Dancer Archive
Thread: Interesting idea to revamp the buff process
Page 1 of 3
Utess
Wed Aug 25, 2004 4:22 pm
#1
I was just doing some random thinking and had this idea:
What if we just have a dance and music "charge" box. Here is how it would work:
1) For x number of flourishes(or minutes dancing, not sure which would be best) you increase your buff charge by one. You can have, say, up to 20 charges(a full group)
2) Whenever you want to buff someone, you just target them and use a radial command, or just type /buff, and you spend one charge and instantly buff the person.
Musicians would work just the same way. Only they would only spend the 1 charge to buff both secondaries at once just like they do now.
The advantages of this system:
- It is really simple. Docs spend time crafting to make buff packs with charges. We just spend x amount of time dancing to store up a charge.
- It puts us in control of the buffs.
- It makes it simple to apply a buff.
- And finally, we can store up charges ahead of time so we can do things like instantly buff a group of 20 at once without them waiting.
It would make everyone happy, be simple to implement without any fancy UIs, foolproof, and put things under our control.
Aleyo
Wed Aug 25, 2004 4:26 pm
#3
Me likey.. creates a cost, does not create a crafting profession
.
Utess
Wed Aug 25, 2004 4:45 pm
#4
Oh, and the devs wouldn't have to make any UI's for this either. A UI later would be nice. But in the short term they could just give us a /checkbuff command that just gives us a system message saying how many charges we have left. Then just give us a system message whenever we build up a new charge or spend one on a buff.
It can be totally UI free, so they can't use that as an excuse
hehe
Isabow
Wed Aug 25, 2004 4:57 pm
#5
Oh, yeah! I could definitely go for this idea! and group buffs! That would be cool especially if you threw them up in the air and they landed like little shimmer sparkles on people 
Panthu
Wed Aug 25, 2004 4:58 pm
#6
I'm a huge supporter of the visual effect buff!
Isabow wrote:
Oh, yeah! I could definitely go for this idea! and group buffs! That would be cool especially if you threw them up in the air and they landed like little shimmer sparkles on people![]()
Utess
Wed Aug 25, 2004 5:26 pm
#7
Ooh, that would be neat too. And Panthu, this could go hand in hand with your area of effect buffing idea. If we store up, say a full 20 charges, we could do an /areabuff that buffs 20 people within our radius and expends all the charges.
If there are less than 20 people, we would still use up all the charges for the area buff. That would just be the cost to use it.
Using this system, I can't see why the devs couldn't finally let us buff ourselves either. We just build up a charge, target ourselves, then apply the buff 
I mean this basically works just like doc buffing, only instead of resources and crafting, we spend time to build up our charges. The nice thing about this system though is we can build up the charges ahead of time just like doctors make their packs ahead of time too. So we can buff several people quickly without them waitingbefore having to take a break and dance again to charge back up.
Message Edited by Utess on 08-25-2004 08:28 PM
Aleyo
Wed Aug 25, 2004 9:59 pm
#8
Another beautiful thing about this is that it enables competition but somewhat holds back monopolies. Let's say there's high traffic some time. There may be an entertainer who uses tactics like standing in the entryway instead of the cantina, is very aggressive with advertising the buffs, and thus gets most of business a lot of the time. However, if this entertainer happens to not be charged up, there are likely other entertainers in the cantina more than happy to use their charges. I hardly think the first entertainer would get angry because the people didn't want to wait for the build-up again. It'd be completely understandable, yet not ultimately destructive to business.
It's kind of late, and I'm not forming good sentences. I hope this makes sense.
It's kind of late, and I'm not forming good sentences. I hope this makes sense.
DarkY0da
Wed Aug 25, 2004 10:31 pm
#9
I like it but I would wonder how long it would take to "recharge". maybe instead make it so you could store 40 charges(or start at 10 and as you work your way up to master increase) but overall I really rather like it.
Utess
Wed Aug 25, 2004 11:10 pm
#10
*nods* the charges and the time involved to build up a charge would have to be worked out. I tossed 20 out as a random number simply because it is the size of a full group. But somewhere between 20 and 40 I think would be right.
Maryja
Thu Aug 26, 2004 8:06 am
#11
Honestly, I really like this idea. It seems much simpler than the current system, at least in my mind.
I kind of like the idea of Buff storage being able to increase by level, too, but then again everybody seems to get in such a hurry to get to master as it is, so I'm not sure it would make that much of difference.
Maryja
Thu Aug 26, 2004 8:28 am
#12
Sorry, I'm underpriviledged andcan't simply edit my post above.
Anyways, I was thinking about charging times, and I believe that using a time system simliar to the one we have now when we set buffs would work. Assuming that for simplicity sake all stored buffsare always 2 hrs in duration, then it would take 3 minutes and 10 seconds to charge up one buff when using the maximum amount of flourishes, and the less flourishes you use, the longer it takes to charge. This means, that assuming you have healing available to allow to flourish at the maximum rateyou can charge up 20 charges in a little over an hour.
Geddyfan
Thu Aug 26, 2004 8:33 am
#13
Aleyo wrote:
Me likey.. creates a cost, does not create a crafting profession.
I agree with the above and would like to add...We would no longer have to explain to customers how to get any of the entertainment buffs in terms of method and how long they must watch us etc...
Page 1 of 3