Dancer Archive
Thread: Buffs-what is wrong with Ents!?
The core problem is, entertainers are at the bottom of the heap in terms of developer attention and effort. We can't even get them to communicate with us, never mind enhance our gameplay or abilities.
Apathy.
Agree Agree Agree,
There are problems with the way it works. Being able to buff one stat does not exactly put you in demand. Add to that the times it takes. Add to that the fact that alot of players would rather by food (because they have tons of credits) for a shorter and lower buff.
Even with the 3+ mins buff it still takes time, and even then you have know idea if A) it will work and B) how long it will last.
And one more thing while I'm at it. Self-buff? I find it ironic that I'm the only one in my hunting groups without a mind buff, and guess who gets mind incapped?
So now I'm an alcoholic dancer. Better than a drug addict dancer I guess.
/rantoff
Ela
put your hands together! a drug addicted alcoholic dancer is the best
Olaca wrote:
So now I'm an alcoholic dancer. Better than a drug addict dancer I guess.
My guess is, the reason it works this way is because there is no "expense" (as the developers measure it, and most players, in fact) to giving the dancer buff. There are no components to get, and there is no experimentation to do. You can't "critical fail" on the final step of crafting your song, for instance. The only "cost" is time, and time spent flourshing affects the duration of the buff, not its intensity.
Maybe that is a mistake. I'm not sure how doctor buffs work... I never pay attention to exactly how long they last. Is it the case that buffs always last 2 hours, and that the quality of the buff resides in its amount, not its duration (e.g, +100 for 2 hours vs. +1700 or something)? If so then maybe dancers should be the same. Instead of a fixed buff amount (+X%) based on tech skill and a variable duration based on flourishing (the dance equivalent of crafting), perhaps we should always give a 2 hour buff, but the amount of the buff should vary based on (a) your skill level, (b) the level of the dance, and (c) the "quality" or duration of the flourishing. Now (c) will be hard but even if you punt and call it "amount" of flourishing (duration, number of total flourishes done, etc) it would work.
The formula:
Buff amount = 1 point * (boxes of Tech) * ( dance level) per flourish
"Level" is the # of boxes above Novice Entertainer you are. So,
Basic 1 = Level 1
Formal = Level 5
Popular1 = level 6
Lyrical = level 10
Exotic3 = level 11
Let me give some examples.
Dancer #1 is a Novice dancer, with Popular 1 as her highest dance, and 1 tech box. The current way, this would give a +25% buff for 2 hours only if she danced popular1 for probably 10 minutes (NOT for 8 minutes... that is only for exotic and lyrical2 -- the highest dances). The new way: the duration of the buff would be 2 hours. The amount of the buff would be computed as follows:
Buff amount (per flourish) = 1 stat point * 1 tech box * level 6 dance = 6 points/flo
This would take 10 flourishes to get a +60 buff, 100 to get a +600 buff, and so on. For those wondering, 100 flourishes of popular 1 is about 1200 seconds, or 20 minutes. Yeah, this dancer would take a long time to buff you. But she's a beginner.
Dancer #2 is a Master Dancer. Thus she has 5 "tech levels", and let's say she dances Exotic 3. This would be "maximum buffing" and it would do as follows:
Buff amount (per flourish) = 1 pt * 5 tech boxes * level 11 dance = +55 buff per flourish.
This master dancer could apply a +600 buff in 12 flourishes, or about 3 minutes... And if you watched longer, you'd get +1200, +1800... etc.
Either buff would last you 2 hours, and you would not be able to "stack" the buffs on top of each other. But this way it would work more like a doctor. They'd need to cap the bonus at some level -- which, I assume, they do for doctor buffs also (there must be some upper limit based on perfect-quality resources, master doctor skill, and amazing successes in experimentation, that cannot be exceeded).
I think this would work better than the current system, where the amount is static and the thing that varies is the time duration. Much better is having the duration be static and the variable thing be the amount of the buff.
This would enhance the roleplay as well, I would think. I mean think about it... Imagine you give +50 pts per flourish and do 10 flourishes, giving +500. The guy watching wants +1000, so he tips you some money and says, "Please keep dancing for me honey... I love the way you look." So you keep dancing and he gets even a bigger endorphin rush.
C
I could get my mind(and its secondaries)to astronomically levels with dancer buffs, musician buffs, vasarian brandy, vasarian canape, migrated human stats to all mind(and its secondaries), and muon gold.
Oh and powerboost also if I still had TKA.
<=== is a holo grinder, so what? I love when people see themselves as high and mighty just cause they don't wish to grind out professions. I wouldn't do it either if I didn't have to, don't blame me, blame sony for making the system. I wouldn't have touched any entertainer profession with a 10 foot pole if I could avoid it in my search for FSCS, I find them boring.... and no I don't want to stare at a screen while all that stuff happens, get a buff go afk and get it over with, small price to pay to get to play the class i actually want. Anyway, reason why entertainer buffs don't appeal to people is because of the time consumption, everyone knows that.
Oh and don't blame the holo grinders, I've tried to get buffs from long time entertainers, and they either look at you like you're stupid, or they simply don't respond when you ask them for an enhancement. I recall offering 12k once for a dancer mind buff, every master dancer in the cantina just ignored me and continued talking. After a while people can take a hint, put up with that or geta case of brandy and some muon and go on your merry way. Docs aren't innocent of this either, I've seen some complain about credits and such, and when you ask them for an enhancement they act like they haven't the time of day for you.
Chessack wrote:
Well....
My guess is, the reason it works this way is because there is no "expense" (as the developers measure it, and most players, in fact) to giving the dancer buff. There are no components to get, and there is no experimentation to do. You can't "critical fail" on the final step of crafting your song, for instance. The only "cost" is time, and time spent flourshing affects the duration of the buff, not its intensity.
Ultimately, the only cost for anything in games such as SWG is... time. Whether that time is spentin actually applying the buff (entertainer) or in gathering the components and/or buying them and manufacturing the buff (doctor) is irrelevant.
darksithmage wrote:
I recall offering 12k once for a dancer mind buff, every master dancer in the cantina just ignored me and continued talking.