Dancer Archive

Thread: WHOA! Look at all the changes!

SianGali
Sat Jan 29, 2005 11:24 am
#27






Xyrdre wrote:



On the other hand, I'm guessing that those combat players whodo enjoy coming into the cantina to hang out, socialize, relax, etc., will still do so even if their BF heals right up more quicklyalong with wounds. Those that feel like it's already some chore, and/or resent that they have to go to cantinas at all, will be happily on their way just that much faster. Maybe not such a bad thing either way then?





I agreefaster healingis a positive change,I have never thought "forced" interraction was a good thing. People who want to hang out with us still will, people who don't will happily jet when they are taken care of.




(Asania.)___(DfR)____(Sian)
.NN

Groovymarlin
Sat Jan 29, 2005 11:48 am
#28

"It now takes a quarter of the time it used to take to heal Mind/Focus/Willpower wounds."

If they don't adjust the amount of entertainer healing xp that is required for entertainer professions, levelling in any of those professions is going to take a lot longer.

This is my only concern. I was also wondering how they were decreasing buff times, since we know that buff duration is tied to number of flourishes and not the time spent dancing or playing. But it sounds like they have done the logical thing and decreased the number of flos required for a full duration buff.



La'lepa Ofo

Master Dancer :: Master Swordswoman :: Force Sensitive
AFKing is not entertaining - support real entertainers

Schardour
Sat Jan 29, 2005 11:56 am
#29






Groovymarlin wrote:
If they don't adjust the amount of entertainer healing xp that is required for entertainer professions, levelling in any of those professions is going to take a lot longer.




Healing xp comes in with the number of wounds you heal, not the length of time spent healing those wounds. (As far as I know.)









T
IL KISMETA

lTlSlCl
A life spent making mistakes is not only more honorable,
but more useful than a life spent doing nothing.
XzXzXzXzX
Also...Tayel [PLD]

Schardour
Sat Jan 29, 2005 11:59 am
#30






Drygo wrote:

Removal of app xp: I never got why this was such a big deal. Maybe it's because I am an entertainer, and I cap out on this stuff within days if I ever actually use it.




Even earlier in the game when I wasn't training young dancers and musicians, if you hunted with friends, actually played with people, and walked through a busy city on occassion, you would fill up with app xp rather quickly. Solo groups and AFK play are the only reasons players can't seem to have enough app xp by the time they master their profession.




T
IL KISMETA

lTlSlCl
A life spent making mistakes is not only more honorable,
but more useful than a life spent doing nothing.
XzXzXzXzX
Also...Tayel [PLD]

Drygo
Sat Jan 29, 2005 12:08 pm
#31






Schardour wrote:





Drygo wrote:

Removal of app xp: I never got why this was such a big deal. Maybe it's because I am an entertainer, and I cap out on this stuff within days if I ever actually use it.




Even earlier in the game when I wasn't training young dancers and musicians, if you hunted with friends, actually played with people, and walked through a busy city on occassion, you would fill up with app xp rather quickly. Solo groups and AFK play are the only reasons players can't seem to have enough app xp by the time they master their profession.







First, thanks for the post above clarifying the mind wound thing. If you're right about it being based on the number of wounds you heal, then I'm ok with the change. I'd stick in my "neutral" category.


As for the ap xp. Yeah, I know what you mean, it used to be even easier to get ap than it is now. And, it's because people played together. And, that's my concern with it's removal. The devs are catering to the solo player, and I hate to see that trend continue because it's one of the main reasons I love this game so much...the groups. In fact, when I first started playing back in July of 2003, I actually tipped people for training me. People tipped me when I trained them. It was a service that was in demand. Now, it's exactly the opposite because of the afk and solo grouping. Which just continues to confirm my theory that afk should never have been allowed in the first place in order to promote a healthier game environment.




- I support hawtpants
Xyrdre
Sat Jan 29, 2005 1:20 pm
#32



I've been asking people on TC to start keeping an eye on their BF healing rates to see if they notice an increase. BF wasn't specifically mentioned, but we're not sure if that's more a semantic thing with the post or not.



We'll keep watching, and see how it pans out.



On the other hand, I'm guessing that those combat players whodo enjoy coming into the cantina to hang out, socialize, relax, etc., will still do so even if their BF heals right up more quicklyalong with wounds. Those that feel like it's already some chore, and/or resent that they have to go to cantinas at all, will be happily on their way just that much faster. Maybe not such a bad thing either way then?





Deila Karlossi , Blue Glowie of Dancers, and become more powerful than you could possibly imagine...
Tiaga
Sat Jan 29, 2005 3:27 pm
#33

I will confirm that xp comes from how many wounds you heal. The ratio is 2 xp per bf, 1xp per 2 mind wounds, and 1 xp per 10 focus or will power wounds. (Not 100% sure on the mind/focus/willpower ratios, but am sure on the bf ratio.)



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

atone48732
Sat Jan 29, 2005 5:55 pm
#34

yes


master boxes for free would suck


make us get a certain amount of xp like how they made if for pilots.. or something


/shrug



Oelos Takushi: smuggler proud member of Oi and Smugglers alliance pilot..

Elalia Takushi: Dancer and rebel pilot and member of Oi
bring back TEras Kasi and the melee profs as expertise skills.. bring some fun and real diversification to SWG
PoetDancer
Sat Jan 29, 2005 7:16 pm
#35


Why is it that I see reduced times as a nerf to me and those like me, and not a beneficial thing? Probably because I'll have less time to work with to do the only thing I or any other live player has to get a tip these days: amuse. And since the biggest tips I get are from those whom I can break out of their shell, I fear it may only make my job that much harder.


I or any other dancer who pursues this profession with enthusiasm, attentiveness, wit, and a sharp eye has nothing to gain from shorter heal and buff times. They already are able to make the time go by fast. Who it does help are those dancers who'd rather gab in groupchat, unattend for long stretches, and it helps those audience members who refuse to even acknowledge that this class is anything more than a mechanics beacon. It seems to me the developers made these changes for their sake, and not ours.


But what they fail to understand is that the ones who may benefit from these changes won't be satisfied with them. A 75% reduction in the amount of time a cantina hater has to spend doing something theyhate is not an improvement, considering that they would rather not have to go to the cantina at all. The dancers who would benefit from these changes by-in-large really are not in a position one way or another to care how fast the patron gets out the door, mainly because they are not even at the keys.


So to those of you who cannot help but put your ctrl-c screen up because what you experience in the cantina is so boring, it looks like you'll have to keep that ctrl-c screen up less on Test Centre. But to those dancers who take full advantage of the difference between their amusing and live performance and the next dancer who makes no effort, I fear the difference between you and the other just got a little less discernable.

Message Edited by PoetDancer on 01-29-2005 08:17 PM



Madame Sirii Ajaan
August 2003-September 15, 2005
"There is a difference between being /watched and being WATCHED."
Groovymarlin
Sat Jan 29, 2005 9:31 pm
#36

Oh I agree. The decreased buff and healing times are not for the entertainer's benefit. They are for the benefit of the impatient combatants. Though at this point, anything that makes them hate and resent us less is probably a good thing.

However, what's interesting to me is that there is no mention of battle fatigue healing. If battle fatigue takes just as long to heal as it does now, then cutting the time to heal mind/focus/willpower wounds (which already heal much quicker than battle fatigue) is pretty meaningless.



La'lepa Ofo

Master Dancer :: Master Swordswoman :: Force Sensitive
AFKing is not entertaining - support real entertainers

Xyrdre
Sun Jan 30, 2005 1:38 am
#37



Yep, I always thought that ent healing XP came from the amount healed, not the time spent doing so. So, faster healing would mean the same amount of healing XP delivered faster, with the obvious cap of total amount available to heal. So it's not like we'd be getting extra XP, we'd just be getting what we always did in a shorter time span.



But... I'll be asking on the inside now, just to be sure. Enough players have questioned this to make me want to get some verification and second-guess what my own belief has been. As always, more news as I get it.





Deila Karlossi , Blue Glowie of Dancers, and become more powerful than you could possibly imagine...
Xyrdre
Sun Jan 30, 2005 6:16 am
#38



Healing XP for mind wound healing also now appears to be increased.



Preliminary testing tonight showed a 1:1 XP ratio for mind wound healing (further testing would be required to break down between primary and secondary stats, if there is a difference), and often included a 100 or more XP gain on the first tick alone. This occured with a test audience member /tenddamaging up some mind wounds, then listening to a novice entertainer play music, as well as following the same prep then watching a master dancer.



All three entertainers in our test group (two novice ents, one master dancer)received identical healing XP amountson all ticks.





Deila Karlossi , Blue Glowie of Dancers, and become more powerful than you could possibly imagine...
Else-Whira
Sun Jan 30, 2005 10:13 am
#39

Hey Sirii, who are you to call me an AFKer or a crappy dancer that ignores everyone who walks through the door just because I don't think people should have to be wounded and battle fatigued as long as they currently are? Seriously. You don't know me, you've never played beside me. I have been a dancer as long or longer than anyone who still posts here and think I know a thing or two about how and what to do as a dancer. I don't agree with you that this is somehow a negative and in anyway going to hurt us. The people that are willing to interact with us now don't need wounds and fatigue for 10 mins just so you have a captive audience. They are going to interact with you no matter how long it takes for the actual healing.

The sky is not falling. Taking a little of the down time associated with our profession is not gointg to hurt us it's going to get the people who realy do not want to interact with us up and out the door in the ammount of time that doesn't leave them frustrated and looking to put that anger on a another player (most often us).

I know it's easy to say that anyone who doesn't agree with you is one kind of dancer and one type of player. I know you really want to see it as us vs them thing, but it really isn't. Removing down time from the way our profession works isn't going to ruin your game play, you can still ignore everyone around you and treat them like crap because you assume that they are staring at thier experince bar or are so busy talking to each other in group chat that they don't see how great you are as a dancer (see I can throw out generalizations about you too... Doesn't make either of us anywhere near right.)

Maybe a big part of your problem is that you have been in the cantina too long, try playing the other role for a while. Look at the game the other point of view. Things that speed up the game play are never bad. People that only have 20 minutes or an hour to play need every second they can get to have the some fun. If that means I only 30 seconds to entertain someone so be it. I know one of my biggest problems with th role of combatant is the terrible time investment in prep and in wind down after the combat. Taking out the time invested in star port waits, healing down time and enhancing down time means that players who normally wouldn't have the time to go out and kill something might just be able to. This means more players playing, more players needing healing, more players needed crafted items (cause they'll use more if they are out adventuring more) more players taking the time to come in for enhancements. In short, it is good for the economy of the game which means it is good for us.





Colonel Else Whira - Entertainer and Ace Pilot

Kallie - Trader (structures)


Caution! Reading my posts can lead to this.
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