Dancer Archive

Thread: Poll: Lore Missions

Kitachiira
Thu Jul 15, 2004 1:36 pm
#27






Utess wrote:


I understand the idea here now. We are Entertainers. The overall goal of our profession is to entertain players. This would be a set of tools allowing us to do just that. We would be able to create missions with RP story lines and goals, and the game system itself would handle the payouts. And the best thing is we would be able to make profession specific missions.


The reasoning behind our ability to do this is "gossip". While we are entertaining in our cantinas, etc, we are going to "overhear" things. The missions we would create would be based on the information we overheard while dancing. So, an example of this would be:


----------


An imperial commando was overheard talking about his latest assignment by the empire. The poor boy's entire squad was apparantly wiped out by a group of nightsister's while making a prisoner transfer to the Dathomir Imperial prison. He is willing to pay handsomely to anyone who brings back proof that they defeated the group of Nightsister's who killed his squad.


Faction requirement - Imperial

Profession requirement - Commando


Mission Details:

Defeat Nighsister clan at coordinates then

Return to coordinates to speak with Madeupname to receive payment.


-----------


And we would create that. We would have a series of tools that would let us create the story line, any profession of faction requirements, mission requirements, and waypoints for the mission. In other words, we would be able to create missions for players with RP content.



That would fit in with my char really well. I'm all for it. I hope they implement it. This would give me one more reason to look forward to entertaining again.

DanceRulez
Thu Jul 15, 2004 2:45 pm
#28

Ok, ok - I'm starting to get the picture here. I thought you were talking about anyone being able to create these missions, but I guess now that it's just entertainers. Still there are some things that I'm not competely sure about. How much control we have over creating a custom mission? Will they be like current terminal missions? If so, how many people actually take the time to bother reading the purpose behind the mission vs how many people just look at payout and location and sometimes the type of lair? Functionally the mission purpose is completely irrelevant (though frankly I've always wished that they did have some sort of meaning - such as doing missions for certain mission givers would give you higher paying missions from that 'person' or group faction points or something - and I'm not talking about the factioned terminals or any faction you may get from the type of creatures that are the object of the mission - I mean a mission reward in addition to the credits), which would seem to defeat a large part of the purpose of this. Or would we, instead, have some new tools to make more customized and creative types of missions. Could we set it up so a player has to travel to Tat to meet a Rodian informant to give them the mission waypoint on Dath to take out a coven of Nightsisters to retrieve a necklace and return it to a reclusive collector of rare items on Lok (ie. we pick the basic mission elements and create our own story to flesh them out). This type of thing could be interesting if some of the creativity goes into the mission elements. I'm still not convinced that just creating the 'lore' of the mission will mean that much to other players who might just come to us and demand some Krayt dragon mission, and just have it spawn nearby and skip all the story stuff. Though I do know that there would be at least some players who would appreciate the imagination of a creatively designed and detailed mission. Another thing I'm not sure of is how would we know who to target for a certain kind of mission. If I created a mission to take out a nest of rancors, could I assign it to a dancer? How would I know whether to assign a base destruction mission to a commando, a squad leader, or a fencer? Or would it be that I pick a profession and then have mission creation elements that are appropriate for that type of profession? Also would I be able to make a mission more or less difficult - could I tailor it for a group or just an individual? Where would people get these missions? Would they come to me directly to make a mission on the spot or would I create a mission at my leisure and go put it on some nearby terminal? And finally, what's my motivation here? Do I get a commission from the player or from the system when someone takes my missions, or is it just the satisfaction of being considered a 'popular' mission giver in some sense? Sorry for all the questions - even I didn't realize I was going to ask so many.



Shi'ann Dinova
Hot Pink Twi'lek of Mystery

FURY_Chaser
Thu Jul 15, 2004 3:12 pm
#29






kirah_ashlin wrote:



I have a couplepros and cons for this concept.



Pro - it doesn't have to be limited to destroy/deliver missions. If you haven't used the Explorer Mission Terminal, you wouldn't know about the Recon missions, but they can be interesting if you emmerse yourself in the story. You are given a storyline and your goal is simply to go to the waypoint within a certain time frame in order to collect your reward. No true recon about it, but its fun and safe and has a decent payout from an entertainer's perspective. I would like to seeRecon missionsdeveloped more, but I digress.


Pro - it would indeed "make" a name for specific entertainers who create interesting missions. This is a good thing except . . .


Con - we can't control the payout. Think of the Entertainer Mission payouts. If our player created content missionsdo not give out large or interesting payouts this could actually end up causing even more problems between entertainers and the rest of the playerbase.


Con - how often do we really look into the actual storyline of the mission when we do it? Rarely, right? If we, as the more RPing social group don't get emmersed in the storyline they why would we expect the rest of the playerbase to? All they want is the payout, after all.



Message Edited by kirah_ashlin on 07-15-2004 06:07 PM






1st con. 100% agree with you. Is why I proposed that it would have to be equal or greater rewards other than current rewards via missions.


2nd con The Idea isnt writing the story to go into the description of the mission, but explaining it to them in spatial chat.

kirah_ashlin
Thu Jul 15, 2004 3:16 pm
#30






FURY_Chaser wrote:





kirah_ashlin wrote:



I have a couplepros and cons for this concept.



Pro - it doesn't have to be limited to destroy/deliver missions. If you haven't used the Explorer Mission Terminal, you wouldn't know about the Recon missions, but they can be interesting if you emmerse yourself in the story. You are given a storyline and your goal is simply to go to the waypoint within a certain time frame in order to collect your reward. No true recon about it, but its fun and safe and has a decent payout from an entertainer's perspective. I would like to seeRecon missionsdeveloped more, but I digress.


Pro - it would indeed "make" a name for specific entertainers who create interesting missions. This is a good thing except . . .


Con - we can't control the payout. Think of the Entertainer Mission payouts. If our player created content missionsdo not give out large or interesting payouts this could actually end up causing even more problems between entertainers and the rest of the playerbase.


Con - how often do we really look into the actual storyline of the mission when we do it? Rarely, right? If we, as the more RPing social group don't get emmersed in the storyline they why would we expect the rest of the playerbase to? All they want is the payout, after all.



Message Edited by kirah_ashlin on 07-15-2004 06:07 PM






1st con. 100% agree with you. Is why I proposed that it would have to be equal or greater rewards other than current rewards via missions.


2nd con The Idea isnt writing the story to go into the description of the mission, but explaining it to them in spatial chat.






Ah . . . okay. I don't remember seeing that explained before (or my little dancer brain didn't grasp it!)


So, if we are to spatially give the mission, how exactly would it be implimented into the overall mission code?


FURY_Chaser
Thu Jul 15, 2004 3:19 pm
#31

dunno that would be up to the programers, and you guys. Im just the dirty ol fencer who thought this was a good idea
Kitachiira
Thu Jul 15, 2004 3:57 pm
#32






FURY_Chaser wrote:

dunno that would be up to the programers, and you guys. Im just the dirty ol fencer who thought this was a good idea







You're good on the fencer board Fury (my last char was a master fencer so I know) and now you've brought a good idea here.


Yes, there may be lots of details to work out,naturally, but I think the concept is a good one and should be seriously considered for development. If done right, and with some creativity on our part, this has the potential to work.

Esharra
Thu Jul 15, 2004 4:29 pm
#33


I LOVE that this is even being considered, however, I do have some concerns about longterm viability.


First tho, what tickles me about it..


The opportunity to incorporate roleplay in a mission system on a daily basis. The possibility of this leading to additional tools/a user-friendly *in game* interface for creating unique quests that can be incorporated into larger rp events. Great tools would turn quest creation from being something we would be willing to do occassionally for group, guild or player city to something that would be fun to do every day. The possiblity of giving entertainers a more meaningful interaction with the rest of the game.


What brings out my fears..


An interface with a few dropdowns where the quest creator can select one of several possible elements..but it is still a fairly static template along the lines of the hohum missions that can be gotten from the terms now. Lack of uniqueness in the actually playing out of the mission will make it old pretty fast for quest creators as well as the players running the quests.


Group-solo missions. We will be competing against high level payouts. Given the options of a high payout but boring mission or a low payout yet still boring mission..well..we know what they'll choose.


I think a singular quest, independent from others is not going to provide the immersion necessary to compel players to pay attention and get involved..regardless of how good our rp is. Interdependent, multi-part missions would bring a greater level of interest and player interaction.


Example: Player is given a mission where s/he must rescue a moisture farmer's daughter from the 3 tuskens who are holding her captive. Out of gratitude, the farmer's daughter gives the quester a charm from her bracelet. When examined, the charm is engraved with a riddle that once solved sends the quester to speak with a Jawa who won't speak to the quester unless he is a smuggler or has a smuggler grouped with him. Once the Jawa's criteria is met he gives information that leads the players to an NPC battle where the players have to decide which team of yellow dots they are going to side with. The outcome of the battle possibly influencing faction that could sway the missions they would be able to get next time. And of course..decent payout.


The above example would require a greater degree of quest creator intervention in the reward system and certainly much more complex code than it seems is being talked about. But would be workable in the player economy if the quest creator's loot generation was limited to the type of hint item as the daughter's bracelet. I think players are starved for mental challenges, for choices that influence the game and their future in it. The success of the Hermit of Tatooine quests are a prime example of this.


The last thing I want to see is for our missions to be lacking in challenge and boring. I don't want to be asked for a mission, start my well-planned rp and get an eye-rolling response of, "Come on, come on..just give me the mission (buff)."

Message Edited by Esharra on 07-15-2004 06:30 PM



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)


Groovymarlin
Thu Jul 15, 2004 9:21 pm
#34

Why this still worries me...


1. Sounds very development-intensive. For that reason alone I don't see it happening any time soon, if ever. And if it did happen, I'd be bummed if it took away from other stuff that we really want and needlike our bugs fixed, self-buffs, flourishes for all our dances, a buffing interface, etc.


2. I shudder to think of the kind of "interaction" you'll get from the average player. Imagine a bunch of 'leet kiddies' spamming you as soon as you log in at the cantina: "Dood! Rancor mission NOW!" Or leets running through Theed spamming "mission plz! need a mission!" just like they spam for IDs to migrate their stats.


I hope I'm wrong.





La'lepa Ofo

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

QuixoticJedi1
Fri Jul 16, 2004 12:02 am
#35

Conceivably, the same filters that apply to name selection could also be applied to text entered in for custom missions. Meaning, you could not say "Darth Vader's lawn is infested with Worts. Go out and help remove them." since it would screen Vader.



Quix'Otic

Knight Errant of the

Gypsy Court


Groovymarlin
Fri Jul 16, 2004 12:11 am
#36

So I, as a dancer, can create some destroy mission for a commando?




What's the fun in that? Maybe I need to see the whole proposal to understand the mechanics and how the interaction would work, but frankly I'm sick to death of servicing others and getting nothing back for myself (no self-buffs, cantinas filled with spammers, people who despise entertainers and insult us, etc., etc.). Just making up a typical destroy mission and putting it on some terminal wouldn't be fun for me.


When this got discussed at FanFest, in the entertainer panel, people wanted the ability for players to create missions for entertainers. Like the mayor says "we need six musicians and six dancers for a big city party, let me figure out the payout and put it on our mission terminal." We talked about how this could expand to all service-oriented professions (I need a doctor/entertainer/ranger/scout/smuggler etc.). I can sort of see the logic in that.


What level would the entertainer have to be in order to create and grant these missions? If we can create cooler missions than the terminals generate, won't this just be more encouragement for people to create buffbots? But now they'll be buffbot/missionbots?


And if entertainers are the only class that can create these "cool" missions, won't that make everyone else hate us even more? Look what happened when they gave Image Designers the sole ability to migrate stats.


Either I really dislike this concept or I don't understand it at all. A little clarification please.



La'lepa Ofo

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

Kitachiira
Fri Jul 16, 2004 12:24 am
#37








FURY_Chaser wrote:


So if your giving a mission to a commando, it would be commando specific, maybe you overheard a Imperial while in a cantina about a shuttle that would be landing that a rebel commando may want to 'visit'. Or telling that TKM that there has been a guy floating around the cantina's boasting about his fighting skills and been beating all chalengers. To draw attention to this feature I requested that payouts should be matching current payouts from mission terminals






Intriguing idea Fury. I just want to clarify one point, please, if that's alright.


Would we be able to give only faction specific missions if we so choose (not prof specific)? Such as Imperials creating missions for fellowImperials to destroy Rebels. Just like going to an Imp OP to pull missions. Or would it be strictly prof-specific and we could create SOME faction missions.


From my character's view and for RPing purposes, this could be good.


Utess
Fri Jul 16, 2004 12:53 am
#38


I understand the idea here now. We are Entertainers. The overall goal of our profession is to entertain players. This would be a set of tools allowing us to do just that. We would be able to create missions with RP story lines and goals, and the game system itself would handle the payouts. And the best thing is we would be able to make profession specific missions.


The reasoning behind our ability to do this is "gossip". While we are entertaining in our cantinas, etc, we are going to "overhear" things. The missions we would create would be based on the information we overheard while dancing. So, an example of this would be:


----------


An imperial commando was overheard talking about his latest assignment by the empire. The poor boy's entire squad was apparantly wiped out by a group of nightsister's while making a prisoner transfer to the Dathomir Imperial prison. He is willing to pay handsomely to anyone who brings back proof that they defeated the group of Nightsister's who killed his squad.


Faction requirement - Imperial

Profession requirement - Commando


Mission Details:

Defeat Nighsister clan at coordinates then

Return to coordinates to speak with Madeupname to receive payment.


-----------


And we would create that. We would have a series of tools that would let us create the story line, any profession of faction requirements, mission requirements, and waypoints for the mission. In other words, we would be able to create missions for players with RP content. Another example of this might be:


-----------


A Bothan architect by the name of Madeupname2 was talking in Bestine Cantina today about his failing business. Apparantly he is in desperate need of 10 more wall sections in order to complete his latest architectural masterpiece. He is out of materials to make these on his own, but would be willing to pay well if someone were to offer him some.


Faction requirement - none

Profession requirement - Architect


Mission details:

Give 10 wall sections to Madeupname2 at for payment.


----------


And we would make all of these. The only thing we wouldn't control is the actual payout of the mission. That would be something done by the game. Everything else would be in our hands. It is something totally new for this game, and it does fit our role as entertainers both from a "fictional explaination" and the overall goal of our profession, to Entertain players.


I think its something totally different, and could be pretty interesting. I'm for it


Edit: By the way, I get the impression that this isn't simply a "Dancer specific" add. This is something they would add on to the Entertainer profession itself. So, since we have to have Entertainer to be a dancer , it would impact us as well, which is why we are being asked about it here

Message Edited by Utess on 07-15-200403:55 PM

Message Edited by Utess on 07-15-2004 03:56 PM



________________________________

'Tess

- Utess Pero: Master Entertainer, Master Dancer, Master Musician, ID
- Andria Pasretti: Master Artisan, Master Merchant, Teras Kasi Master
- Tatiyana Karkuf: Master Medic, Master Combat Medic, Master Doctor
Vorpaks
Fri Jul 16, 2004 12:54 am
#39

I love this idea. It would be so much easier to create fun events for the guild and or city. Heck, its almost like another crafting profession. You are crafting stories and content instead of physical items. We don't need to rely on the developers to give us fun things to do, we can create them ourselves. And compete for who has the best quests. This sounds awesome!!



Paks
Master Ranger/Master Creature Handler
-I support ATK play

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