Dancer Archive

Thread: Stimming the mind: A few thoughts

Panthu
Tue Apr 20, 2004 3:11 pm
#14

Hey, hey! This makes me feel a little better.


IGNPC: How will it mesh with the basic game? Do you see them as separate experiences or will there be a lot of interaction between the current game mechanics and the new space-based sequences?


Haden Blackman: Our goal is to fully integrate Jump to Lightspeed with the core ground game so that they are one, seamless experience. We envision a great deal of interaction between the two realms. As just an example, space is an unforgiving place to be and ships used in combat take significant damage. Players will need to return to planets often for ship maintenance and customization, to heal battle fatigue and to sell their loot from space.


Go read the full article here.


Let me say again, I personally don't mind if we become Social Only... it just means I'll be fighting for props, costumes, new emotes, and more just pure fun stuff! I love Social Games that have these things and the ability to have one toon that can both do these things andgo fight if I want. That's really my main draw to SWG as a social player. We'll get to keep that either way as long as there are Entertainer profs and people playing them. I just want to make sure we have a chance to help shape our role, but I'm going to keep on Dancing no matter what the Devs decide that means.






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

Panthu
Tue Apr 20, 2004 3:16 pm
#15

*sigh* The ships might be better patrons than you!


I say bring it! I'll be a ship healing Dancer! Sure, I'll use any excuse to shake it.




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

Xyrdre
Tue Apr 20, 2004 4:27 pm
#16


I think the real question to address is regarding what the integrated role of entertainers becomes if the system of driving players to cantinas for healing is no more.


As strange as it may seem to some that entertainers are healers at all, there isa stong logic involved regarding the overall system balance that includes the "social" professions. To truly have this "playstyle" a part of an MMORPG, we must somehow be integrated into the overall works.The healing angle was one solution to integrate us into the community at large; it may not be the only way to do it. However, if we are no longer required for any system whatsoever, how does this playstyle integrate?


Without any direct involvement, game system-wise, there is no reason whatsoever for the entertainer professions to exist as "professions". Instead, they would be reduced to vanity roles with perhaps some roleplay value, but withno importance to the game as a whole. There would be no reason that dance or music should cost skill points, as the performing arts would become as a choice of clothing styles or color - simply a little flavor for your character. Whereas I have never advocated playing entertainers as slaves to our game mechanics (quality entertainment transcends the mere mechanical role for the greater enjoyment of the community), I think that the underlying existence of integrated mechanics are vital to an overall game environment that includes these types of roles, if they are to be considered professions in the current sense.


As it is, we ride the razor's edge as far as professions go... being restricted to the generosity of other players for income. The idea behind our ability to function as a true profession - with an integrated role in the overall gaming environment, and an ability to generate income from these activities - is present, albeit built on a fairly shaky foundation.Players have been encouraged in the manuals to tip their entertainers for our healing, yet how many actually hold to that canon? Although I believe that the tip amounts I receive are often based on myability to be charming/witty/fun, I also believe that the initial impetusfor players totip at all stems from the integrated healing and buffinggame mechanics involved. Or, to be more direct: those who agree to tip for the healing mechanics will do so, but they'll tip me more if I've enriched their gaming experiencebeyond thesimple mechanic. I feel that without some integrated mechanic, there would be no clear incentive to consider tipping save pity, which puts us deeper into the realms of enforced beggars.


Yes, we can make money doing entertainer missions. We can earn up to 200 credits for each. Assuming each mission takes 15 minutes (travel plus performance time) if we really hurry with it, in a given 4 hour gaming period we can earn up to 3200 credits this way. This will not buy me a new dress. Additionally, entertainer missions inadvertently createisolated play rather than immersion into a community. We are instructed to go to a random, usually empty locale, and perform alone for 10 minutes. Sometimes an NPC turns and claps. There is no sense of an appreciative audience, and so we do not feel like entertainers this way. Rather, we are flourish button pushers for 10 minutes.This is not a workable profession without the generosityandinherent interaction contentof other players.


I think that our shows and companionship are valuable to some of the other players outside of the entertainment community. But I don't believe that there is sufficient interest to sustain constant activity in the cantinas of the galaxy without some form of systemic integration involved. Failing a method to encourage players to the neutral community mixing ground of the cantina, I believe that the practice of isolationist gameplay within the "self-sufficientGuild" model will become the only way for the vast majority of players to be involved in any form of community in SWG, and I don't think this is the best way to go about things. An MMORPG, I think, should have a larger scope of community than the microcosm within the guild's hallowed halls.


Therefore, I would ask that if considerations are made in changing the way that mind healing works that would render the entertainers as non-participants in the overall system structure, that a new sytemic integration be found. In a perfect world, this would be a situation where people were encouraged to seek out entertainers for benefits over not doing so, rather than being "driven against their wills" as the only way to take care of damage (BF). Those that have the latter perspective on the healing system have developed animosities towardsperformers as a whole, and I think it's more due to the fact that they're frustrated at being "forced" to cantinas rather than anything we've done directly.


If a newmethod of involvement in the greater gaming systemcannot be found, then SOE will have to admit failure in integrating this "exciting new type of profession in MMO gaming", to quote Thunderheart. Rather, the entertainers would simply be another character roleplaying spin, and should therefore not cost any skill points whatsoever. Let me go to a dance trainer NPC and purchase lessons to gain my skill animations like some new shirt, for if there's no reason to pay entertainers, I need my skill points back so that I can pursue a valid profession, and role in this game. I would definitely go and buy my dance and music lessons, and continue to organize entertainment shows and events for those who enjoy them, but I shouldn't have to sacrifice all of my involvement in the community and economy solely for the occasional fun of everyone else at the expense of my own immersion.







Deila Karlossi , Blue Glowie of Dancers, and become more powerful than you could possibly imagine...
nvoigt
Wed Apr 21, 2004 1:50 am
#17

When we reviewed Star Wars Galaxies: An Empire Divided last year, we gave the game high marks for the use of the license. Though the game had its shortcomings, gamers got a strong sense that they were in the world of Star Wars. But while the locations and characters and quests were authentic and convincing, there was a key piece of the puzzle missing -- spaceflight.




I wouldn't rely on an article that lets this sentence pass into release. The author probably never played this game. Meeting in a futuristic city, getting drugged to go out with a group of power hammer wielding individuals in composite armor to hunt down creatures outdoors I never knew before starting this game... it's not really Star Wars. Feeling Starwarsy is when I start KOTOR or XvT. But the screenies look great

Tiaga
Wed Apr 21, 2004 2:10 am
#18

That was very good post Deila. Well thought out. And you make some good points.

Entertainers are a social profession first. The healing is something tacked on so we can contribute to the community.

In behaviorism that would be called negative reinforcement. Players are given mind wounds and battle fatigue. To get them healed they must visit an entertainer. The term negative reinforcement means that something bad/unpleasant is presented, and the desired behavior (visiting entertainers) relieves this. It's like a parent grounding their child until the child apologizes. The child will probably say "I'm sorry" eventually, but most likely won't mean it, and will be even somewhat resentful of it. While it does accomplish the desired results (Players go see entertainers) since it does it by presenting something unpleasant, players are resentful, and blame the entertainers. Entertainers do have some positive reinforcement. Mind buffs would be a good example. However the negative is still more of a reinforcer than the positive. Perhaps what entertainers need isn't just more to do, but more to do that rewards players for going to the entertainers instead of punishing them for not.



Inside my heart is breaking, my make-up may be flaking
But my smile still stays on
My soul is painted like the wings of butterflies
Fairytales of yesterday will grow but never die
I can fly - my friends
SWG Entertainer.com Fashions by TK

Xyrdre
Wed Apr 21, 2004 4:25 am
#19



Tiaga, you hit the point of my thoughts exactly.


I'd like to see more in the way of positive reinforcement from all of the entertainer professions. Rather than us just fixing the bad, perhaps we could provide positives as well?


Wideshot mentioned a few ideas that could be good examples of positive reinforcement. What if visiting entertainers before going off to battle could provide the equivalent of a temporary +1 skill tape to certain state defenses, as an example. Don't want to seek out an entertainer beforehand? No problem, you're just as good as you were. But there's a reward forgetting psyched up first... bonuses always feel just a little bit better. No one seems to hate performers or docs for the buffs we give them - even if they have to pay hard, cold credits - but morethan a few haveresentment that they're "forced" to come in to get rid of that pesky BF whether they tip or not.


Perhapsusingone of the healing lines in Dancer and Musician to add in state defenses... the higher the skill of the performer,additionaltypes of stateswould be added into the temporary defense. Andmake sure thatMaster Entertainers get a state defense added in, to help bolster the benefits forME's (they don't get enoughright now, in my opinion).


Obviously, much consideration of overall system balance would have to be taken into account before deciding which kinds of positive benefits would work well without being too much. A little extra edge can come in handy; we're not looking to create a situation where one would "have to" come get the perk to be able to compete. Then we're back to the negative reinforcement again. But there could be something alongthese lines of thinking that would help the image and role of entertainers in the community, while still fitting well within our intended functions as a draw to the community hubs.





Deila Karlossi , Blue Glowie of Dancers, and become more powerful than you could possibly imagine...
ArgentWulf
Wed Apr 21, 2004 5:06 am
#20

Deila, you and Tiaga have both made some valid very insightful comments on our professions as a whole. We need to have same active role in the mechanics of the game or we will cease to be a viableproffession. I enjoy the "blue realm" of the mind and strongly resist giving up our stake in it. It is small and limited enough the way it is compared to Doctors. (Docs please don't flame Lei, she is a former M.D. herself) If however it is removed we would need some compensation to remain useful. Deila mentioned some good things to think about maybe improving tertiary benefits like she stated (negating certain effects like knockdown, dizzy ect. might work). Again this may just open a whole new problem and create players more powerful than should rightly exist in the scope of game mechanics (I dislike the term "uber"). A complex problem indeed!



Leivi Esava
Galaxy Girl for May 2005
Life is a journey, not a destination, enjoy the ride! A special friend makes it even more fun.
Nhari
Wed Apr 21, 2004 9:57 am
#21


I just have one little observation to make on the "positive reinforcement" idea; what starts out as positive reinforcement can quickly turn to negative reinforcement if said reinforcement is too powerful. To cite an example, I play early in the morning (right after the servers come up) and have lost track of the number of times I've heard people shouting "ne1 buffing????" Since there aren't usually any doctors on that early for some reason, the common reaction is to swear profusely and then log off. I've also hadseveralchats with players who said that one of the reasons theyleft other games was because they were too buff-dependent, and they didn't think they'd have to deal with buffs at all in a futuristic Star Wars environment (though these discussions were less frequent than the outbursts of swearing followed by logging out in a huff).


Whether we like it or not, the vast majority of players in MMOs feel that making as much experience as possible in as little time as possible is what they're supposed to be doing, that to do so is their right. I'm sure there are sociological reasons behind it, but what matters is that the attitude exists, and it's a prevalent one. Anyway, players who fall into that category believe they're doing something wrong if they're not making the maximum possible experience with the minimum amount of fuss. It's all one big competition to reach the end. If an ability is introduced that significantly enhances a player's ability to get experience quickly, there will be a great cheer at first; eventually, though, it becomes another source of mandatory maintenance for people to complain about, and we have plenty of mandatory maintenance already.



I still don't think we need any healing or buffing abilities at all and would surrender mine in a heartbeat if I could, but if we do decide to fight for those abilities, we have to be careful to make them worthwhile enough to seek out but not so powerful that people will feel they have to have them to play. As it stands, pretty much everybody feels obligated to get doctor buffs before they even go out hunting durnis, and that feeling of obligation engenders resentment as much as battle fatigue does.

Message Edited by Nhari on 04-21-2004 09:59 AM



...ooo000OOO(Niri Mesea, Sunrunner)OOO000ooo...
...ooo000OOO(Nori Adjewa, Kettemoor)OOO000ooo...
...ooo000OOO(Nairobi N'taal, Starsider)OOO000ooo...
...ooo000OOO(Me'aja Kewoo, Tarquinas)OOO000ooo...
Wideshot
Wed Apr 21, 2004 12:09 pm
#22

Not an entertainer, so my apologies if I'm flying way of the mark here; but it always seemed to me that an entertainer should have more versitility in buff types;


e.g. Healing BF in Ranger tents (or maybe Master Scout), ability to buff certain resist states - maybe resist vs. dizzy and posture change for dancers and resist vs. intimidation for musicians (teaching coordination and inspiring courage respectively), maybe the ability to improve faction hence improving rewards for successful quests as a master entertainer ability and certainly the ability to self-buff.


I'm sure that those who play the profession have better ideas than these that would increase versitility 'in-field' for those that wish to do this as well as the social cantina side of things. This isnt a proposal for magical 'bard-like' abilities but just a suggestion for more veristility, which certainly makes more sense than a Doctor pumping someone so full of drugs that they become virtually immune to blaster fire.


Xyrdre
Wed Apr 21, 2004 2:30 pm
#23

I agree completely with the dangers of positive reinforcement turning into yet another "must have to compete" scneario, hence my caution that they should remain small perks.


I didn't foresee any "immune to states" perks... this puts these things into the "must have to compete" category and would clearly be unbalancing and lead once again to negative reinforcement. My thought was a slight edge... perhaps adding a 10% resistance to the states defense. Immunity would be a "must have"; slight additional resistance would be a nice edge that just might make a difference, but still no guarantees. Better system, in my experience.







Deila Karlossi , Blue Glowie of Dancers, and become more powerful than you could possibly imagine...
Panthu
Wed Apr 21, 2004 6:50 pm
#24





This is good stuff! I am glad to see you all posting! I always love Deila's posts and relate to them personally very well, I'm glad to see Tiaga did too. Here's my little recap after rereading the whole thread again...


I think making Cantinas more fun, pleasant, and rewarding for all players would go a long way in helping this. We will most likely always require some kind of tie to the Cantinas themselves and the players would need to keep some kind of tie to coming to see us in them if they are to be the social hubs they are meant to be.

I think there are many ways this could be accomplished though and the current BF restrictions are just one of the many ways to achieve this.

I would also like to see us have a reason to be in the Cantinas when no one else is there, and see the Cantinas be fun for non-Ents even when Entertainers are not yet on the scene.

Right now though, I need to know what of the healing process we need to protect or ask for... Ent Healing is only a vehicle for our over all Social purpose, but I need to know what kind of vehicle it needs to be for it to be fun for Dancers.

I personally also see nothing wrong with allowing some Dancers to have a function that would allow us to mingle with the fighting types more in their own territory during team hunts or in PvP as long as Cantina play is secured and maintained for Cantina only Dancers. This is a personal perspective though and one I know others don't necessarily share.


I know as well as everyone else, Cantinas are no fun with out anyone there. I would like to see happy people coming to see us at the Cantinas and Dancer being a respected, useful, and fun profession for all of the other professions to interact with. I think it's really important at this stage to be open minded in our options... but I need a few specific things to throw out to the Devs to test out the waters so to speak, heh.

This is a new game concept and an exciting profession, I don't think that's just a marketing thing... I really believe we still have a ton of room to grow, but we have so far is great!

What will you all allow for Dancer playstyle? Even if it is not something you personally would like to do, what types of things will you allow other Dancers to do and still share your title? How many of you are attached to healing as the vehicle? What other vehicles would you be open to? How much of a say so will you allow other professions in what they would like to see from Dancers? These are important questions I think. The Devs aren't necessarily Social types themselves and may have some difficulty judging these things when they see so much "we don't want this, we don't want that."

I'd rather ask for too much and be told no at this point, lol. Still, anything we ask for needs to represent the greater player base. They need to be things that will enhance the profession as a whole or at the very least will not damage the other Dancers' playstyle. So! Keep talking, I'm taking notes.




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

Sultrina
Thu Apr 22, 2004 8:55 am
#25

For my part I enjoy the fact that I don't have to craft anything to dance. Were the one profession that gets to log in and hit the ground doing what we like to do with no stims to make and no equipment to maintain. I think that if mind stiming is to be added it is the docs that should get it. If we are to be given anything like this is should be in the form of increases regen rate on the mind bar while folks are watching us. Giving us a stim is virtualy useless under the current systems as docs are about the only ones burning mind while we are dancing. The only other option is to alow us to stim anywhere just like a doc and I think thats both unfair to them and silly as it makes the dancer a drag'a'long combat toy wich further depleats the live entertaienrs avalible in the cantina. In short I think this is a bad idea
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