Dancer Archive
Thread: Dancer Top Issues Update and Info
As things turn out, I'm very glad that I decided to come in to update our Top Issues thoughts when I did. TH has just asked the correspondents for new issues lists to be tackled, and as a result of this poll we've got updated info ready to go.
I've gone through the thread and tabulated all responses, and here is how the numbers play out. I think it's a reasonable representation of what the Dancing community sees as our biggest issues/bugs/etc. No real surprises here, but listed for your viewing pleasure:
- AFK/buffbots, and the ability to fully automate all game mechanics aspects of the Dancer profession,
- Broken/incomplete dances; including base dance display issues with Formal 1 & 2, Lyrical 1 & 2, and Theatrical 1 & 2, and the lack of 8 unique flourishes in all dances,
- Buffing issues; including inability to self-buff, bug preventing music and dance buffs to be applied simultaneously, lack of interface/feedback to measure buffing progress,
- Entertainer Missions; scalability with level, payouts, gameplay value, and,
- Dancer Fall Rates **
** Coincidentally, yesterday I began an extensive test to get hard numbers on our fall rates, in order to prove one way or another what those actual rates are. Early results of this testing indicate that I may have a very strong argument to take to the devs, backed with data, to show that these fall rates are excessive. Don't hold your breath, film at 11:00, etc.,but I'm currentlyworking on this one in particular as a good candidate for a quick-fix.
- Dance rewards for all species/genders,
- Dancer loot from non-combat sources,
- General lack of content / build on the Entertainer Quests,
- Art issues - clothing/jewelryclipping, etc.,
- Lack of group start and change dance commands, and,
- Player theater issues - the "outside vs. inside" problem that disallows ent healing/buffing and items to be placed on stages
So... bunch of stuff there. Some of the issues are bugs, some feature requests (devs love to distinguish between those two... more on that in the future), and some are things that we see the current implementation of designas being incompatible with fun gameplay in practice. Okay, we've got a pretty good list of things to choose from.
Given the above elements of where we are realistically, Iwill reportthe top 3major issues as outlined, in order to keep the devs aware of the overarcing issues that our profession still faces.I will also focus on elements of those issues that might make better candidates for fixes that can be accomplished in the short-term. The idea being that if I hit them only with issues that are gigantic, sweeping things, we're less likely to see that issue selected to be addressed now. I'm looking for a balance between a constant trickle of smaller fixes while building up to sweeping change with our revamp. Reasonable?
Xyrdre wrote:
I'm looking for a balance between a constant trickle of smaller fixes while building up to sweeping change with our revamp.
Art team top issues;
Falling art
Base dances not appearing correctly
Clipping for clothes
Dev team top issues;
AFK encouraging game mechanics
Buff interface/buff mechanics
Mission payouts
Xyrdre wrote:
This isn't the first time, by a longshot, that the falling issue has been brought to the devs. I may be entering some perilous waters by drudging this one back up, but in my mind we're fully justified in pushing for some 'fall reform'. And as I've said earlier, I'm starting to collect the hard numbers to back things up. Yes, we have some bigger fish to fry in the grand scheme than doing something about the falling, but this one just might be attackable now, not later, so I'm pushing hard.
The key there may be to explain that we'd welcome real game-like challenges (like you have in some of your proposals and are floating around all over the place in here), but the falls don't fulfill this need since there is no visible tactic to handle them. Meh, you can word that better than me, but you know what I mean. ![]()
Good luck with this batch! It's always tricky when they change the format on you. O.o
I get the feeling that they are integrated into the /flourish artwork (just the visual) since they have no negative impact on healing or experience. AND this would explain why certain weapons never show a dancer falling.... because there was never an animation of a dancer falling drawn for those weapons
Panthu wrote:
The key there may be to explain that we'd welcome real game-like challenges (like you have in some of your proposals and are floating around all over the place in here), but the falls don't fulfill this need since there is no visible tactic to handle them. Meh, you can word that better than me, but you know what I mean.
Else-Whira wrote:
Xyrdre, think you could ask them if falls are just a part of the dance art or if they are a seperate file that can be bypassed?
I get the feeling that they are integrated into the /flourish artwork (just the visual) since they have no negative impact on healing or experience. AND this would explain why certain weapons never show a dancer falling.... because there was never an animation of a dancer falling drawn for those weapons
As I understand it, the fall animations are treated just like any other flo clip. An animation clip that is called up under certain circumstances.
In other words, if you attempt a flourish, there is a check roll. If the roll comes up as a success, the flourish animation you invoked plays out normally. If the roll is a failure(indicating a fall), your flourish animation is pre-empted for the falling clip. Something about holding a weapon while dancing appears to be preventing the fall animation from triggering, and instead the base dance will continue to display.
Examples and supporting evidence could be seen in some of the dance animations that were extracted from the .tre files, but are not yet in game. In all of those cases, the falling animation was treated just like any other flourish, as a seperate clip.
Xyrdre wrote:
Trouble with asking for a 'fall mini-game' right now, as I see it, is that it turns it into an even larger feature request, ...
With out going into any details out here that will get us in trouble, there is an answer to Ravenmist from youknowwho in youknowwhere saying that falls are meant to be a "challenge" for Dancers. RM said they weren't fun and the answer back was "they are a game challenge." Sooooo, I think you may have to show that they aren't anything like a mini-game now because I think someone is under the impression that they are. *cough* If that's too cryptic, im me. ![]()
I personally don't want a fall mini-game, I'd like to see them be on queue or something that might be used in a larger real Dance mini-game, but in it's current form, I don't think it's game like at all. I agree that the chances are better to have them scrapped for now than to have them do anything new and cool with them. Maybe in the revamp that could happen?
Message Edited by Panthu on 01-08-2005 12:49 PM
Panthu wrote:
...
All over it.
I know the old issues, and have brand new reasoning. Not to mention some fresh, hard data in the works. I started doing actual fall rate testing on TC yesterday. Interesting results thusfar, to say the least.
We'll see.... we'll see.
I don't think I'm speaking out of turn to tell you that I PM'd Runesabre after the FanFest to ask him about falling, since I didn't get a chance to at the panel discussion. He was kind enough to reply and told me that they realized it was a problem, and wanted to look at it at some point, perhaps reducing falling as a reward for master dancer or entertainer. But he said he wanted to check with the other designers and developers to find out if it was originally introduced as some kind of balance mechanism.
I think we're headed in the right direction. It's hard to imagine what kind of "balance" falling is intended to provide, especially since experience gain and healing are unaffected by it, and musicians have no corresponding "failure." I really can't imagine why it was introduced at all, except somebody had the animations done and thought it would be "cute" or somehow more "immersive" to include falling. Well as we've seen, falling is generally annoying and excessive. Perhaps it's broken. What would be nice is, as you have said, to include an optional command to fall when desired, for roleplay reasons, but otherwise to get rid of this unnecessary "cuteness."
Reading what Panthu alluded to, I can't even imagine what kind of "game challenge" falls are supposed to be. Now if they caused a macro to break, or dancing to stop...that would be an interesting challenge, wouldn't it?
Anyway, good list Madame Correspondent!