Dancer Archive

Thread: Proposal for Fame System / Entertainer Game Content

Tiaga
Tue Aug 03, 2004 6:46 am
#27

Edit buttons is on the "Options" for the post.



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

DarkY0da
Tue Aug 03, 2004 6:50 am
#28

I think loss of FP would be required by failing. And I think the FP loss should be MORE then the FP gain. As the reward isn't just FP off a mission they also get some money but mainly the reward is for later when they can spend those points.(this might also help smugglers a bit as well as another faction they could sell.)


AS for the missions. I think they would have to be game NPC ones for the most part. BUT I would love it if an idea that was around here a week ago or so was put into place. That idea was that Ents would get the ability to put out missions. People would come to them put ot a mission and then players could do it. That way you could have Players affecting the outcome of fame a touch.


And for the not in the spot light effect. I don't see why you couldn't have every hour not spent dancing or playing music tic off some FP(stopping when you hit 0 of course)



Oh-Orb Rizo Twi'lek
Just hanging out... watching with interest what changes do or don't happen.

I support the NDE. (New Drygo Experience)
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picklesSW
Tue Aug 03, 2004 6:52 am
#29

"Is there a difference between someone bringing you a schematic for an Exquisite Leotard to commission its creation, and placinga specific custom clothingorder from schematics you already have?"

A huge difference. First of all, it prevents tailors from actually stocking an item on a vendor in a variety of colors. Tailors like to run shops, and not every one wants to do custom work.

Second, a failure on a custom item leaves both tailor and customer feeling awful. Whereas if I'm just making a bunch of items and one fails, it's money lost, but at least I didn't disappoint a customer.

Third, it's the feeling of limitation. I'm a master tailor. I should be able to make all the clothing in the game, as much as I want, in whatever colors I want. When you can simply limit who can wear certain items of clothing, why NOT do it that way?

A lot of tailors don't like the way new articles of clothing are being introduced via limited-use schematics. Read the tailor forums if you don't believe me. I'm sort of stepping in as their representative here, saying "there are better ways to do what you want to do".




picklesSW
Tue Aug 03, 2004 6:59 am
#30

Here's an idea. Come up with a different name other than "fame".

Fame means something specific to me. Famousfatwookie is famous, not because he ran a bunch of missions, but because he runs a band, does gigs, is a creative person, is unique and has made a lot of friends. I don't want to live in a world where someone like that has a lower "fame score" than an anti-social powergamer who has simply run a bunch of ent missions in a low-lag player-free area of the game.

However, if you come up with a different name that does NOT have this connotation...say "Performance Points" or "Agent Score" or "Gig Experience", than all my objections vanish.

How's that sound?




Xyrdre
Tue Aug 03, 2004 7:39 am
#31









picklesSW wrote:


A lot of tailors don't like the way new articles of clothing are being introduced via limited-use schematics. Read the tailor forums if you don't believe me. I'm sort of stepping in as their representative here, saying "there are better ways to do what you want to do".







Not that I don't believe you... not at all. I simply didn't know and was asking. I tried to make that as clear as possible - it really was an honest question.





Deila Karlossi , Blue Glowie of Dancers, and become more powerful than you could possibly imagine...
Xyrdre
Tue Aug 03, 2004 8:17 am
#32






picklesSW wrote:
Here's an idea. Come up with a different name other than "fame".

Fame means something specific to me. Famousfatwookie is famous, not because he ran a bunch of missions, but because he runs a band, does gigs, is a creative person, is unique and has made a lot of friends. I don't want to live in a world where someone like that has a lower "fame score" than an anti-social powergamer who has simply run a bunch of ent missions in a low-lag player-free area of the game.

However, if you come up with a different name that does NOT have this connotation...say "Performance Points" or "Agent Score" or "Gig Experience", than all my objections vanish.

How's that sound?




I don't think that anyone would ever argue that someone whohad a Fame Rating line item,but was wholly unknown on their server, was trulymore famous a character in thegamethan famousFATWOOKIE, or any other entertainer that was well known to the playerbase as a whole, who hadn't done the system and received the "rating". That would be silly. As an aside, I'm kind of curious now... I'll ask FFW to come take a look over this thread and seeif he thinks it would be an issue for entertainer players.


I guess the way that I've been looking at the 'fame' is more geared to the unknown masses that populate the galaxy - the citizens of static cities, NPC's, and the unseen trillions of "people" that certainly "exist" outside of the player characters. The "little people", if you will... in any RPG environment, there's always a distinction between the Heroes (player characters) who cause change andmake things happen in the environment, and the Commoners (miscellaneous insignificantNPC's) who just fill out the scene with bodies. Real fame (recognition from other PC's), I think, can override and co-exist with artificial fame (some title from within a system for fun).


Heh.. along those lines, I just thought it might be fun to get static city NPC's in on the act. You know how NPC Stormtroopers let high-ranking Imperial officers /slap them and get away with it (one of the few tangible "perks" of faction rank)? What if with sufficiently high Fame Ratings, NPC cityfolk would do the /cheer animations as you walked by? They'll already turn and do the foot-tapping, clapping animation if we dance or play near them... and the /cheer animation is a part of that loop. They're already coded for a check to see if someone's performing nearby... could just add the check for high Fame Ratings to trigger /cheers...



Okay, back on topic...


If the semantics of the systemis a show-stopper problem for enough people, and suchthat wouldruin the entire concept andturn this intoun-fun content, it would certainly have to change. The point is to provide fun things to do, not to attack or defend the labels used to refer to that content.


It could change to Performance Points for example, and all of the Ratings levels could be simply Level VI Rating and such. I personally think that lacks color, and makes the whole thing a bit more dry. There's just something not quite as fun for meabout being an 18th level dancer, rather than being a Diva. /shrug


Well, let's hope then for some more community feedback about this. If everyone hates the idea of the labels being in the Fame arena, let's look for alternatives.






Deila Karlossi , Blue Glowie of Dancers, and become more powerful than you could possibly imagine...
Muria
Tue Aug 03, 2004 10:32 am
#33


Pickles has a point about the fame name. Fame comes more from real live people knowing you, requesting you, and wanting to hear you. How about something like Musical/Dance Apprenticeship? Or professionalism points.


You have some very interesting ideas Deila. Now the trick is going to be to get the devs to look at this and be willing to at least discuss possibilites.
Xyrdre
Tue Aug 03, 2004 12:37 pm
#34







PoetDancer wrote:


Now what is the risk, and what is the reward? By performing in the cantina now, I risk not getting tipped. So I do things that maximize my chances of getting a tip: greet, amuse, sustain interest, and make a normally tedious time go by smoother. Combat players have a similarly high risk. If they are aggroed by an unusually tough spawn, or they are similarly unable to complete the mission requirements, their consumables get depleted and get NO reward.


But what is the risk here in this plan? And if the risk is not very high, why should the reward be high? A player in this plan gets paid regardless of what they do or do not do at the keys. They could simply type /startdance and leave the computer for a quick, easy (and from the looks of things), disproportionately high reward.


And then I ask again, if we get paid regardless of what we do or not do behind the keys, then why should anyone feel the need to tip us anymore than the easy money we are making?






The first part of your answer comes directly from the original post:





Xyrdre wrote:


A minimum audienceapproval rating (as included in the entertainer quests, or even further improved for complexities?)must be achieved by the end of the performance, or cash payouts and Famepointsare halved (or not awarded at all?). Additionally, audience approval would start to drop back off if the requested flos were used too often (as in, more than thrice in succession), in order to prevent poor performances by simply spamming the 'requested' flos. Yes, there is inherent difficulty in having an AI determine the difference between a 'good' performance and a sloppy one intended to just hit the right combinationsrequested by the AI. Player audience votes may not be a reliable determinant either, as some would just bring friends along to stuff the ballot box with 'good performance' votes. I think that some form of NPC audience approval may yet be the most neutral choice, and the lesser of evils.





The risk, of course, is in failing to reach the necessary approval rating. The concept of the approval ratingsmay be difficult tounderstand if one is wholly unfamiliar with the entertainer quests on TC, which is one danger of referencing them here for community reviewin this proposal. The overall length of these combinedpostswas so great, I didn't want to take the time to write a detailed spoiler of the entertainer quests as they now stand on Test, but a great deal of that information can be found in other threads both here and in the Musician forums regarding the quests.


Youmentioned that the risks you take in the current cantina climateis not getting tips for your time spent, and I'll even add intravel costs to get to that cantina. The risks of failing to meet requirements for successfully completinggig missions include not getting paid for the time spentand being out the credits spent to travel to the gig. I think the risks are pretty muchparallel, and should be obvious.


I'm not quite sure how you've deduced that proposedgig payouts are disproportionately high.


Snipped again from the original post: This is where a lot of numbers and comparisons would need to be really looked at carefully, so my descriptions will remain for the time being necessarily vague... just to give an idea. More of some brainstorming, while leaving specific values as variables.I intentionally made no mention of what the specific rewards or payout amountsshould be for any given gigmission, save the baseline missions suggestion of increasingto 400-800 creditsfrom the current 100-200 credits, and travel compensation built into the successfully completed gig payout based on minimumtravel routes. The reason for this is, as once again should be obvious, that there are a lot of factors to consider before assigningrates to the variables involved.


Once again from the original post:





Xyrdre wrote:





That said, gig payouts should take into consideration the amount of time required to successfully complete the gig, as well as the number of groupedentertainers required to complete, so that each entertainer is sufficiently compensated for their time spent, in reasonable proportion to what combat missions would generate for those players in a similar amount of time required to complete. It is understood that the average combat player 'sinks' more money into expensive perishables such as weapons and armor (moneys which, as such perishable items aredestroyed through frequent use, rightfully leaves the economy), and that entertainers' expenses commensurate with their entertainment activities are not as high, and moneys taken in by entertainerswill take longer to deplete from the economy. Additionally, gig payouts should have a travel modifier of +1000-2000 credits per planet range (as dictated by existing space lane travel) per entertainerto cover incurred round-triptravel costs.





"Reasonable proportion", and the acknowledgement that credits fromentertainer incomes, with less decay and destruction of high-ticketpurchased items,do not deplete from the overall economic model as rapidly as do combat incomes. Again, I'm not sure how you've come to the conclusion that these ideas equate to disproportionately high payouts, unless you're merely comparingwith the currentaverage tipping environment of entertainer professionsand entertainer mission payouts, in which case they should be significantly higher - in fact, that is a large part of the point.


I would add to this that the calls for increased mission payouts from this community, and the inclusion of a vehicle in my proposal to address those concerns, are not in trying to maintain the low-paying nature of the Entertainer professions as they currently stand, but to make improvements to incomes in order to provide a more enjoyable gaming experience for attraction and retentionof entertainer players. If the currentcommunity was completely happy with the financial state of the professions as they stand, there would be no call for improved Entertainer missions. If the outside perspective of entertainer finances were perceived to be satisfactory by the rest of the playerbase, we would never see non-entertainers posting on our boards with ideas for how we can make additional moneys on the side to stay afloat.


Really, Sirii... I haven't said much in answering your questions or concerns that did not appear in the original post, or have been commonly discussed pointshere on the Dancer forums.


If you are completely happy with the current environment for the entertainment professions, that's great - and I would add that inclusion of such a proposed Fame and gig mission structure system will not prevent you from your continued pursuit ofyour chosen game play. However, the vast majority of entertainer players are nothappy with the current environment- they would like more content and things to do, more goals to strive for, and access to income thatis not dependent on other player's whims and generosities.






Deila Karlossi , Blue Glowie of Dancers, and become more powerful than you could possibly imagine...
Kyorlana
Tue Aug 03, 2004 6:34 pm
#35

Grrr, no time to read entire post thoroughly right now but of all the suggested implementations of a fame system I have seen since the start, I think that THIS one has the most merit by using some existing tech from game, some upcoming tech, and for future some additional tech. It is something that I think could be rolled out in parts once the basic framework is there.

Excellent stuff, gets my vote!

Esharra
Tue Aug 03, 2004 6:52 pm
#36

Oh this is shaping up wonderfully! I love it all. I'm totally with Javy regarding tailors and schematics. And I really do hope they fix our advertising soon. Can't think of anything I'd add to what's been suggested already. I totally love where this is going!



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)


DarkY0da
Tue Aug 03, 2004 8:41 pm
#37

What if the schems were given to the ents but when they give it to the tailor the tailor then has that schem for like 100 uses. And can make them what ever colors and what not that they want. Hmmm nvm I think I like the idea better that those items could only be worn by the high fame people.



Oh-Orb Rizo Twi'lek
Just hanging out... watching with interest what changes do or don't happen.

I support the NDE. (New Drygo Experience)
Server Pop Snap-Shot Feb. 06 link















Dlure
Wed Aug 04, 2004 12:16 am
#38



Xyrdre wrote:
I'll give some more thought to Tiaga's PvP angle as well... there could be some kind of interesting... something... in there. I'm not sure what it might mean yet either, but it's definitely worth looking at.





BATTLE of the BANDS!!!!

What better way to have entertainer PvP...???



D'Lure
Master Artisan/Master Entertainer/Novice Smuggler
Rebel 2nd LT
Smuggler Alliance Pilot
Fatal X'Ceptions
Arca Effex, Corellia, Bria
Fordep
Wed Aug 04, 2004 2:09 am
#39

There is a difference between the fame system and what you are talking about with well known players.


the fame system is just a point based system that states how famous you are based off random determining factors... the NPCs, they are the ones that raise your fame in the fame system, the people who work for a living and the people who sit at home and watch their holoscreens at night.


We, as PCs, in SWG are a minority when you think about the scale of things.When you look at us a people the PCs are not a normal population. We fly from planet to planet on a daily basis, we don't need to stay on until after the harvest to help our Uncle, we don't have an hourly job that we have to clock in to.

When it comes down to it every PC is an important person.


Now we know that everyone is important in their own small way but where does this work in to fame?


We'll I've just expressed that the entire player base is a group of peers, so none of us are really famous or celebrities when it comes down to it, some people just have more friends than others. You are not famous you are just well known amongst your peers.


The Fame system works off how many concert tickets you can sell to those people who have exciting jobs like data entry and farming, the normal people, the people who are not your peers but rather your fans. It is your job to add to the lives of these people, who are actualy just NPCs, but to someone who is famous in real life we may all be just like NPCs. They don't know our names and most likely have never seen our faces, but we support them and buy their albums and watch their videos.


I don't know if I got that across in a very understandable way but I tried.
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