Dancer Archive

Thread: Healing XP Drying Up?

Chessack
Mon Nov 17, 2003 12:22 pm
#14


Ravenmist wrote:
Problem noted, will see if I can get something done. (I probably shouldn't try and do something mean to the other professions, I have enough people mad at me for being evil that way already. So I'm thinking just getting the amount we need to skill up reduced.)




Rather than changing the # of XP needed (which could well cause database problems for people who already got the skill -- depending on how the devs do their book-keeping within the database), I recommend just increasing the amount of XP per wound healed or however it works. For example (not saying they should do this exactly, just an example), doubling the # of XP per wound healed would have exactly the same effect as cutting the amount of XP needed to level in half. So needing 125K and getting 1 XP per wound healed is the same as needing 250K and getting 2 XP per wound healed. Either way you need to heal 125,000 wounds.

It just seems like changing XP per tick is going to be easy (just a single number in the code somewhere). Changing XP needed for certain skill boxes sounds harder from a database management perspective. Of course I am not a dev, but I have done my share of database stuff. Anyway that's my suggestion.

C



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Dejah Thoris
Dancer, Musician, Image Designer
Kor Spera, Corellia, Naritus
Ravenmist
Mon Nov 17, 2003 2:43 pm
#15






Yajedi wrote:
We should get healing xp for giving mind enhancements. Doctors get healing for enhancing, why don't we?



Good point Yajedi.
NoHandleWanted
Mon Nov 17, 2003 3:27 pm
#16

We do--12 whopping XP, giving in two sets of six as soon as we start buffing.


Thanks for noting the problem and stepping up for us, Ravenmist. Probably best not to be evil, as per my suggestion. But, we do need a bone, here.

LoopiLoo
Mon Nov 17, 2003 9:03 pm
#17

omg thank you Ravenmist!! /bow /bow /bow


This insanely slow healing exping is absolutely driving me up the walls. I was at 0-2-4-2 when the patch hit, since I have gotten all 4 skill boxes in techniques, and only one skill box in wound healing. And this is at the busiest cantina, 23 hours of the day (yes, I've actually adjusted my alarm clock to wake up at 5am to start dancing again in attempts to gain as much healing exp as possible!), in a group that has 20 dancers for more than half of the day (we average about 10-12 on off times).


Please convince them that we NEED help in healing exp as soon as possible, I dont know how much longer I can bear before thinking about slamming my head against the monitor hahaha.


NoHandleWanted
Mon Nov 17, 2003 10:01 pm
#18

My bad. 15 XP--a sneaky three slips in on me right after the two sixes. Must give the game full credit for all the healing experience it gives us, right?
Ravenmist
Tue Nov 18, 2003 1:22 am
#19






Chessack wrote:

Rather than changing the # of XP needed (which could well cause database problems for people who already got the skill -- depending on how the devs do their book-keeping within the database), I recommend just increasing the amount of XP per wound healed or however it works. For example (not saying they should do this exactly, just an example), doubling the # of XP per wound healed would have exactly the same effect as cutting the amount of XP needed to level in half. So needing 125K and getting 1 XP per wound healed is the same as needing 250K and getting 2 XP per wound healed. Either way you need to heal 125,000 wounds.

It just seems like changing XP per tick is going to be easy (just a single number in the code somewhere). Changing XP needed for certain skill boxes sounds harder from a database management perspective. Of course I am not a dev, but I have done my share of database stuff. Anyway that's my suggestion.

C



Good idea Chessack, that would work just as well and probably be easier to change. I'll present both ideas and see which they prefer since both would have the same effect for us.
Syzygy-Gorath
Tue Nov 18, 2003 9:36 am
#20

If any of you are on Gorath and happen to see me in the cantina I'd be happy to help out with XP--if you've got a willing victim I've always got mind disease on me, and if there's no willing victim I can just /healMind whoever happens to be healing y'all. So, either way, if ya see me and you need the XP, just holler--if I'm not on my way somewhere (and if I'm in a cantina I'm generally not) I'll be more than happy to help out.



œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

Scrye
Thu Dec 04, 2003 11:04 am
#21

I've been stuck on the last 2 lvl 4 healing boxes for the past 4 days... after playing (not afking)all night long I rolled in a big fat 4k healing xp. That's absurd. I'm a power gamer, I have no problem grinding xp, in fact I like a nice grind. Give me a set xp bar and a set xp amount and I'll pound it out no problem. What I hate is an incredibly slow xp system that I have little to no control over.


You can suggest to have a combat medic disease people and watch, which is something I do with an alt character everytime it's available; but that's incorrect. Why shouldI have to set up little makeshift xp sessions to heal damage that is supposto occour naturally throughout the game? Oh hey, at least I still have Musician to look forward too!

Kuildeous
Thu Dec 04, 2003 12:07 pm
#22






Ravenmist wrote:





Yajedi wrote:
We should get healing xp for giving mind enhancements. Doctors get healing for enhancing, why don't we?



Good point Yajedi.





And this actually makes something kind of consistent. I haven't tried all the classes, but I'm sure that Ent Heal and Medic are the only skills (or at least part of a small group) that cannot be raised through conscious use of the player.


What is mean is that Combat, Dancing, Crafting, Creature Handling, etc., all can be done by the player regardless of their environment. However, Ent Heal requires a hurt/fatigued person. Without anyone around who benefits from your dancing, this skill does not increase. Same with medic (although if the enhance packs do give xp, then you can just give out free buffs [and I've seen some offered]).


So, if buffing provides some Ent Heal xp, then it allows a character to guide his own destiny. He can gain xp regardless of the state of the people around him. Sure, he has to find someone to buff, but that's easier to do than to find someone who needs healing.




RIP: Tasha Jalul - Radiant
Love Star Wars, but the few role-players I could find on the servers were outnumbered by powergamers who wanted only l337 l00t and mad skillz. I can't justify paying $15 a month to play a game by myself.
Still cares enough to interject an opinion, though.
Tiaga
Thu Dec 04, 2003 12:56 pm
#23

Buffing gives 1xp per % buffed.

(That's up to 75xp for a minute or two to buff one person, for a non master)

Compare this to a doctor, who using the cheap enhancement packs made with bad resources gets around 100xp for each stat buffed, so up to 600xp and they can do it in about the same amount of time as we get our 75xp.



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Angelstars77
Thu Dec 04, 2003 3:51 pm
#24

Really bad since player city hospitals heal BF and mind wounds. Was confirmed.
Wife2usmarine
Fri Dec 05, 2003 6:28 am
#25

I am going for master dancer for the second time. I can't remember exactly how long it took me the first time, but I am thinking only 2-3 weeks....AND I was maxed at ent healing exp BEFORE dance exp. This time I am half way maxed for dancing exp and still need wound and fatigue healing 3 and 4. It's going to take me FOREVER lol. I hope that they can raise the exp per heal or lower the amount we need because this is crazy lol. True I haven't been working as hard at dancing this time around as the first time, but it still sucks.




Jazmine

_________________________

If you can't be a good example,
then you'll just have to be a horrible warning

jackbauer24
Mon Dec 29, 2003 11:31 pm
#26

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