Dancer Archive

Thread: Dancing Broken Worse then Ever on TC now.

Landlubber
Thu Mar 17, 2005 12:07 am
#14






Panthu wrote:

Here's what I don't understand, the fatalistic attitude.


Yes, this introduces new issues. Yes, these should be brought up to the Devs as soon as they will talk about it. To just throw up our hands and say "fast!! Put it back like it was!" seems very self defeating to me.


Other professions do not act like this. Other profession Corrs and Glowies do not act like this when put in similar situations. If their profs get a fix that is not all that they had hoped, they don't say "just put it back and leave it alone till you can do better!" If they did, then nothing would ever get fixed.






Maybe that's because we're not used to any issue of real importance AND complexity being fixed for us?

Maybe it's because the Devs never even bothered before to address an entertainer issue as complicated as that before, which all by itself speaks volumes?

Maybe it's because since the start of this game, unlike some other professions we have been disappointed, insulted, nerfed, ignored, left by the wayside whenever something more important(i.e. anything) came up,and straight out lied to by the Developers?

Maybe it's because for almost 2 years now, both Developers and some of our fellow players have given us the feeling that we are the scum of the galaxy, worth about as much respect and consideration as your average NPC?

Maybe it's because we ARE NPCs as far as most other people in SWG (Devs and players) are concerned?

Maybe it's because we have every reason to expect that if they now break anything even worse than it's been broken before, it might take them another 2 years before they get around to even trying to fix it?

No offense Panthu, but I'm quite surprised at your surprise...


As for me, I'm not feeling very willing to cut the Devs any kind of slack at all. So they get around to trying to fix one of our issues. Great, it really is - but is it too much to expect that they also do a good job of it??

Yeah, guess for us it is.

Message Edited by Landlubber on 03-17-2005 08:08 AM



______________________________________________________
The Ti'lya Brothers: Ailar (Entertainer/Chimaera, DG Trader/Bria),
Klofi (Smuggler/Chimaera) -- Cancelled,
"You have a right to be upset. Anyone who is attached to any profession that doesn't get a lot of new content has a right to be upset." -- HanseSOE
______________________________________________________
Raph Koster on: "SWG: What went wrong?"


Maisland
Thu Mar 17, 2005 2:18 am
#15




ChaoKuang wrote:






Panthu wrote:

If you really look into the mechanics of this though, you will see that theremost likely is not a way to just fix this and leave all of the Flourishes and Base Dances as they are right now. There is no other game that has tried to allow constant non-interrupted long clip high travel animations like this. It's a weird thing that's trying to be done here. Something has to give and change, because the current setup doesn't work and soon half of our dances will be these "high drift" dances if they go in unchanged. Then won't we be hurting?


The thing that makes the most sense to me that seems like it would require the least amount of code change and zero animation clip changes is to:



  • Yes, go back to thedead reckoning we have on live for base dances and leave the flos out of it (just like Live)

  • Reduce Base Dancesto only seven which are currently called: Basic1 and 2, Popular2, Footloose1 and 2, Exotic2 and 4 (These would need to be renamed to make sense)

  • Make all other current Base Dance animations work as Flourishes instead (meaning, no position check so no stuttering)

  • Change the way all Flourishes are named and called so that they will work from any of the seven Base Dances a player has earned

  • Redo the Skill Lines so that Dancers learn Base Dances in some boxes (probably best to keep these in lower boxes, but where ever is fine as long as you get a few choices early on) and all now renamed Flourishes through out the skill tree

This way we get to keep all of our animations we currently have access to, but we also get to use them all in ways they can be used best. Formal2 works fine as a one time run with out position check. Tiaga showed me that a long time ago with the /dance comparison. That's why that anim needs to work like a flo.


I won't cheer at you if you don't want to be cheered up, but please don't rant at me if you are not willing to look at the above suggestion and try to help offer suggestions to make it better or offer another solution of your own. The only thing that is going to be helpful here is giving Deila good feedback to take to the Devs.


We simply can not go on like we have it on Live right now. We've seen our only dances that are coming down the pipes for a very long time, the videos have been floating around forever. They are all going to be "broken" ifwe don't allow some change here.









Not sure I like the last two suggestions, heehee. Would be interesting, indeed, to mix them up like that, but probably would take an entire revamp of the profession.


What I think would be good, however, would be like your second suggestion, but a little more expanded. Keep the different base dances, from basic to exotiuc, including the Tumble and Breakdance bases. What needs to be done, however, is this I believe: they need to be short repeats of a base, instead of longer, movement-oriented bases like the drifters. Or, better yet, give us a STATIONARY BASE. Think like a starting position of Ballet. Make each dance have it's own unique stationary starting position, and let flourishes be executed from that. Granted, it might mean revamping the flourishes to flow into the stationary base position, but that could work as well.


I hope some of that made sense...


Edit: Thinking on it, actually, I think I may prefer the ability to just have a list of different, renamed flourishes which could be mixed and matched. It would allow dancers to, essentially, create their OWN dances by simply choosing a base and combining various flourishes without having to /changedance every couple flourishes. Hm...



I like both of these suggestions. I think the X number of "base" dances and the ability to call all flos would be really cool though.



I survived the CU


I can not survive the NGE


Landlubber
Thu Mar 17, 2005 2:21 am
#16






Panthu wrote:





Landlubber wrote:


No offense Panthu, but I'm quite surprised at your surprise...


As for me, I'm not feeling very willing to cut the Devs any kind of slack at all. So they get around to trying to fix one of our issues. Great, it really is - but is it too much to expect that they also do a good job of it??



I didn't say I was surprised, I said I didn't understand - translation: I don't understand what you think it will gain us by basically ranting and freaking out. I don't like non-productive actions, sorry. I like to effect change, that's why I spent a significant amount of time researching this issue and talking to Devs about it.


Yes, sometimes I was blown off. Yes, I was once even told I wasn't allowed to post in this forum about the issue with out getting the post approved first. So, please don't talk to me about not understanding what we are really dealing with as a player community. I get that.


If you really look into the mechanics of this though, you will see that theremost likely is not a way to just fix this and leave all of the Flourishes and Base Dances as they are right now. There is no other game that has tried to allow constant non-interrupted long clip high travel animations like this. It's a weird thing that's trying to be done here. Something has to give and change, because the current setup doesn't work and soon half of our dances will be these "high drift" dances if they go in unchanged. Then won't we be hurting?


The thing that makes the most sense to me that seems like it would require the least amount of code change and zero animation clip changes is to:



  • Yes, go back to thedead reckoning we have on live for base dances and leave the flos out of it (just like Live)

  • Reduce Base Dancesto only seven which are currently called: Basic1 and 2, Popular2, Footloose1 and 2, Exotic2 and 4 (These would need to be renamed to make sense)

  • Make all other current Base Dance animations work as Flourishes instead (meaning, no position check so no stuttering)

  • Change the way all Flourishes are named and called so that they will work from any of the seven Base Dances a player has earned

  • Redo the Skill Lines so that Dancers learn Base Dances in some boxes (probably best to keep these in lower boxes, but where ever is fine as long as you get a few choices early on) and all now renamed Flourishes through out the skill tree

This way we get to keep all of our animations we currently have access to, but we also get to use them all in ways they can be used best. Formal2 works fine as a one time run with out position check. Tiaga showed me that a long time ago with the /dance comparison. That's why that anim needs to work like a flo.


I won't cheer at you if you don't want to be cheered up, but please don't rant at me if you are not willing to look at the above suggestion and try to help offer suggestions to make it better or offer another solution of your own. The only thing that is going to be helpful here is giving Deila good feedback to take to the Devs.


We simply can not go on like we have it on Live right now. We've seen our only dances that are coming down the pipes for a very long time, the videos have been floating around forever. They are all going to be "broken" ifwe don't allow some change here.









*sigh*

Well, you're right of course - no matter how we as players perceive the relation between the Developers and our profession to be, staying calm and constructive will alwaysget you better results than ranting and raving. And I know too that I'm somewhat prone to ranting and raving, but then I never could handle (perceived) indifference and insincerity very well.

Sometimes it would really be better to just sit back, relax, take a deep breath, and remember that this is just a game, and the purpose is to have fun


That being said, what bugs me is the impression (and yes, it is only that, and may just as well be wrong) that we're not really getting anywhere. Given our track record with the Devs, it's tempting to jump to the conclusion that any new problems they'll introduce are here to stay for now.
Still better to leave emotions out of this though

And for the record, I never wanted to imply that I think that you or the other glowies and Corrs are somehow out of touch with the rest of us, and that you're not trying to help both the Devs and us with any bugfixes we may get. You're all doing a great job which is certainly very much appreciated. And Iknow you're also in a much better position to judge if the Developers are really willing to do something for us or if it's just a "shut them up for a while" kind of deal for them (as I said, appearances...*shrugs*). Yes, I'm still sceptical in that regard, but let's see how it turns out...


Panthu, in our opinion, is there any chance that the devs would consider implementing the changes you propose (which sound good and very reasonable) anytime soon, i.e. before the mythical profession revamps? Because if not, what I stated above still holds true: we might very well be stuck with what amounts to an even worse situation for months (I'm seeing this as a performer)




______________________________________________________
The Ti'lya Brothers: Ailar (Entertainer/Chimaera, DG Trader/Bria),
Klofi (Smuggler/Chimaera) -- Cancelled,
"You have a right to be upset. Anyone who is attached to any profession that doesn't get a lot of new content has a right to be upset." -- HanseSOE
______________________________________________________
Raph Koster on: "SWG: What went wrong?"


Vicotnik
Thu Mar 17, 2005 3:00 am
#17






Tiaga wrote:
I did a short video to demonstrate the issue. To create this, had two chars there. One dancing and one watching. I touched nothing on either computer while this was running, save bringing up the map once the dancer was completely offscreen from the viewer. For the dance, I did tumble2 with no flourishes. In this short video the dancer's perspective is in the upper left corner, the viewer's perspective is the main view.





Yikes, that's prettyhorrible and broken. I understand now why I hear dancers say that they prefer the current "live" way that those dances are broken.


Oh well, I was looking forward to seeing dancers dance formal while I play ceremonial.





--------
Particle effects, BAD!!! Nice, realistic graphics, GOOD!!!
Caerwynn
Thu Mar 17, 2005 4:07 am
#18

Hmmm I just hope the devs watch comparisons like the video clicky above, it was a good demonstration of the problems we have.


I am just going to wait and see what happens, but if entertaining becomes unviable, I can see that the devs are going to have spend more time and money finding another way to heal BF and create some kind of alternative for social interreaction. Because all entertainers will become so disillusioned we will either leave the game or at least drop entertainer profs from our templates.



Caerwynn (Caerwynn') Royce Grand Master Entertainer and Smuggler
Guild Leader of the Dune Sea Desperadoes. Member of Nebula
Various girls with skills and stuff.

Coreena
Thu Mar 17, 2005 4:52 am
#19



Tiaga wrote:>
Other things, the position is never corrected, so the longer you dance, the worse out of sync it gets. Something that travels a lot gets out of sync almost immediately. Something like popular2 isn't nearly as bad, but still not great. Related, it is no longer possible to steer yourself to travel around the dance floor, since any change in location isn't reflected on the viewer's screen (Save turning you to face where you moved to during the base dance.)



I think this is actually why this happens. The fact that position is not corrected anymore.
Someone once found out (might have even be you ) that if you disconnect the viewer from the internet while watching, suddenly he sees the dancer doing the basedance perfectly.
So it seems the client computer was saying "Ok dancer has used the basedance to dance over here" - then a second later the message comes from the server "Correction on Dancer, he's over there now", and the client moves the dancer character to "over there", which looks like walking on the client screen.

I think the fix to this was that while a dancer is dancing the client will not receive "position updates" on that character anymore, therefor will not correct the position and the dancer doesn't walk. But unfortunately, since the position is not corrected, the client sees the dancer somewhere, where he isn't.

I'm not sure if there's an easy fix to this, but honestly this new bug sounds a lot worse than the one before. The one we had always at least only affected drifting dances. But this one seems to affect all dances.





Coreena Telios
Master Dancer
Starsider Galaxy
kirah_ashlin
Thu Mar 17, 2005 5:13 am
#20



Well, I am hoping, Pan, that you weren't pointing at me whenyou called out what you consider as "fatalistic" attitudes.I'm just stating what I see if this thing goes live. And I think that many of us tend to get exasperated because of past experiences with our issues going live despite our voiced concerns.


Here's my take on it. I saw what it looked like last night on TC, too. Well, I saw my screen's version of it, because everyone else saw something different, including the dancer (who at one point danced out of the cantina). I am not a programmer. I couldn't possibly come up with a way to make the server/client issues work together in the seamless manner we all would like them to. What I do know is that in its present version, this correction is not acceptable to me. If the change to our base dances were to go live as is, there simply is no way for us to sycronize routines. Ifanyone knows of away to make it work, I'd love to hear it.


I'm glad that the problem with base (idle) dances is getting addressed. It would be nice to hear from the devs that this is a continuing work in progress and that it won't go live until a solution is coded. I think that would assuage the concerns of most of the members of this forum.


I like your ideas, Pan,about dissecting the idle dances into smaller flos. It smacks of "do-ability". Providing, of course, that we can continue to sync all the additional flos and assign individualhotkeys for them.

Message Edited by kirah_ashlin on 03-17-2005 07:14 AM

Ravenmist
Thu Mar 17, 2005 5:55 am
#21


Panthu I haven't seen anyone start ranting about this yet, what I've seen are a lot of people that are very concerned and upset by the prospect this could make it live. If you stopped to think about it you'd probably remember how almost every dancer bug to go to Test has made it live and the long time it took to get it fixed if it ever was. People saying they'd rather have it the old way aren't saying they don't want it worked on or don't want it fixed, thats just plain childish. What they are saying is that they'd rather have it the old way until they can find a way to fix it correctly, you should know better hon.


I honestly don't think you realize how nasty this bug is from what you've said. Have you had a chance to watch it on two different computers yet to get a perspective hon? I'm not in the habbit of freekin out.. but this definately has me concerned. Sync dancing is the best part of dancing to me, loosing it even for a few months would be a major blow.



- Ravenmist
Shaizann
Thu Mar 17, 2005 6:03 am
#22

I posted this in another thread, but I'll put it herek as well as it is relevant...

______________________________________________________________________________________________________

The whole player position prediction issue is not unique to SWG. I also play PlanetSide (SOE's MMOFPS) and in that game if a player is moving too fast the server will loose track of them. What happens is if two players are coming at each other guns blazing (this, of course, happens constantly) and the attacker advancing on a defender jumps to avoid incoming fire you get a 'warp effect' on the defenders screen. On the defender's screen it looks like the attacker jumps and just keeps going up through the celing (if indoors) and effectively disappears. On the attacker's end, he has jumped up past the defender and usually winds up behind a guy who is pointing his weapon upward tracking a target that is no longer there. Then, of course, the attacker blasts the defender into the next life because the defender had no way of aiming at the right target. By the time the server and client scynch up on the attacker's position, it's too late for the defender.

The PS devs worked for months to fix this, and finally wound up having to compromise by putting a speed limit of sorts on players. Such that they would not (in most cases) move faster than the server could keep track of them. The warping still happens, but not as much, particularly on the Z-Axis. The fix really annoyed some players, because it slowed down the game, and alot of Shooter fans love a fast game.

______________________________________________________________________________________________________

Bascially, Panthu is on to something. Current technology for the player position prediction system (dead reckoning as Panthu refers to it) does not work in long uninterrupted sequences. So as a result they simply can't speed up the prediciton code to keep up the travelling dances. That would be the preferred solution, due to it letting us keep the base daces/flourish system as is and we roll on. However, given that this is a coding limitation of the current state of things, we *must* have a compromise between the ideological Perfect Player Position Prediction code (which, like all idealized conceptual models, does not exist at this time) and what we can ge to solve our ills.

We must also consider that this is not a revamp, but a set of fixes, and they're likely trying to fix the issue in the most expidient less code/manpower intensive fashion. So, if the code can't keep up with where we are, they stopped the server from trying to figure it out, and see if that works. In other words, the pendulum has swung the oppostie direction on the test server. Instead of trying to keep up with our movement all the time, it's not going to try at all. I'm guessing that code wise this was a pretty easy thing to shut off.

As we all know from experience with the live version and the test server build, neither pendulum extreme method works for us.

Ergo, the answer to the issue is in the middle, and not an extreme turn the prediciton system on, or off.

I support the idea of geting rid of the travveling base dances as they are the root of the issue, and turning them into flo animations. Rename the existing 'stationary dance' animations in an intelegent way, and roll with it like this. While they're at is, I'd like the fall animation put in as F9 or something, that way we can do that on command for RP/part of a performance.

This will allow us to keep lyrical, formal, etc. but not as we're used to them. We'll have to figure out a new way to groove with those dances, and thats ok. This 'middle of the road' solution is what I want, because I think it's the best compromise we can have. It's also something reasonable the Devs can do beyond breaking down the whole system from the ground up. (i.e. a total revamp, which this is not) Also, bear in mind that we do have somebody that has been tasked to address this issue, let's not miss the opprotunity, and put forth a resonable solution like the above to make it happen.



Shailas V. Zann
Elder Grand Master Entertainer



"Guess what!?! I gotta fever!....And the only prescription is more cowbell."
Ravanne_Esi
Thu Mar 17, 2005 6:14 am
#23


I think a lot of the problems people have with this is from past experience. Once something like this hits TC it shows up in live, no matter how buggy it may be or how much feedback on it's bugginess they receive.


I would hope that there is some sort of pre-testing done before they code something for TC, but if there is how could this have been allowed to go that far? They knew what the problem was from almost two years of feedback , that the base dances didn't animate correctly for a viewer but did for the dancer. We have a "fix" that has exactly the same problem only now it is much worse. Tiaga's short video shows just how easy it is to show the problem but why didn't the DEV who was working in it check it? There is little hope that this will be resolved before this patch is pushed to live and even less that it will not be included with the publish no matter how flawed it is. If this enters the live game they will have taken a major annoyance and made it into a game breaking flaw for most people who consider themselfs dancers. The only up-side I see to this makiing it into live is that it may break the dancer buffbots, only since most of them use exotic and it doesn't move I doubt that there will be any non-buffbot dancers for long.

Message Edited by Ravanne_Esi on 03-17-2005 07:24 AM



Ravanne Esi
Master Dancer, Master Entertainer, Master Musician
Ragin' Rancor Enterprises
New Hope, Naboo
-

LyteFoot
Thu Mar 17, 2005 6:54 am
#24

I agree that what has happened is the location predicition code has been turned off allowing each client to decide where the dancer is. The problem seems to be that because of this it allows their perceived point of view to drift as well causing the motion to carry them in different directions.

There isn't any way they will synch performers without updates from the server giving them location. I also don't see them reworking our dances quickly enough to implement Panthu's suggestion.

Let's suggest a compromise. Leave the prediction code in, and simply copy the non-traveling idle dances over the traveling idle dances so that there is no renaming of bases, no reworking of flos and base interaction, no change at all except that the little shuffle dance that is the idle dance for basic becomes the idle dance for all the traveling dances. Now dancers can hide the base dance as they always have and the base dance will not have caused them to move so that they don't flail and walk when the timing is slightly off.



Elwyn LyteFoot - Corbantis server
Worryl
Thu Mar 17, 2005 7:21 am
#25

From the look of that video, this is going to be a pretty icky problem for anyone who is part of any kind oftroupe or a band Speaking for myself, for example,Talus Moon ia a major part of why I play an entertainer character these days, and if a line dance or formation is going to go all screwy, thenI'd rather have the annoying-but-controllable system we got now thanthis new one which basically completely breaks what we do!


If, however, the devs will actually take our input on this before it goes to live then I reckon this idea of putting the travelling base dances to one side and keying the flos off of the 'still' ones like Popular or Exotic is probably the best one. We know from many dancers' research that the travelling flosreturn towhere they were started frombefore the base dance animation, so I don't *think* it's going to cause any hiccups like dancers suddenly leaping sideways at the end of animations. And I don't reckonanyone's going to miss the base dances - most live dancers do their utmost to have them in sequences as little as possible!



¯ Sassira DeVries ¯
Master Dancer | Master Musician | Master Entertainer | Hairstylist
Proud member of TALUS MOON - Soul of Eclipse | Citizen of TIRIUS - City of Roleplayers
Galaxy Girl 2005: Miss June | Beloved of Gorja La'Tau
Gknee
Thu Mar 17, 2005 7:29 am
#26



A fix is great..as long as it isn't breaking what's good about the profession..I think that's what everyone is trying to stress here. No one is saying "don't fix base dances".<shrug>




After seeing Tiaga's video and then going on TC and playing with it myself with two toons who were able to dance together.....yea....it needs to be tweaked a LOT!! Hopefully they will put back a server body check or something so that we can do synched dances properly.



Nosmina Osoga
Proprietor of The Dew Drop Inn
Mesric Sanctuary, Tatoonine
(mmmm.....Cake.....)
Minty freshness!!
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