Dancer Archive
Thread: Poll: BF Ranger/Scout Camps
Vorpaks
Wed Aug 04, 2004 8:38 am
#53
/wince at Warryyr
Actually we have noticed a spike in the Ranger population directly related to the Jedi trials. People are buying alternate accounts to go Ranger and track those elusive animals for their quests.
But at least these "Ranger bots" are always atk and their cries might actually get us an improved tracking system one day.
Actually we have noticed a spike in the Ranger population directly related to the Jedi trials. People are buying alternate accounts to go Ranger and track those elusive animals for their quests.
But at least these "Ranger bots" are always atk and their cries might actually get us an improved tracking system one day.
DarkY0da
Wed Aug 04, 2004 9:59 am
#54
Why vote for option 1 when 2 helps rangers out and can give those of us a that want a better chance at getting out of the cantina and still be able to do support with healing/buffs ?
That being said Why don't Cantinas freakin heal bf ? I thought they were supposed to but I keep hearing people complain that they don't.. Uhh is this working or not ?
Shyloche
Wed Aug 04, 2004 10:58 am
#55
I vote for option 2. I think though, that the highest ranger camp should funcion either exactly like a cantina or close to it, with each lower camp beingdecreasingly less effective than a cantina, but working the same way.
StikerRunningfly
Wed Aug 04, 2004 11:24 am
#56
DarkY0da wrote:
Why vote for option 1 when 2 helps rangers out and can give those of us a that want a better chance at getting out of the cantina and still be able to do support with healing/buffs ?
That being said Why don't Cantinas freakin heal bf ? I thought they were supposed to but I keep hearing people complain that they don't.. Uhh is this working or not ?
Because it's not the cantinas that auto heal BF. It's player city medical centers that do that. It only heals 3 BF every few minutes, but it IS auto healing BF. For the person who just needs a quick refresh, a PC med center is a good place to go. Then those who need actual healing for the BF can go visit an entertainer. The reason why it's such a big concern is because BF is the only thing that can not be self healed through the use of TK meditation, which most of the FOTM |_33t d00Ds have anyway. I don't really understand what the big deal is anyway. I often play my combat toons during off-peak hours and usually have no problem finding a few live entertainers.
Lesia
Thu Aug 05, 2004 11:12 am
#57
Isupport the lesser of the two evils #2.
I hope very cautious consideration is taken before implementing either of these ideas. My fear is that infield bf healing could make cantinas nearlyobsolete. And I certainly don't want to hear people complain that they can't find an entertainer because they're all out on hunts. If less bf healing isperformed in cantinas then it will beharder for new entertainers to get healing exp.
Yes, there are definitely positive points, such as for PvP and that entertainers will be wanted in groups (though I suspect many of the former buff vendors will just be set up in group camps). Not including entertainers as part of the bfhealing processwould be far worse.
We just got over one hurdle, we don't want to set ourselves up for another.
NewJedi
Thu Aug 05, 2004 6:45 pm
#58
I agree with Lesia: I'm nervous about both options because they jeopardize the cantina. On the other hand, I like the idea of giving Rnager a little help.I'll go ahead and poll Musicians to see what they think.
Angelstars77
Thu Aug 05, 2004 9:34 pm
#59
It's iffy. It can hurt and help at the same time. If I must chooseI choose..
Option 2
I think it could have the -3 bf every cycle which is about what 5-10 min? That would be ok. If a ranger wants to sit in his tent and heal say100 bf? He or she can be my guest. That sounds very boring to me. hehe Yet no matter what tent it is it should never heal more then 3 bf.
Corbasus
Fri Aug 06, 2004 12:24 am
#60
I vote for option 2. It would be nice for us entertainers to get some fresh air for a change.
I don't understand why entertainers can't heal BF in camps already. A lot of beta testers (me included) suggested that already during beta. Can't remember exactlywhy it was rejected, but I remember that I thought the reason wasn't very convincing.
Fa'Esk Pa'Em - Master Dancer, Teräs Käsi Master
Inkanissen
Fri Aug 06, 2004 4:40 am
#61
Option #2, but only the highest level Ranger camp. There has to be a reason to get that Ranger camping box, camps hardly use any resources to make so pick the one that requires the most resources. I does offer crafting stations, so adding a small stage would seem fair enough. But a stage effect for BF heal in a camp with a tent and one chair (Nov Scout camp) - no way.
Xyrdre
Fri Aug 06, 2004 5:38 am
#62
I'm chiming in late on this thread, as I wished to consider things very carefully before speaking.
Perhaps neither of the two options are really the 'best' choice. Not by themselves, anyway.
Has the idea been considered yet that perhaps BF is accumulating too rapidly, now that the gaming environment has changed so dramatically from the way things were at release?
There are a lot of combat players going after the higher-level content now. Krayt hunting has been all-too important for supplying Jedi with pearls. There are regular Giant Dune Kimogliahunts chasing down the elusive RIS armor component scales. The proliferation and mass-production of theSuper Battle Droidin so much of the newer content involved in the game is well known. And the BF is skyrocketing as a result of players going after this higher-end content. Is it just possible that as the game has moved up into the reaches of these more extreme battle conditions that we've seen the math break down regarding the rates at which those high levels of BF are being reached? Perhaps the calculations of how much, and how quickly,BF is accumulating is no longer appropriate for the gaming environment.
I put this idea forth because in my personal experience in design/development of games, one of the things I always considered was the rates and frequencies that I wanted things to occur, on average, and design my systems to bring that play experience into reality for the player. At the end of the day, it comes down to this... is the system supportive of the intended pace of gameplay?
The example here would be,if designing a BF accrual system, I'd look at the average stuff that players were doing (what they were out hunting), figure out about how often I would think they should have to come in and regroup/reset (how many hours of combat play seemed appropriate before setting in some cantina time), and look then at kind of dividing out the amounts of damage combat players were likely to take in the given time period that I thought they should be able to stay in the field before heading back in. That would then determine for my system how much BF comes from combat, essentially averaged out per point of damage taken.
But now, it seems, that players are getting into much higher levels ofMOBs than they were when the BF system initially was instated, and t's not the Bone Armor Warriors anymore. They have the weapons and armor developed to go after much nastier adversaries. They have the buffs to do so. And those really high-level MOBs have been added in with all the new content all along the way. Has the BF accrual rate been pro-rated to accomodate this high-level play? Not that I've seen.
I was along with a small group killing GDK's yesterday (2 TKM's and 2 master rifles (myself as one)to do the job), and the TKM's had accumulated over 750 BF in far less time than their buffs existed. We actually did have to stop in less than a 3 hour time period, and run off to a nearby town to take care of BF mid-hunt.
I can well sympathize with a combat player under these conditions - 750 BF in around 2 hours of gameplay, then with the chance that the only way they can clear that BF is to spend at least as much time sitting in a cantina autohealing than they were playing the game to get that BF in the first place. And that's not good game design. Or rather, in this case it's more of a situation where I think that one part of the game system has not evolved correctly with other parts of the game system, and now leaves an imbalance. It's happened before, and will happen again... it's the nature of systems.
Before I'd look at ways to replace professions' roles of interdependency with other players by allowing BF healing to occur in camps, I'd look at the actual effects of an old and possibly outdatedBF accrual system within avery changed playingenvironment. No matter how the math goes at BF accrual, there is always the direct look at the ratio of how much combatgame play time is intended to be 'permissable' before one has to come on in to reset in the cantina. That, I think, may well be the cause of the problem... finding alternate BF healing methods I think treats the symptom, and may end up doing more harm than good.
Zimmarie
Sun Aug 08, 2004 7:42 am
#64
oops sorry fingers hit the wrong button
Anyhow this second option is something we def did ask for in beta and since roll out as well. My reason for wanting it is that I am a "camp follower". It makes perfect sense that ent can heal in the field esp if they are travelling with their families.
LuLa Luvlee Y'da
Master Dancer --never have changed this profession
Eclipse
lifelessdroid
Sun Aug 08, 2004 9:34 am
#65
I say let entertainers heal in camps. I remember before vehicles and before everyone got in such a damn hurry. We would run out in groups of 5 or 6 and kill mountain worts and squils. We had melee guys tanking, ranged guys healing and medics tended to the hurt and the incapped. SWG as it was originally intented. We use to camp to heal and to socialize, and i would dance. I think I may be alittle nostalgic, but i miss that. If entertainers can heal in camps it might bring back alittle of the old days and make camps a social place instead of another ranger grind.