Dancer Archive
Thread: Cool Non-Combat Buff Ideas
NeillM wrote:
I thought blaster colour was now supposed to tell us what type of damage a weapon was doing? They may not want to let players change that to disguise the damage type. Letting them chnge the colour of the gun itself might be kinda cool though.
Sign me up for a blaster in Purple!!
That would be my biggest concern Esharra
I refuse to ackowledge AFK people so as a Tailor playing random hours
I would have to watch those things to get a buff when none are online performing for a color?
Nope not me
And customers are fickle, They will say "w/e I'll go to so and so since you ain't buffed"
Trust me, two yrs of being a Tailor it is guaranteed that will happen.
I want to see more fun and interactions rather then buffs being a required thing.
Noone should have to do anything
I like some of the things I saw on a few of the lists, and wouldn't mind seeing temprary SEA abiltys being granted
but at no time should we say we have to have it...thatwould bringback the bots in my opinion.
Yeah ya know, let the performer have list to choose to apply for there buffing, so it encourages ATK and interaction.
Let SEA mods be buffable, that would be nice, Performer level applies mod of +5-+20
But please do not make anything required to perform your own trades/professions greater functions.
If we want to play this game as a community it has to be volentary, not forced.
deHenares wrote:
Hello there,
since we are just brainstorming a couple of ideas:
Bio-Engineer love:
* enhance DNA-sampling, maybe enhance the chance of success or the quality of the sample
* better results for pet-crafting
(Well, a real BE might say it better but BEs need some love)
not to shoot these ideas down, but...
a DNA sample of 'higher' quality doesn't always improve the clone. the stats on DNA GENERALLY improve with increased quality... but better stats can push a clone beyond an effective CL during crafting. BioE cloning is much more formulaic than it has ever been (see dorelli and namessiah's work towards this over on the BioE forum), but it still requires a skillful blend of 'good' and 'bad' DNA to make the best clones. and luck. and prayer.
higher chances of 'success' also cause problems. as a BioE progresses in 'DNA sampling', the process of sampling becomes MORE dangerous, not less dangerous. since a nBioE has 'safer options': sample success, sample fail, and sample success with creature kill... while a mBioE has addition, less 'safe', options: sample success, sample fail, sample success with aggro, sample fail with aggro, and OCCASIONALLY sample success with creature kill... the DNA skill offers a slight increase in the STATS of the DNA sampled (through better 'quality'), while offering substantial additional risks as skill increases.
'better results for pet crafting'... this is a tricky one to deal with. already, many 'good clones' come from failures during experimentation, or by NOT experimenting fully. more experimentation points, or better assembly rolls, don't immediately equate to better clones.
BioE cloning is terribly thorny, even in the "Cloning Lite" version post-p17. I'd like to offer a substantive list of 'useful' buffs for BioE's, but other than increased base CL, massive /maskscent or /camo benefits (and by 'massive', I mean "enough to overcome the problems inherent in the CL system")... I'm drawing a blank.
I appreciate the support for BioE love, but with the current critical issues facing the profession, I'm working with a 'wait and see' mindset, and hoping that some quick fixes will let us focus on what COULD be, rather than what SHOULD be, but ISN'T.
--Qilue-UCW-- wrote:
lammergeier wrote:
higher chances of 'success' also cause problems. as a BioE progresses in 'DNA sampling', the process of sampling becomes MORE dangerous, not less dangerous. since a nBioE has 'safer options': sample success, sample fail, and sample success with creature kill... while a mBioE has addition, less 'safe', options: sample success, sample fail, sample success with aggro, sample fail with aggro, and OCCASIONALLY sample success with creature kill... the DNA skill offers a slight increase in the STATS of the DNA sampled (through better 'quality'), while offering substantial additional risks as skill increases.
So, your saying that you could not buff a BE's sucess rate?
I'm saying that you COULD, but if you did it by boosting the "DNA sampling" skillmod, you'd run into the problems already faced by mBioE's. since a higher skillmod increases quality slightly, and decreases survivability somewhat dramatically, you'd be offering a dubious benefit.
lammergeier wrote:
--Qilue-UCW-- wrote:
lammergeier wrote:
higher chances of 'success' also cause problems. as a BioE progresses in 'DNA sampling', the process of sampling becomes MORE dangerous, not less dangerous. since a nBioE has 'safer options': sample success, sample fail, and sample success with creature kill... while a mBioE has addition, less 'safe', options: sample success, sample fail, sample success with aggro, sample fail with aggro, and OCCASIONALLY sample success with creature kill... the DNA skill offers a slight increase in the STATS of the DNA sampled (through better 'quality'), while offering substantial additional risks as skill increases.
So, your saying that you could not buff a BE's sucess rate?
I'm saying that you COULD, but if you did it by boosting the "DNA sampling" skillmod, you'd run into the problems already faced by mBioE's. since a higher skillmod increases quality slightly, and decreases survivability somewhat dramatically, you'd be offering a dubious benefit.
What ways do you see for Entertainers to Inspire Bio Engineers in a useful fashion that wouldn't have the potential of raising the risk to the BE?
Tralmek wrote:
What ways do you see for Entertainers to Inspire Bio Engineers in a useful fashion that wouldn't have the potential of raising the risk to the BE?
that's the problem I'm having...
DNA sampling 'help' isn't as helpful as it might seem... and is an issue I've noted in the forum, and in reports to the devs.
similarly, crafting (of clones) isn't helped by assembly and experimentation like other crafting professions are.
the things that BioE's need right now? unfortunately, they need CL. they need better mob avoidance (maskscent or camo, or CL). unfortunately, these are essentially 'combat buffs'.
as far as med crafting (and tissue crafting, when it is fixed)... BioE's need the same things other crafters need. and a vendor. and the ability to survey. with the current 12-point-or-bust economy, however, I don't know that such requests are realistic.
it's the cloning aspect of BioE, DNA sampling included, that is... troublesome.
I'm still wracking my brain for a better answer... and I'm still drawing a blank. I just don't want to see 'buffs' implemented for BioE's that provide a dubious benefit.
I'd like to see a few things fixed for BioE, buff-wise or not: experimentable clone size (currently tied to CL, which makes banthas, cu pas, kaadu, etc unavailable as nonCH clone mounts); a better color palette for clones (which doesn't currently stick on some skins, another bug); more clone skins (which would likely be better offered from quests or somesuch, rather than buffs).
Ani_cul wrote:
*sigh* I had all these ideas in my head but as I started posting to explain them, they fell apart.
Why? because all the things I would as buff bonus' I would truely perfer to be in the profession anyways
For example, When they attaking, angry face holo effects on head. Hug and feed them then smile mark. You can see what pet thinking by holo.
When starting fight or entertain, his/har hair or skin color change to any what you like to change.
Use for PvP, would be more strategic for the fight.
If jukebox was rent by entertainer, give entend time to disappear!
Jedi needssome rest!
If 8 entertainer in group, you can make some nice effects likes call blue elephant musician (im forget his name X) ) or some flashy effects, or if they can hit same effects with good timing, they call the effects.
Its Narlagon type device, call it anywhere. you can do mini game with another player for card game and such, or you can be game dealer. Also Flower stand would be cute. Also mini bazzar stand to help to sale items.
its like sword stick for musician or prop for entertainer, Thats one for who took combat as second proffesional.
Good song and dance help to eat more!
lammergeier wrote:
higher chances of 'success' also cause problems. as a BioE progresses in 'DNA sampling', the process of sampling becomes MORE dangerous, not less dangerous. since a nBioE has 'safer options': sample success, sample fail, and sample success with creature kill... while a mBioE has addition, less 'safe', options: sample success, sample fail, sample success with aggro, sample fail with aggro, and OCCASIONALLY sample success with creature kill... the DNA skill offers a slight increase in the STATS of the DNA sampled (through better 'quality'), while offering substantial additional risks as skill increases.
Temporary buff of, say, 14 to CL up to a max of CL54, geared towards entertainers and crafters who need to survi ve outside to check harvesters/travel to meet people/etc., but not enough to matter to people with a combat profession template.
Doriana wrote:
This is one of those borderline combat related things but:
Temporary buff of, say, 14 to CL up to a max of CL54, geared towards entertainers and crafters who need to survi ve outside to check harvesters/travel to meet people/etc., but not enough to matter to people with a combat profession template.