseveral very hard things be done, and be done well:



  • the developers would have to dream up multiple newinterdependencies

  • these new interdependencies would have to be integrated into the whole game

  • players would have to accept the newly imposedinterdependencies

Not allinterdependencies are obvious.Why would a medic need an ent? Why would a Dancer need a crafter?


And how would you tell players, "Sorry, but from now on you'll need other players to do things for you thatyou used to be able to do for yourself." At this late date, how could that feel like anything but random punishment?


Taking away dependencies is easy. Everyone loves that. (Just ask the combatants.) Adding dependencies... that's not so easy.


So at this point, after the long and steady erosion of the need for non-combatants in SWG, I just don't know ifother playstyles havemuch reason for hope now. If you like combat,SWG's a goodgame. If exploration, or creativity, or social interaction, or great storytelling are what excite you, the day when you could find those things here may have passed away forever.


But I could be wrong. I'm open to being convinced otherwise.


Please!


--Flatfingers


Flatfingers' Excessively Long List of Ideas for SWG

Panthu
Fri Jul 08, 2005 12:24 am
#140






NJ62 wrote:





Panthu wrote:





Tuull_Boks wrote:



5) lastly, maybe a buff that would allow us to change someones color of thier armor if SOE is not planning on giving us some "Armor Customization Kits". that would help greatly as alot of people like thier armor, but not the color all the time.






*nods* A buff to dye it post production, like slicing. I was thinking about that too.





Post-production dye on tailoring items is a whole different matter, to which I believe most tailors are opposed (there are a ton of threads on this topic, just see the link directory). For armor, color is not essential to the sale (and indeed most armor is factory-produced), and I'm guessing armorsmiths would not object to post-production dye.



Yeah, he said armor. Is that ok with Tailors, lol?





P A N T H U Y GlitterUsagi
M i n d B o d y S p i r i t
Dancer ImageDesigner Doc

Schardour
Fri Jul 08, 2005 2:30 am
#141

I hate this. I'm just now waking up for work, and this woman's been up partying all night.




Esharra wrote:


Why should game be a job?





Exactamundo! I treated the Dancer profession as agame on Ahazi, and I made a boatload of money buffing people in the Dant MO next to the bots. I didn't have any SEA's or special skills....just a personality and a constantly-running mouth. I can't say the same thing on Chilastra, because I think Esh carried my act in the cantina. I was just there to complete the picture.


Kidding! I still had quite a few visitors before the bot wars started. (After those,I moved into more private locations for a while.) And they didn't all come to see Esh! *cheer* Even when I was performing by myself, I could draw players with simple chatting and actual/feigned interest in their experiences. I've never owned used a single Dancer skill enhancing attachment. I never captured an attention by bragging about my statistical merits. Hell, I just danced and had a good time.


(And before anybody says it...No, I don't dance much anymore, but that's because my playstyle can change with the wind. Right now I'm in a too-perfect relationship, so I need a little aggression to provide balance in my life. )






T
IL KISMETA

lTlSlCl
A life spent making mistakes is not only more honorable,
but more useful than a life spent doing nothing.
XzXzXzXzX
Also...Tayel [PLD]

Sparkalot
Fri Jul 08, 2005 5:20 am
#142


I'd like to see a force regen buff, maybe even only available as a reward form a FS quest or something like that for all you wonderful glowy ENTs out there. Another fun one would could be a holoemote timer extender, so you're emotes(though I don't see many used anymore) would stay up longer.



Kadaan Gorum - Corbantis
*Elder Jedi - Smuggler Retired*
*******Guild Leader - CRAFT*******
Imperial Pilot Ace Storm Squadron
Raadan Gorum - Corbantis
*****Elder Entertainer*****
**Naadak Murog - Eclipse**
Master Brawler/Swordsman/Doctor *I'm Never Gonna Log Him In To Respec*
NJ62
Fri Jul 08, 2005 8:13 am
#143

Has this been mentioned yet? A repair bonus to increase the chances of a successful repair.



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

Page 11 of 12