Dancer Archive
Thread: Entertainer NPC's... Your Thoughts?
DeniraWyles wrote:
Pistoldance
DeniraWyles wrote:
What about those of us who don't want to visit outside of our homes when we're crafting? I think those type of anti-social players should be rewarded for having never to deal with a combat type at all. /rolls eyes
And you dont have to be social to be a crafter, any master crafter can also master ranger harvesting abilites and have enough skill points left over to be skilled enough in combat to collect the resources they need.
You have no logic and only attitude in your replies.
Interesting because a crafter does have to be socialable in order to deal with customers
Vendors.
or for items they themselves cannot get.
Template adjustment, dabbling. Even a doc could have enough skill points to attain harvesting, combat abilites and maintain enough skillpoints for vendor/surveying.
As me not having logic and when I used your own arguments against you from another point of view that must mean that you have no logic.
If you want to continue with this little attitude deal thats cool with me, but can we atleast talk about the proposals suggested while you roll your eyes at everyone?
Pistoldance
DeniraWyles wrote:
Pistoldance
DeniraWyles wrote:
Those are called harvesters
DeniraWyles wrote:
Esistdarksky
I think instead of putting in Entertainer NPCs, they should chain the current PC Entertainers to their chairs with their eyes wired open.
That'd be FRICKIN AWESOME.
How about we put in NPC combat types instead of having to rely upon other human beings for resources. That'd be FRICKEN AWESOME.
Oh I didn't know that you can get herbivore or avian meat from a harvester. /rolls eyes
Man why does everyone on these forums have to be so rude when faced with any kind of opposition?
It's not being rude it's called being logical using your own logic against you. It's to get you to see how ridicules your 'idea' was when it was applied directly to your profession from a different viewpoint.
DeniraWyles wrote:
Pistoldance
DeniraWyles wrote:
What about those of us who don't want to visit outside of our homes when we're crafting? I think those type of anti-social players should be rewarded for having never to deal with a combat type at all. /rolls eyes
And you dont have to be social to be a crafter, any master crafter can also master ranger harvesting abilites and have enough skill points left over to be skilled enough in combat to collect the resources they need.
You have no logic and only attitude in your replies.
Interesting because a crafter does have to be socialable in order to deal with customers
Vendors.
Oh really you can get that special order item made without having to ever interact with the crafter or the crafter to ensure that the customer picks up their special order? Interesting since my best friend is a master tailor and she has to deal with customers all the time.
or for items they themselves cannot get.
Template adjustment, dabbling. Even a doc could have enough skill points to attain harvesting, combat abilites and maintain enough skillpoints for vendor/surveying.
Oh you can most certainly do that, but you wouldn't be very good at it. Not quite as good as those that are dedicated to only to two masteries.
As me not having logic and when I used your own arguments against you from another point of view that must mean that you have no logic.
If you want to continue with this little attitude deal thats cool with me, but can we atleast talk about the proposals suggested while you roll your eyes at everyone?
Yeah I have lots of proposals for ruining yours and everyone elses professions while you discuss the destruction of mine. Sounds pretty fair to me, but then you don't like it when your own ideas are applied to you directly. I know let's all go to the doc forums and demand the devs to make those npc doctors and medics useful for healing/buffing people because there's never a doc around when you need one. That sounds just perfect to me and you know what why don't we all have these npc docs give their heals and buffs for free while we're at it to make sure we put the final nail in the coffin for your profession.
Interesting because a crafter does have to be socialable in order to deal with customers
Vendors.
Oh really you can get that special order item made without having to ever interact with the crafter or the crafter to ensure that the customer picks up their special order? Interesting since my best friend is a master tailor and she has to deal with customers all the time.
Yes... for that special personalized touch you track down the crafter. For run-of-the-mill, you use their vendor. And since you're comparing the two, the equivilant for an Entertainer would be?
Oh you mean buy stuff that you're not sure if the color will match your character etc... you will take the chance of buying something that would look awful. I get ya, but most of the people I know don't buy off the rack, but order it special and get it that way.
Xyrdre wrote:
I seem to remember past discussions on these boards about BF/mind wound healing recordings of some type or another. One of the issues that came up then, as now, is regarding where the entertainer healing XP goes.
Obviously, the way things work now without recordings is that players come into cantinas, and watch or listen to entertainers there who are often grouped. The healing XP goes to not only the watched/listened to entertainer, but is also additive to all other members of the entertainer group. I don't think that anyone has done serious testing on this to get the actual hard numbers, but it is safe to say that the entertainer healing XP is not divided amongst the entertainer group, but instead seems to be that all ents in the group get XP as if they were the ones being watched/listened to, for the duration of the healing.
It thereforeappears that if Joe Combat comes in with 300 BF and watches a master dancer grouped with 9 other entertainers, that the healing XP being generated is (proportionately) done 10 times over, once for every grouped entertainer. This extra healing XPis critical to leveling entertainers.
Since any type of recording device would be used at a later time, we must assume that any healing XP coming from its use would go solelyto the creator of the device, as it may be a bit much to ask that the system run a check when the device is used to see if a) the item creator is online, and if so, b) if the item creator is still an entertainer, and if so, c) if the creator is currently grouped, and if so, d) if there are other performing entertainers in that group at the time to share out some XP with. Some kind of elaborate check system like this would likely be necessary to have any idea of including additive healing XP the way that the current system works, and is likely unfeasible. So, the healing XP goes solely to the device creator, and already we've reduced the total amount of XP going to the entertainer community significantly.
If we assume that any kind of holovid device for healing would perform that healing at the rates of the entertainer who made it, then clearly the market would be for Master made recordings, as they would heal dramatically faster than non-masters recordings. Masters are the ones who do not need the healing XP, unless they are working towards mastering a second entertainer profession at the time. The ones who suffer the losses of the already elusive entertainer healing XP are the ones who need it most- those leveling entertainer characters. I think we would essentially see a shift to the situation that crafters face - there is reallyonly a reliablemarket for Master made goods. By providing BF healing in a can, are we negating the ability of leveling entertainers from gaining healing XP to a large degree?
The questions of XP mechanics alone calls serious question to the concept of entertainer healing devices as gamebreakers, at a system level. In order to provide such devices to the game environment for the sake of convenience, I think a complete overhaul of the healing XP system would be required, with a total rebalancing for that new environment of the healing XP requirements of the professions.
Basically, when you introduce a new method of performing interdependent functions within a system, even one that is seemingly small such as this, the dynamics of that system can have sweeping effects across the entire environment of that system. Call it the Butterfly Effect. And it must be approached cautiously, or you can quickly find a much worse situation than before you started.
Message Edited by SmedleyLlama on 08-10-2004 10:44 AM
SmedleyLlama wrote:
I wouldn't speak too loudly about entertainer group XP when discussing this subject. Especially since combat classes are forced to split the XP they receive when grouped, based on how much damage they actually do. You may find the Devs decide to nerf that "feature" as well.
However... Simply by giving the XP at the time of the objects creation (ala crafters), there would be no trouble determining who gets the XP. In fact, it could be argued that this would make Healing XP that much easier tocome by,because it could be done without anyone watching, if it were done this way.
We might even be able to convince a few Dancers to move out to a few of the less populated cantinas, if they thought they could do something productive while they were there.
Message Edited by SmedleyLlama on 08-10-2004 10:44 AM