Dancer Archive

Thread: Combat Balance Issues for Dancer: Ent Healing, Bards, and our Future in the Game

DanceRulez
Mon May 10, 2004 1:52 pm
#144


Xyrdre wrote:

The one thing that I didn't see working too well was the part about healing partially in camps - and it's not due to simple lobbying to keep all healing in cantinas. If any percentage of healing can occur in camp, what prevents rapid-fire resetting of new camps to continue the healing?

It seems that for the game to track wound amounts, it could really only look easily at the current wound levels - not what wound levels were accrued since the last full healing (at least without yet another very heavy redesign in how the code currently works, is my guess - I could be completely wrong here). In the latter case, it would have to remember what the highest levels of accrued wounds were since some arbitrary last fully-healed state, and still remember in the case of partial healings intermittently, and update for additional wounds accrued following some partial healing... you see this gets messy to track.






Thanks for the comments Xyrdre! I did want to briefly clarify this point with you. If you'll remember the example I gave with the player that goes out and gets 100 wound points and comes back to get healed in camp, what I was proposing is that the game internally keeps some kind of reference value so that it know how many wound points can be healed in a camp. An easy way to do this might just be to keep an internal running total of all mind wound suffered that have not bee healed in a cantina. So in my example the game would store a base value of 100 wound points. By going into a novice scout camp, you could heal 5% of the base value or 5 points of actual wounds (by my example values) or by going into a master ranger camp you could heal up to 50% of the base value or 50 points. The base value doesn't change in this case, only the visible black bar does. Now if that player then goes from one master camp into another master camp, and tries to get healed again, the 100 point base value is still in memory so the player can't get healed beyond the remaining 50 points of black bar wounds. If the player then goes out and gets another 100 points of wounds, then the internal base value would now go up to 200, so in a master camp (any master camp) that player couldn't get healed below 100 points of black bar wounds.

I know even this doesn't solve all problems, however, because let's say that the player gets 100 wound points, goes to a master camp and gets healed to 50. Then goes out again and gets 100 more wound points and now goes to a novice scout camp to get healed. According to my examples, the player would have 200 points of base value wounds and an actual value of 150 black bar points. The question then becomes, should you do the simple math and just say that you can get healed up to 5% of base value mind wounds in the novice scout which would be 10 points off of a value of 200 or 190, in which case since the player is already at a black bar value of 150 points he (or she) can't be healed at all in this camp, or should the game remember that the player got 100 'new' wounds of which 5% may be healed in the novice scout camp in which case the player can get 5 black bar points healed and have a value of 145 wound points? The first example is a fairly simple way to implement the system, but I think that the latter example is a more fair way for it to actually work though it would require a more complex way of keeping track of wounds internally. The other complication is how to reduce the base wound values in a cantina. Sure they would all be eligible to be healed there, but if the player decides not to heal their mind wounds down to 0, then how do reset the base value? If that same player gets 100 wound points again, gets healed to 50 in a camp, then gets 100 more and now goes to a cantina and gets healed for 100 points before deciding to rush off again, how should the remaining 50 wound points be counted? My guess is that if you get healed in a cantina you should first heal all the wounds that could be healed at the master camp without changing the base value. So for this player the base value is still 200, so the first 50 points that get healed are points that could have been healed in a master camp. Now once you pass that value, you start healing the base value at a rate of 2 base value points per actual black bar point (that 2 is the inverse of the max heal amount of 50% in a camp) so if the player heals only 50 more points of wounds, then the base value would be reduced to 100 points and the actual value would be 50 points (so if the player went straight to a Master camp for further healing, he (or she) couldn't be healed any more in camp until more wounds are earned). That's not the only way to handle it, it's just one way to give you an idea of what I had in mind. Kinda make sense?

Actually now that I think about it, you might not even have to make it that complicated either. If you can heal only a percentage of wounds in camps, you could never heal down to 0 anyway. Maybe all you'd need to make it sufficient is something like a base value on a timer that starts when you enter a camp. Then the timer would prevent in's and out's of the same or different camps, but if you go out and do other things for long enough (say 5 or 10 minutes) then the next time you enter a camp you could just get healed a percentage of whatever you have at that time. You'd still have to let the base value go up while the timer is active - just not go down. If you go out and get more wounds and come back before the timer is up, then you should get healed for a percentage of your new wounds, figured on the increased base value, but the timer could get restarted again so that you have to wait another 5 or 10 minutes before the base value is forgotten. I think the base value would have to be remembered as long as you're in the camp and the timer is started whenever you leave camp. That way the timer can't run out while you're in camp. There are various ways to handle it.

Shi'ann
Twi'lek of Mystery
(who is now healing mind wounds from coming up with all this!)



Shi'ann Dinova
Hot Pink Twi'lek of Mystery

mutable72
Wed Jun 02, 2004 3:44 am
#145



Ok, here's an idea so that players do not feel that dancers or musicians shoved something down their thoughts. I like the fatigue idea, but I think it would work better if it was self inflicted. What about giving players the option to use an ability called extreme-focus that let them get up to a +10 modifier on any skill action and in turn caused 10 fatigue for being used.
Crafters could extreme-focus to craft better, medics to heal or buff better,any character to run slightly better, melee artists to hit better or slightly faster, ranged artists to hit better or slightly faster, characters. In turn, entertainers / musicians and dancers could heal this new damage type, but since it's a choice for characters to use, it doesn't feel like they were railroaded into it. Also, this is for each time the skill is used, so it would be for everyattack or crafting action, so you can see it could add up quickly, in a single fight, making a single suit of armor, or anything else.


Buffs need changes, but I do not want to detract from the uniqueness of our sister profession of musicians, so here is an idea. We recently either got bugged or nerfed from being able to mind buff and musician buff at the same time. Why not do band buffs? The current buffing system is limited to around a 100% increase in mind or mind secondaries. Many people have to place there states in other areas do to their chosen professions, what about have a bonus to buffs in addition to as long as a band actually buffs together? For example, a twenty person band in the theed cantina plays
live with 10 master dancers and ten master musicians. Each musician and each dancer each focus on one target. The target receives a dance buff and a musician buff simultaneously while they are targeted for setperform.In addition to the base buff, they get a direct mathematical bonus equal to the dancer or musicians buff rating. In this example let's say you're targeting brawlers each with 400 in all three mind stats. The master level buff will still only raise them to a 800 in each mind stat; however, by buffing by band flourishes in this suggestion, you'd get an extra +100 for each type for each of the other master performers in the two types (the rating is the exact value of the dancer or musicians enhance value so adjust accordingly).In this example, they would add an extra +900 to each stat (musicians to musicians and dancers to dancers only), which becomes a 1700 mind, 1700 focus, and 1700 will, for the two hours they remained buffed, which is a huge difference from 800, especially after composite armor encumbrance in the field. We'd be guaranteed to see these
customers again in two hours. Just to keep tipping absolutely fair for this kind of buff, we could even have the developers key it so that bands doing this share tips equally among all members, who are adding to the buff cycle, just like combat teams do when they loot or finish missions. This set up also provides an incentive for active players to actually band together andstay master dancers and master musicians.




Message Edited by mutable72 on 06-02-2004 03:45 AM



Laylyn LaFae : Version 5.0 - Faster, Stronger, Blonder
High Mistress of Cloning / Voted Greatest Faction Donor in Brian History
"We have pledged to die for the Empire and some of us get paid by the Hour"

Currently killing gods in another dimension, since the impossible is always the most fun.


mutable72
Tue Jun 08, 2004 6:25 am
#146

Dancers and combat defense: or : Have ballet shoes will travel.

By the time we, or our sister profession musicians, reach master level, we get about 7 ranged defense and 7 melee defense for our trouble. I know that several people here are artistic purists and want to think of our profession as not being dangerous. However, I'll have to disagree. If you look at the movies, look again at Mos Eisley Cantina (Episode IV) or Jabba's Palace (Episode VI), these are not safe working environments. My first silly experience as an entertainer was taking a begineer entertainer mission within my first hour of playing. By the terminals direction and my new mission arrow, I was directed to run to my gig, So, I start following the arrow out of Mos Elsewhere and 35 minutes later I'm eaten alive by Bocats. This started my siege mentality with being an entertainer and a long proud history of dying a lot. Why not give our besieged people a little help?

Here's my proposal, what about making our 106 skill point investment, about half as effect, for defense only, as a combat profession. What real harm is there in giving us 20 melee defense and 20 ranged defense? What harm is there in giving us an edge with a few skills that might enhance other skills better? For example a master dancer might get 20 dodge, we are light on our feet after all. A master musician should get say 20 block, after all he's in a band and he's played in a "Roadhouse" before. As masters of jumping and spinning in place, why can't a master dancer have 20 points of defense
vs. dizzy and 20 points of defense versus knockdown? With the mythical party life of musicians in our society, it seems appropriate to give them 20 points of defense versus poison and 20 points of defense versus disease. None of these things will make us combat ready, or even allow us to attack another player effectively, but it would be nice to add to other facets of what we do.

As for myself, I made my character with the Old West Saloon girl concept (dancer / pistoleer) in November and I've never even considered changing, though it would be nice to get something for being light on my feet.We are entertainers, but we are entertainers surviving in a tragically dangerous universe. We are more "Roadhouse" than "The Nutcracker". We are more "Once Upon A Time In Mexico" than "Fame". Why don't we request minor defense changes that help with
that?





Laylyn LaFae : Version 5.0 - Faster, Stronger, Blonder
High Mistress of Cloning / Voted Greatest Faction Donor in Brian History
"We have pledged to die for the Empire and some of us get paid by the Hour"

Currently killing gods in another dimension, since the impossible is always the most fun.


Panthu
Tue Jun 08, 2004 1:45 pm
#147

Writing these up now, they've asked.




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

Beery
Sat Jun 12, 2004 4:39 am
#148

We need something to getentertainers distributed throughout the galaxy. It's possible to find 50 entertainers in Coronet cantina, but none at allin Mos Espa, Mos Entha, and other small places. Why is this? Because there's no incentive toperform inthe smaller towns. We need well-paying missions that require a gig to be performed at lesser-populated cantinas (not hotels or casinos mind- we don't want to be spread too thinly). This would serve to get entertainers involved throughout the galaxy, and it would help people to socialize, but most importantly, it would distribute dancers around the galaxy, and for beginning entertainers it would give a nice income boost that's desperately needed. This is not aimed at fixing everything that's wrong with the entertainment class, but it would definitelyhelp.



--------------------------------------------------------------------------------------

Since June 2004, running one of the game's first completely nonviolent characters. Testing the limits of non-combat MMORPG play and trying to have fun into the bargain (although the developers make it difficult).

Combat is no longer compulsory.
Page 12 of 12