Dancer Archive

Thread: FOCUS: Skill Point Cost

CandiDance
Tue Jun 14, 2005 7:08 pm
#14



Thank you for asking!


Since the proposed changes now have dancer doing zero game play interface.


The SP for Entertainer and Dancer should be reduced to ZERO.


Here's the thread where-in the up-coming changes are discussed. Note that all dancer healing (BF Reduction) will be eliminated from the game, leaving us with only our mighty inspiration buff as our role in the game.


http://forums.station.sony.com/swg/board/message?board.id=dancer&message.id=61474



Kandi Flyer


Master Dancer (since Nov '03)

Message Edited by CandiDance on 06-20-2005 10:49 AM

FuschiaD
Tue Jun 14, 2005 7:47 pm
#15

I don't want our combat level increased without the correlating skills to go along with it... which doesn't fit into entertainer. So I'm not all over that idea.


Frankly, I'm too burned out on this to really focus on the issue. My stance has always been much like Jessi's. The obvious preferable choice is that they give us a viable profession... but if they can't seem to swing that, then they need to bring our skill point cost into alignment, and make it reflect the skills given us as entertainers. That is to say, not much of anything.




~*~ F U S C H I A D A R K W A L K E R ~*~
Yes, I'm a respec Jedi. Get over it.
~*~ A V A D I H A L O N A - S O E P ~*~
Entertainer For Life - COMPNOR Eye Candy

"You don't really rank around here unless you've been flamed by Oben, trolled by Mono, set straight by Geen, got caught in a love triangle between Cherry and Anoq, had your house decorated by Kipera, hugged by Esin, fondled by Fuschia, had IG respond with something inane and nonsensical, or at the very least been (a.) asked "can I have your stuff" or (b.) been accused of being a Todd by any number of random Tarquinian posters." --TalonKarrdeTN/Tyndaleon


PoetDancer
Tue Jun 14, 2005 8:12 pm
#16


Crucial Functionality


^


Zone I | Zone II


Powergamer Skill | Buffbots


No SP Cost <-----------------------------o------------------------------------> High SP Cost


Zone III| Zone IV


Informal Hobby | Roleplay/ceremonial Profession


v


No Functionality


This chart I think shows the ramifications of different choices.


On the horizontal plane, we see from left to right an increase in skill points. On the vertical plane, we see an increase in what I call "crucial functionality," or utility in the day to day effectiveness of other game sectors.


Zone I is a situation where there are a lot of crucial benefits to /watching a dancer, but relatively little or no skill point cost. This will make it worth pretty much every combat professional's time to take up dancing, purely for the mechanical benefits that result from dancing. It may make dancer simply another prerequisite for competitive PvP or PvE at the highest level, and flood the profession with pretty much everybody, whether they really want to dance or not.


Zone II is a situation like we had before the CU. The functionality was very high, and some would say, crucial. However, the skillpoint cost was so high that one couldn't be both a dancer and a high end combatant at the same time. Dancing was very valuable, but it just wasn't worth one's time to play a dancer. As a result, it gave players and guilds the incentive to create "unattended skillpoint mules" to give them access to the crucial benefits, without having to sacrifice combat skills. It was too important of a profession to not have, yet too specialized to justify playing.


Zone III is a situation like the Politician profession. There is very little daily utility in that profession, and the skillpoint cost is nil. As a result, it becomes a sort of hobby or "secondary concern" that nobody really considers to be a career or a defining aspect of one's gameplay. It is simply something to do when not doing one's "real" profession, and certainly nothing that one can call a "profession" in the same manner of the others.


Zone IV is in many ways similar to what we have now, post CU. Our skill point cost has remained unchanged, but our functionality is less crucial. As a result, there are less players who are willing to devote themselves to this route, and no real need to spend the extra money for an unattended mule. However, it also doesn't really give the players who play a dancer much to do, other than, as Panthu said, facilitate a virtual birthday party or perform gigs that have very little to do with the day to day running of the servers. As a result, we basically see ourselves as "special occasion characters" that are logged on to do a Cantina Crawl or another event, and we do our "real playing" on other, more crucial, characters.


To sum it up, I think what we need is a proper balance. Crucial functionality must not be so great so that it gives an incentive to unattend rather than play, but not so little that it doesn't give dancers anything to do. Skill point cost must not be so high that it gives an incentive to create mules, but not so little that it makes dancing a mere "hobby," or unavailable as a true SWG career choice.




Madame Sirii Ajaan
August 2003-September 15, 2005
"There is a difference between being /watched and being WATCHED."
PoetDancer
Tue Jun 14, 2005 8:18 pm
#17


Oh my...and the chart looked so pretty in the typing box.



Madame Sirii Ajaan
August 2003-September 15, 2005
"There is a difference between being /watched and being WATCHED."
Doriana
Tue Jun 14, 2005 9:10 pm
#18

Pros for keeping skill point cost the same as it is currently:

  • We can keep waving our arms and saying "Heeey! Hey guys! All these skill points and nothin' to do!!" It theoretically means we have the right to ask for more useful skills, because we invest so much of our potential gameplay into it. Better to bring the usefulness in line with the SP cost.

  • It's what people are used to. As so often stated, the real true issue behind the problems with entertaining are not that it isn't fun or worthwhile. It's that AFKers making it look to the player base that it is neither fun nor worthwhile. Lowering SP cost would reinforce to the players that their perception is correct.

    Cons for keeping skill point cost the same as it is currently:

  • With the removal of in game AFKing tools and support no time soon, if ever, the value and respect we crave from the player base will continue to be elusive regardless of skill point cost. If AFKing continues to be acceptable, having elite entertainer skills require more SP investment than an elite crafting profession will only further hinder live entertainers' game play. As long as using in game tools to AFK is possible, permissible and in some cases encouraged the professions can never be worth their current SP cost. (People still AFK camp mummer thugs -- if they can AFK they always will, regardless of if they seem to get value out of it.)

  • From the way newbies are behaving in Mos Eisley ("how do u get rid of gay things like music and dance?" "GET OU T OF THE CANTINA U IDIOTS! ENTERTAINERS R AFK LOSERS!," etc.), we have very likely already hit rock bottom on the respect issue and reducing SP to be in line with an elite crafting mastery would have few repercussions on how non-entertainers view us.

    Pros for removing Sp cost all together:

  • I'm trying but I just can't think of one

    Cons for removing SP cost all together:

  • We would become nothing but fluff not only in perception but in reality
  • AFKers would increase 1000 fold, literally "everyone" would do it

  • Entertainer skills would no longer be a unique and different niche

    I think Sirii's graph pretty much sums everything up -- we need to find balance between SP cost and usefulness. Be wanted, but not required. Involve a sacrifice, but not a crippling one.




    Doriana | Anabelle

    Elder MasterDancer | (sensor hibernating)

    -I support ATK people and playstyles.



  • Esharra
    Wed Jun 15, 2005 12:36 am
    #19

    Please provide dialog regarding your opinion of our skill point requirement. This is not a poll. I want to see your pros/cons and rationalizations. Please take off-topic rants elsewhere. I want a thread that I can point to should the devs ask why I might be for or against a skill point reduction for the Dancer profession.



    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)


    Chessack
    Wed Jun 15, 2005 12:45 am
    #20

    We have gone over this before, and I suspect you will get the same answers... we need more details than just "should skill points go down." Along with what? The game otherwise staying as it is now? Other changes to the profession?

    Here is why I ask: If things stay as they are now, we need a skill point reduction. Why? Because a novice with 15 pts spent can do exactly what a master can do (it takes longer, but there is no functional difference). It should not cost another 80+ points to just speed up what we do. If the entertainer profs stay as they are, I would advocate making them all be like ID in terms of cost.

    HOWEVER, if things are going to change and the dancer and musician profs are going to get serious improvements, and become things that will be actually useful to master rather than just additional eye/ear candy, then skill point costs should remain high.

    The bottom line is, I don't think people should be able to get nearly the same benefit for 15 points as for 85 (or so) points, so something has to give. Either the 85 points needs to be made WORTH IT, or the total cost needs to be reduced.

    With politician, they got rid of the skill point cost rather than make mastering it be actually worth while. If they want to go that route with entertainers, that's fine with me.

    Basically, skills cost should scale with how useful the skills are. IDs are just eye candy now, so they are getting skill cost reduction. If we remain just eye candy as dancers, then a skill point reduction is also in order. If we get actual useful things to do in game (which I would like to see ALL profs have, including ID) then the skill cost should stay as it is.

    I guess that is not the kind of answer you wanted but it's all I can give you.

    C



    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Dejah Thoris
    Dancer, Musician, Image Designer
    Kor Spera, Corellia, Naritus
    Chali_starsider
    Wed Jun 15, 2005 2:45 am
    #21

    - currently, the SP requirements for the returned usefulness in game is out of sync. Dancing was a dual profession to me :
    * enjoying the dance itself, chaining flourishes, adding visual effects, holoemotes etc... which is totally independant from the rest of the playerbase.
    * providinggame benefits to the playerbase (healing BF, buffing, [healing wounds]).


    Considering buffing is not a major factor as before and healing wounds is no longer existing, a logical step would be to reduce the SP accordingly.


    However, such statement is supposing entertainer professions are going to be kept in their current state, something I don't know (and wouldn't like to see).


    That's the only "pro" I see : acknowledging a post CU situation with no developments on horizon. Call it fatalism.


    - considering the service to the playerbase is achieved at Novice Entertainer (while it takes a bit more time), two branches of the elite entertainer professions have a very low to 0 value (dancerfatigue healing and dancer wound healing). The tech branch is also of low value for many of us.


    (It's a situation I have trouble to compare to any other profession : where do we see a Novice Base Profession able to do the same thing than an Master Elite profession ? No Novice Base Crafter is able to do the same thing than a Master Base/Elite Crafter, even ifhe works five times longer. Not even a Novice Politician and his 0 SP career !)


    - so, I can't really have an advice on a profession that I no longer consider achieved, completed. I believe we really need to know the dev team intents about developping our professions, filling the gaps left by the CU before being able to say if we still find fair to invest that much SP.


    I just feel that unless I am able to kill something, provide direct support to fighters, if I don't craft something lethal, or an armor, if I am not able to tame a rancor, poison someoneetc... I am just worthing less. I don't mean less to the eyes of some other players, something I already live with, but to the eyes of the game system as a whole. That's a major redirection from the original game concept.


    Again, my advice depends on the projects of the team : if they want to transform SW:G to a full battle arena whereentertainer professions are just eye candies, so let's go that path. Just be sincere and tell us. I then may choose mine considering that choice and it may not be a dancer path, whatever the SP requirements.


    Chali
    Quiet master dancer on Starsider...for how long ?

    Petronela
    Wed Jun 15, 2005 5:31 am
    #22



    It’s really very hard to form an opinion without knowing where we are going.


    I’m sure my opinion would change in unknown directions as the game progresses, but atm I feel lowering the SP needed would do more harm then good.


    If we get SP reduced and/or totally eliminated then in all fairness rest of the non-combat professions should also. They face many of the same post-CU issues we do. But doing that would only widen the already existing rift between combat and non-combat even more. I really can’t see that as a good thing.


    There has to be a better way, a way which would let us do what we like and still feel important and equal part of the whole game, way which would address not only pure entertainers laments but also those of hybrids.

    Mastering a profession should mean something, something more then just an extra dance. If master titles of any kind would all posses some kind of plus which would be stackable depending on variation of players templates, it would sounds more logical to me then just gutting our SPs. Pure combat templates already have that bonus, now devs need to come up with a bonus for stacking non-combat masters and for mixing combat with non-combat.



    ~Deli'ah~
    ImajiNashun
    Wed Jun 15, 2005 5:51 am
    #23

    I think I will go with the school of thought that as we are now, I would rather just have the skill points removed or lessened drastically. I am nearly to the point of giving up hope for an entertainer revamp. Since this revamp is not been addressed or any tiny fixes put in anywhere in the forums etc. I have to assume that it is not coming. If you ask me today, then yes I want at least half my skill points back. Imaji will stay ME/MD/MM until they pry her from the Nalgaron. I can't take much more disappointment myself and would like to be able to do SOMETHING with her. Unfortunately, those somethings don't lie near any of the entertainer professions at this time



    2 accounts cancelled.

    Imaji - Master Dancer/Master Musician/Master Entertainer/Elite Surveyor
    Inola - Master Swordswoman/Master Pikewoman/Master Brawler
    --Qilue-UCW--
    Wed Jun 15, 2005 8:18 am
    #24








    menyou wrote:

    On the subject of nitpicking

    If you use the remaining point left over from Master Dancer/Master combat elite in combat you should hit CL57 so the OP was correct .

    With Smuggler the specials are now spread throughout the tree. Therefore there are 4 lines which provide combat boosts now.

    As for Skillpoints - no I'd like to see more usefull stuff but not keep the SP costs as is.





    I suppose my questino to that would be"Where exactly did you spend them?"


    I have Master Dancer, Master Rifleman, and Pistolees 0004, and 4 points into SF, and I am CL 60.. I guess im just wonder how the skill points would need to be spent to hit 57




    Signed, Kyo'nne Ilhar'dro
    K
    airn Medical Regiment, Chief Medic
    T
    aeor Quartermaster

    "I want to find something I've wanted all along... Somewhere I belong"

    ~ J'inx
    [Bria] ~ Kaji'ra [Starsider] ~ Qilue [Corbantis] ~ Bell'an [Valcyn] ~

    Electro
    Wed Jun 15, 2005 8:41 am
    #25

    I think the bottom line is: if there are going to be game related skills added to Dancer that make the skill point investment needed to get them balance out, then by all means keep the skill point cost. If there are not going to be skills added, then the skill point investment really needs to be lowered, and probably dramatically.

    Right now our game related role is achieved with 15 skill points. Which is to say, one combat branch. In other words, at the cost of ZERO combat levels. If this will always be the case, I don't see any reason to have any skill point cost at all for the entertainer professions or just spread the 15 point cost out over the entire Elite Profession and do away with the starter profession of entertainer entirely. (I.e. make ID, Dancer and Musician all novice professions, move the skills acquired in Entertainer into the unused Elite boxes and then call it a day.)

    Right now we have the worst of all possible worlds. High skill cost, punishingly long time to mastery and no game role. Something has got to give, as this is just not a sustainable situation.
    Esharra
    Wed Jun 15, 2005 8:56 am
    #26



    Master Dancer + Master Combat Elite = CL 54


    Master Dancer + Master Combat Elite + 1 branch of another combat elite = CL 60


    Example: one of my characters is level 60 with Dancer, Fencer, 4000 TK and 1144 Entertainer. During the respec I dropped the TK boxes and had Master Entertainer on her for a few days. At that time, she was CL 54.

    Message Edited by Esharra on 06-15-2005 11:07 AM



    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)


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