Dancer Archive
Thread: New Inspirations on TC!
Sirii, I'm glad to see that you've decided to stick with us and you aren't really quitting the game... but maybe it would be best to try to chill and see how well these work before we start demanding changes.
I've tried it on TC, I think it's a sweet system... and I don't know how many in here remember it, but I hated the old active mind buffing method!
- There was no clear indication that the buff was actually being applied like there is with this new stuff.
- There was no way to tell if you were actually being watched by the buffee like there is now.
- There was no way to overwrite an old buff like there is now.
- They didn't preserve on log out like these new ones.
- ... and there was zero attempt to make sure that the Dancer was ATK to provide the buff like these new ones have!
Basically, these new buffs and the mode of application blow away our old buffs. I think to make any judgments on how they should be changed according to our past experiences with buffing is grossly premature.
No, my account is cancelled. I still have until September 16th. But I must tell you, it will take a miracle to get me to resubscribe.
Esharra wrote:
Ok..here's the results of tests tonight conducted by me, Panthu & Scip. Please keep in mind that, as with everything on Test Center, these are subject to change.
At Novice Ent - General, Artisan and Entertainer
General -
Increase experience by 10%,
Increase faction points by 10%
Artisan -
Increase artisan experience by 12%,
Increase resource quality for artisan crafting by 5%,
Increase assmebly success by 5%,
Increase experimentation success by 5%.
Entertainer -
Increase entertainer experience by 12%,
Use more instruments,
Use more dance props.
At Novice Dancer - Chef, Tailor, Bio-engineer, Merchant, Image Designer, Musician
Chef -
Increase chef experience by 15%,
Increase resource quality for chef crafting by 10%,
Increase assembly success for chef crafting by 10%,
Increase experimentation success for chef crafting by 10%.
Tailor -
Increase tailor experience by 15%,
Incrase resource quality for tailor crafting by 10%,
Increase assembly success for tailor crafting by 10%,
Increase experimentation success for tailor crafting by 10%.
Bio-engineer -
Increase Bio-engineer experience by 15%,
Increase resource quality for bio-engineer crafting by 10%,
Increase assembly success for bio-engineer crafting by 10%,
Increase experimentation success for bio-engineer crafting by 10%.
Merchant -
Increase Merchant experience by 15%,
Modify Hiring by 20 points.
Image Designer -
Increase image designer experience by 15%,
Increase holoemote generator charges. (we got 50 charges)
Musician -
Increase musician experience by 15%,
Use more instruments.
Applying Inspirations: At Novice Entertainer you gain the ability to apply an Inspiration. When a player watches or listens, target the player and use the command /inspire. You'll receive a popup box with the available Inspirations. Select the appropriate Inspiration and click OK. The Novice Entertainer General (xp & fp) Inspiration is the only one which is passive.
All Inspiration durations are applied at the rate of 10 minutes per tick, regardless of level. (I don't know if this is intended)
At this time we are unable to apply an Inspiration to ourselves, however, I will be pointing out to them that this is important to us. (I don't know if this is intended)
So far all durations have been 3 hours, whether grouped or not. All testing to this point has been inside a NPC Cantina or a PA hall..but Panthu and I are going camping soon. [Edit] Full duration of General Inspiration was applied in camp (actually it came out to 3 hours & 26 min)..then Pan crashed so we didn't try the others.
This has not been checked for spelling, punctuation or coherency..but the data is accurate..it is 5 AM at my house..so there.
Message Edited by Esharra on 08-23-2005 06:16 AM
According to GarVa there are more Master Dancers than there are Master Musicians. I'mnot sure how many dabblers there are in musician but it looks like those requiring buffs from dancers shouldn't find it that difficult to find one live.
Only time will tell.
Chessack wrote:
Here is the problem:
ANY buff the devs give us is going to automatically fall into one of two categories: (1) so small as to make no real difference, or (2) large enough to make a difference. The first category will be ignored by the players. The second category will be considered a "requirement." There is no way to do what the devs said they want, which is give the players something they "want" but don't feel they "need." If they want it, it's by definition because they feel they need it, and we are in category #2 automatically.
So the real question here, specifics about a given buff aside, is this: Are the entertainers to be given things players want/need or not? If so, then the other players are just going to have to deal with it, in the same way entertainers have to deal with needing the clothes of the tailor or the food of the chef or the weapons of the WS (if they have a combat class besides dancing). If not, then they may as well take entertainers out of the game, because there'd not be any point to the prof.
See the problem? I mean you pretty much admitted that by definition you will never, ever use a live entertainer played by another player. If our buffs are trivial and irrelevent, you won't use them for that reason. And if our buffs are useful, you will consider them a requirement (since making stuff without them active = "sub par) and you will resort to an entertainer bot. So your position, when you boil it right down to its essence, is that entertainers as a prof should be essentially removed (for all intents and purposes, either figuratively, by having worthless buffs no one wants, or literally by deleting those profs) from the game.
Oh I know you don't *think* that's your position, but in reality, it is.
C
And by the way, lots of people hated that too. They didn't want to "need" to go to the cantina to get that healed either.
So it's the same thing, with a different name. Either you accept that entertainers are going to provide needed content, and have a use in the game, or you relegate them to useless. This notion that we can provide something that people are going to 'want but not need' is just not going to work, because gamers do not think like that -- as you yourself demonstrate.
C
Interaction from fatigue healing? I must have been on the wrong shuttle I guess. I haven't seen interaction from those entering the cantina needing BF healing in... hmm let's see I think it was January 2004. Sure one or two patrons might wave or even converse and a couple would tip you. But for the most part a regular night looked a lot like this:
Ikewe: /startdance <pick dance here>
time passes.....
patron enters cantina
Ikewe: Hello patron. <insert appropriate comment about looking injured or nice armor or how'd that quest go>
patron stands there a moment then gets goofy, vacant look on face while clapping (or sits thinking that by not clapping it won't be obvious that they are actually getting BF)
Ikewe moccupies self with humming or some other activity to fight off awkward silence
patron stops clapping, grips weapon, and runs out cantina door