Doctor Archive
Thread: My god, The buffing system must be the worst out there...
*pulls out the dice*
*rolls 1200*
gezz what a waste of a 950 Enhance pack .
We were given 2 choices by the devs... keep it as it is now, or no varience, based directly off of the buff pack numbers + skill, clothes and droid (which would have been the average of the current buff numbers).
There was a vote, and keeping the variance won.
There was no "less varience" option.
-T
People ask more cash for higher enchance on packs while it doesnt matter at all ,i buff as good with 750 as i do with 922.
Had we known that our average buff was going to fall from around 2300 per buff to 1400 per buff I think the vote would have gone the other way. We should get greater consistency than we get now, that much is without question, IMHO. The system should be revamped or the buffs given a static multiplier as was nicely suggested in this thread already. The previous Dev suggestion of going with the average rating was too low, but with a higher multiplier on the buff packs, then a static number would be much more acceptable.
Vinaddar
Lessened variability wasn't a choice. It was what a lot of people wanted, but it wasn't an option in the vote.
Actually I think the Dev's made the whole buffing issue too compicated. They don't take into account the difference between stim buffs A,B,C, or D. Why should I buff with a 850 pack for 1500 one minute and buff with a 702 pack for 2100 the next. It needs to be more consistent and the only variable should be how well you crafted your pack, but once made you should always get the same buff for it..for example:
Enhance Health pack "A" modifier should be x 1.0.....pack turns out 156...x modifer=buffed health for 156
Enhance Health pack "B" modeifer should be x 2.0...pack turns out 456...x modifer= buffed healht for 912
Enhance Health pack "C"modifer should be x 3.0...pack turns out 632...x modifer= buffed health for 1896
Enhance Health pack "D"modifer should be x 4.0...pack turns out 810...x modifer= buffed health for 3240
This way the only way to get better buffs is to make better packs..once made the result is consistent.
Just my humble thoughts on how it should work...randomizing is never a good way to go!
I agree with Peadar. Now I have a certain ritual that I use everytime and in general my buff average is around 2100 or so (not too shabby).. sometimes I will get one near 1200 other times I will get one a little over 3400.once in a blue moon do I get one less than 1200..I use the bio clothes, the good droid etc etc. Ive tried all the variables like "hey take off your armor" etc etc.. seems to help but then again WHO KNOWS!? I dont...
Master entertainers always know what their buffs will be.. 2x your mind, willpower, focus..Its a gigantic crap shoot for the most part. To offset the risk to players I charge on a sliding scale. I charge 1k for 1200-1999 and 1.5k credits for anything over 2000 (I refund if under 1200). That way if I provide someone with a super buff he will pay me accordingly..If I give him an average buff he will pay me 6. Seems the fairest system to use in my mind..
Peadar's idea isgood..Couplethings to add to it would be to make enhancement-D packs available ONLY to master doctors to keep those 0-4-4-0 "docs" from getting access to the master level stuff.. IE master the profession or use stuff that is a step below what a master can use. It makes NO sense to me that a non-master has even a chance of providing the same level of buff that I can as a master. Comparison? That would be like a guy 2 skill trees below master Teras Kasi being able to do the same damage as a Master..its bull *edit*
Even further, make a players mind and other wounds affect the buff in a predictable way.. Say 1 pointless enhancement per point of wound..so if you have say 100 health wound the best health enhancement would be 100 points less.. so on and so forth..
I'm interested in seeing how people price re-buffing when it shows up. A bad buff costs as much as a good buff to make (from the same pack). So, while people now give partial refunds for low buffs (well some people do, I don't) wil ltey give that 2nd, 3rd, or even 4th buff (worst case and really bad luck probably) for free, until the customer likes the number.
Will we sit there for 30 mins rebuffing a guy over and over, until he gets all his buffs over whatever imaginary line he wants (3k?)?
I think refunding for 1k buffs has set expectations too high for players. Docs are gonna end up eating it with rebuffing.
-T
That is a good point.I mean its not my fault if the buff comes up low. I cant control it. The only thing I can do is get the best stuff I can and hope for the best. I can tell you this though.. If the new system allows players to drop a buff for another they will be dropping all 6 and paying me again b/c Im not gonna end up with a bunch of sets of non-complete buff packs (ie all 6 stats). I turn people away now if all they want is say Constitution (or whatever single buff they want) b/c it throws my supplies out of balance. (I'll do it ONLY if I have an uneven pack sitting in my inventory). I think "dropping" a buff is intended to be used in the instance where a players buff has mostly worn off and one or two are being persistant. BUt we all know that it will be used to get that "uber" buff if they dont like what they just got....
That is gonna create problems in my opinion. All the more reason for the current buff "variability" to be revamped to something a bit more consistant.
my $0.02