Dancer Archive

Thread: Cool Non-Combat Buff Ideas

Shaizann
Mon Jul 04, 2005 7:54 pm
#66


Til, you're putting alot of faith in the average MMO players capacity for patience. It's just not there, and I submit that the player would probably move on in some cases. I'm of the opinion that if you've Mastered a profession then it follows you should be able to do all the basic things any practioner of that profession should be able to do. I consider the color pallets to be pretty central to both ID and Tailor (among other professions) so I'd hate for them to have to be considered 'incomplete' by average MMO player standards due totheir buff runnign out at an in opprotune moment.


Thatsaid, non 'core capability' typeenhancments for non-combat professions I can get behind. In fact, i don't think I could add to this thread'sideas. I'd like to detach us as much as possible from enhancement of combat functionality.



Shailas V. Zann
Elder Grand Master Entertainer



"Guess what!?! I gotta fever!....And the only prescription is more cowbell."
--Qilue-UCW--
Mon Jul 04, 2005 7:59 pm
#67






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!!


I would like to see a buff that lets craftersapply colors to items that normally have a very limited color selection, like gloves, robes and boots, and armor.


Ithink this "expanded" color pallet sould work more like a level boost.. if your a novice Tailor it will allow you to make items in a color higher then your skill level allows.



Signed, Kyo'nne Ilhar'dro
K
airn Medical Regiment, Chief Medic
T
aeor Quartermaster

"I want to find something I've wanted all along... Somewhere I belong"

~ J'inx
[Bria] ~ Kaji'ra [Starsider] ~ Qilue [Corbantis] ~ Bell'an [Valcyn] ~

Esharra
Mon Jul 04, 2005 8:03 pm
#68

I can't say that I'm in favor of forced interdependency, whether it be for tailors or riflemen. So if any advantage is considered a competitive edge (this statement,I agree with), regardless of whether you are talking about combat or crafting and if crafters no more want to be burdened with having to spend time with an entertainer in order to have that edge than a combatter would, whatdo you guys think would not end upqualifying asforced interdependency?



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)


Ani_cul
Mon Jul 04, 2005 8:17 pm
#69

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.


*ok ok going to eat some icecream or something, I am getting all chatty here.



stop looking at me
lammergeier
Mon Jul 04, 2005 8:37 pm
#70



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.



---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

-------------------------------lammergeier tracker
lammergeier
Mon Jul 04, 2005 8:56 pm
#71



--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.



---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

-------------------------------lammergeier tracker
Tralmek
Mon Jul 04, 2005 11:13 pm
#72



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?




Feeling no connection with the Force since 2003
*feels an outer glow*. The HAWT side is with me
Have a question? Read the Stickies!
Remember: Only YOU can prevent forum fires
!
Official AFKophobe


lammergeier
Tue Jul 05, 2005 1:41 am
#73



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).



---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

-------------------------------lammergeier tracker
Panthu
Tue Jul 05, 2005 1:54 am
#74






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






I'm sure combat players would like to have their Doc Buffs not be Doc Buffs at all, but just stat mods they earned through their skills. They can't spam specials anymore with out an Adrenalin Boost. They can stim themselves, but not for as much as a Doctor can heal them. I'm sure they'd like to have that ability for themselves. SLs, CMs, anyone else whose main role is combat support, they all increase the main combat profs' abilities.


The prof getting supported is being rewarded forinteracting with other players by having their own abilities extended. I play support classes pretty much exclusively in all games: healers, mezzers, and support pet classes. I like "helping" people, but you could very easily say the things I enjoy doing in a game for others they would be better off doing for themselves.


With out this setup though, with out the Devs allowing me to extend these people's gameplay giving me my own playstyle, I have no game. It is in these players best interest to let me do for them, because the Devs are not giving them these features on their own. They are being rewarded for giving a whole other set of players a playstyle.


This is a role playing game. With out this setup of roles and duties, we are left with a First Person Shooter.



Now for the first time ever that I can think of, a Dev team has shown some interest in providing a support layer for tradeskill professions. That's huge for crafters, that means you have enough legitimate gameplay on your own to warrant a whole support system underneath you where players play just to enhance your game.



We have some things in the game already that act as crafter support:

BEs are really crafter support with their tissue line, but they've always also made creatures for CHs and now do all the crafting support for Medics

DEs make crafting droids that most crafters won't do with out, but they also make medical and combat droids, storage, ent, etc.

Smugglers modify weapons and armor in the post production phase, but this certainly isn't what Smugglers are all about

Tailors and Chefs enhance with their items and can do some things for other crafters, but the bulk of their enhancements are for combat


You can't do any of the above with out using these professions, these aren't innate abilities you are given by training up in your craft... but none of these professions have their whole gameplay justified just by supporting non-combat. Not a darned one. We Ents would be the first support class ever to warrant a whole playstyle just for non-combat. Can you not see how much that legitimizes tradeskill profs as a valid stand alone playstyle? Can you not see how many options this opens up for you?


Now not only will the Devs be supporting your playstyle with additions to the game, they will also be supporting a whole other group of players by giving you new options. The Devs currently have no motivation to increase crafter playability. You guys are trucking along fine with the items you can make now, that's why we have so many crafters in this game - the crafter set up works already.


They have no need to give you anything else, but if it's to create gameplay for a whole other group of players? Sure, that's Dev incentive to come up with some new crafter goodies.Giving more players access to a role they can behappy playing out meansa larger playerbase - more money for the game - that's pretty strong incentive to work on new things. Just making more stuff for players you already have? Eh, not so much incentive.




P A N T H U Y GlitterUsagi
M i n d B o d y S p i r i t
Dancer ImageDesigner Doc

Juny
Tue Jul 05, 2005 4:41 am
#75


Here is my favorites what I like to see in game.


-Holo effects for pet
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.


-Hair/Skin color change by action
When starting fight or entertain, his/har hair or skin color change to any what you like to change.


-Decoy holo
Use for PvP, would be more strategic for the fight.


-Extend time for event item
If jukebox was rent by entertainer, give entend time to disappear!


-Remove form BH termina for jedi while watching/listen.
Jedi needssome rest!


-Group effects
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.


-Small game stand
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.


-Mando gun
its like sword stick for musician or prop for entertainer, Thats one for who took combat as second proffesional.


-Fill stomach buff
Good song and dance help to eat more!




junea quinbee
centerfold of galaxy girls 2004 / Mayflo Honibe
shopping mall c r a z y b a n t h a
http://www.geocities.com/cbantha/
- Life Style and Home Furnishings, Mos Espa, Tatooin, Flurry -

NeillM
Tue Jul 05, 2005 7:29 am
#76






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.





Maybe we could buff BEs so that the chance of a success with no negative consequences is much greater?



- Neeill Orkaorchi, Elder Entertainer/Elder Musician, Intrepid
- Nai'ren, Trader, Intrepid
- ATK and enjoy your day

Drop Off Vendor: FOE Canyon, Talus (4408, 2199)

Arrogance is unavoidable. The trick is to find an arrogance you can live with
Doriana
Tue Jul 05, 2005 8:27 am
#77

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.




Doriana | Anabelle

Elder MasterDancer | (sensor hibernating)

-I support ATK people and playstyles.



--Qilue-UCW--
Tue Jul 05, 2005 11:00 am
#78






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.





Mmm.. Yea... kinda like mask scent, only it makes you look stronger and more buff to scare off creatures and NPCS. COuld scale that to the level of the ent.. and once you are master Dancer/Musician you could make a player look as "buff" as sommone who is Cl 50





Signed, Kyo'nne Ilhar'dro
K
airn Medical Regiment, Chief Medic
T
aeor Quartermaster

"I want to find something I've wanted all along... Somewhere I belong"

~ J'inx
[Bria] ~ Kaji'ra [Starsider] ~ Qilue [Corbantis] ~ Bell'an [Valcyn] ~

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