Dancer Archive
Thread: Inspirations and Bots: Time Investment
But once someone watches me/listens to me, a new option on the Radial menu could be available. "Apply Enhancement" or so.
After that it works exactly as planned now, I hate this "spam flourish" buffing as it is now.
They just have to make sure, that there is NO way to open and select Radial Menu options from a macro automatically.
But this way I have the control over who I buff and who not. Its no bulky interface
Also I think its terribly unfair that Novice Entertainers can do the same buff we can. Ok, let them apply buffs, but make them weaker. Or give buffing to Novice Dancer/Musician and Master Entertainers. But still Masters should buff higher than Novice. Does not have to be as much difference as it is now, perhaps Novice buffs 50% as does a Master Entertainer, a Master Dancer buffs 100%.
The analogies to weaponsmiths someone had were perfect examples i think
Caerwynn wrote:
As I posted in the related thread by Esharra, with these passive buffs as they currently stand, we won't know when we are buffing someone and in order to provide +25% buffs we shall have to wear our enhance leotards/outfits all the time.
I certainly don't want to wear the same outfit day after day and with the current Ent's income can't afford to buy several enhanced outfits. Afer the CU I wll have even less of an income to do so.
However, the general concept of inspirational buffsis good and we should see far more people visiting the cantinas.
I think that if someone wants a +25% buff from me (I've got +25 in music but only +8 in dance), they're going to have to pay me to put the silly suit on. And yeah..we're talking belt, bandolier, gloves, leotard..it's ugly. But they've been paying me very well to dress badly..if they want the benefits, they'll continue to do so.
(getting ready for work & I Always hit the snooze button too many times..I'll have more to say later, I'm sure)
The game income is supposed to come in via missions and flow out to the rest of the players via purchases and trades. Mr Combat kills nests, makes magic money, and buys weapons. Mr Armorsmith buys resources, pays merchants, and sells weapons. Mr Harvester buys equipment, locates resources, and sells resources.
Why are we out of this loop? Why do the devs feel that because we are "social" we don't want enough game credits to buy items? In fact why do they think we don't even need to make enough credits to shuttle between planets?
Give me legitimate answers to those questions about basic game play requirements and I'll follow the devs. Until they can convince me that "social" people are so different that they don't expect to receive any of the content they are paying for I will continue to request we be kept in the economic cycle. I don't want a manager paying me minimal game credits while my services are freely available to all the combat players and artisans who can make large fortunes through the normal economy of the game.
Coreena wrote:
But once someone watches me/listens to me, a new option on the Radial menu could be available. "Apply Enhancement" or so.
LyteFoot wrote:
I asked this on another thread and I'll ask it here. Why is it that every other profession in the game has a mechanic to require payment before rendering services and we don't? There are two purposes to the support professions, to foster interaction and interdependency and as money dispersal mechanisms. Why are we out of the dispersal chain?
The game income is supposed to come in via missions and flow out to the rest of the players via purchases and trades. Mr Combat kills nests, makes magic money, and buys weapons. Mr Armorsmith buys resources, pays merchants, and sells weapons. Mr Harvester buys equipment, locates resources, and sells resources.
Why are we out of this loop? Why do the devs feel that because we are "social" we don't want enough game credits to buy items? In fact why do they think we don't even need to make enough credits to shuttle between planets?
Give me legitimate answers to those questions about basic game play requirements and I'll follow the devs. Until they can convince me that "social" people are so different that they don't expect to receive any of the content they are paying for I will continue to request we be kept in the economic cycle. I don't want a manager paying me minimal game credits while my services are freely available to all the combat players and artisans who can make large fortunes through the normal economy of the game.
/agree
It's bad enough that bf and wound healing were attainable by watching any entertainer and now buffing, the one aspect of healing that entertainers had control of, is being changed. This is probably great in terms ofuse and ease for players and may get rid of some bots, but that doesn't mean the bot attitude will go away. I highly doubt many players will even see the need to tip an entertainer. It's not like we can even tell who's watching us and leaves without tipping! Maybe I don't want to buff20 rebels that walkin the cantina that I know are on a fp mission so they can build a large base complex. Am I going to have to hit /denyservice on the off chance they may try to watch me? Will I be forced to change my cantina to a strict Imperial onlycity?Will I be able to buff myself and make use ofmy own skills? My guess is probably not.
Coreena wrote:
But once someone watches me/listens to me, a new option on the Radial menu could be available. "Apply Enhancement" or so.
Yes! I do really like this idea. Blonde-proof and simple.
Best of Both Worlds. We know they know, they know we know and we have a choice......
Deli'ah
Passive:
Make everything passive. Buffs and healing. Players target us and are healed or buffed. This is the system in concept right now. In this system they would have to change our experience and our pay to a system where we are not held hostage by the good will of other players. It turns us into a beggar class. Instead we should get all of our experience from flourishes and all of our pay from the cantina that we choose to work in via a mission system. This system should base our pay on our entertainer skills. AFK play would be possible but these characters would never see a credit.
Active:
Make everything active. Buffs and healing. We target the player we want to heal or buff and execute some kind of healing/buffing effect to them via a /command or set of actions. In this system a player would need to pay us for a service we are granting them unless we choose to give them this service for free. AFK play would be possible unless the actions required were in a complex enough form that a third party macro was required.
Personally I choose the passive option. They just can not expect us to be a passive form without making our pay something we get from the game system and based off of our skill. A novice should make less than a master and a master should be able to to earn an income equal to any other master level elite profession.
One thing people seem split on is passive/active.
Another thing is that the difference between a novice entertainer and a full master is time... and nothing else. And the time differential is not all that big, as I understand it -- 5 or 10 minutes vs. 1 minute. That means in terms of skill boxes, you aren't getting much of an increase per box.
I have a solution that may fix this problem AND solve the "empty skill branch" problem in the elite trees.
Have TECHINQUES lines reduce the amount of time it takes. Ents do not get tech, so keep it at 5 minutes through the base prof. Give novice dancers/musicians -30 seconds, then -30 seconds buff time per box you go up. You are getting faster with the techniques, all fine.
Then have the entertainer healing boxes and the formerly mind wound healing boxes give you something else -- buff variety. You'd need 6 buffs for entertainer (1 at novice, 4 for the boxes, and 1 special one at master), and you'd then need maybe 6 for dancer/musician (1 at novice, 1 for each box, and 1 special one at master). So for example:
Novice entertainer -- buffs base artisan experimentation
Ent Heal 1 - buffs medical crafting
Ent Heal 2 - buffs (general) combat xp
Ent Heal 3 - buffs medical healing
Ent Heal 4 - buffs harvesting (or scouting xp perhaps)
Master Ent - buffs survival xp
(Notice, Ents are buffing the base profs because they are a base prof.)
Novice Dancer/Musician - Buffs faction points
Dance/Music Enhancements 1 - buffs melee combat xp types (fencer, unarmed, etc).
Dance/Music Enhancements 2 - buffs ranged combat xp types
Dance/Music Enhancements 3 - buffs medical xp types (BE, Doc, CM)
Dance/Music Enhancements 4 - buffs elite crafting experimentation types (architect, chef, etc)
Master Dance/Music - buffs DNA sampling, crafting XP gain, etc.
Now we have our skill line back, it is useful, and a master is able to give all the possible buffs. A lower character can give a perfectly fine buff in the areas they are trained in, but not in the areas they aren't.
By the end you will have us able to buff and be useful to every profession, and this also fixes the problem of the missing skill line -- it adds content (technique remains as it has been the line concerned with the time of the buff) and this one gives us new things to buff each time we level.
I think this or something like it would work and would alleviate the "a novice is as good as I am, only slower" problem.
C