Doctor Archive
Thread: Enhance Overwrite Poll (Voting Closed)
I vote for 1, but read further...
raistlin7447brings up my concern very nicely. I never, ever want to be made to feel like I should redo anyone's buff.
If I'll be able to override another buff that had a lower base enhancement pack power (ie, my pack which is nearly or over900 power vs stealth griefbuff0rz' pack which is power 50) then cool. If we'll be able to override any pack that was a lower level (ie, Ds vs Cs, etc.) then cool. But where will that be known? Will every buff now have to carry the code that remembers the power or level of the pack that was used?
If it's going to be a crap shoot, where I'll be expected to waste more charges on my packs to /try/ for a better buff, forget it. My customer's will have to suck it up and either live with what they get (which is pretty **edit** good, really) or pay again.
Thanks Zarlor.
Ruda, Master Doctor/Merchant <-Yay!, Naritus
There should be no overwrite
If they want a better buff that bad, they can wait
i'm surprised if you even needed to ask Z. it looks almoast unanimous
#1
>>>If it's going to be a crap shoot, where I'll be expected to waste more charges on my packs to /try/ for a better buff, forget it. My customer's will have to suck it up and either live with what they get (which is pretty **edit** good, really) or pay again.
I wanted to /bump this, because I think we should seriously talk about the implications of being able to over-ride a buff. At first glance it sounds like a great idea, and I would have voted for #1, more power.
But Ruda's right, imo -- it would be an absolute nightmare for me if my customers, who now shrug off a bad roll, suddenly expected me to keep buffing until I get some amount of power they wanted in their buff.
I suppose I could take care of this upfront by making it clear that if they want me to try for a better roll they have to pay for that stat again, but I can see this becoming a really difficult situation.
Earymi wrote:
But Ruda's right, imo -- it would be an absolute nightmare for me if my customers, who now shrug off a bad roll, suddenly expected me to keep buffing until I get some amount of power they wanted in their buff.
I suppose I could take care of this upfront by making it clear that if they want me to try for a better roll they have to pay for that stat again, but I can see this becoming a really difficult situation.
I don't see how this is a problem for us. I mean it's a problem only in social engineering. If we are given the ability to rebuff for a shot at a better buff you thik it should be turned down because a customer might insist in getting it again for free? Just say no!
It's up to the individual Doctor to buff or not to buff, and for how much they buff for. There are Docs out there undercutting others pretty badly by selling a full slate of buffs for only 4k AND returning 1k back for every buff under 1k. Yet, there are still other Docs out there who make 1cr per point buffed (neting an average closer to 2k per buff, or around 12k for a full slate.) There are Docs who charge for healing, and those who don't. It's a fact of the profession and we have the method by which to deny service... we simply don't do it if we don't want to.
The fact that some customers will try to verbally abuse us for asking for payment of, in this case, not applying a second buff if they don't like the first one they got, will certainly be a problem. But it's not a problem with being able to rebuff, it's a problem with their expectation.
Just remember that /addignore works wonders.
What is wrong with useing some sort of ratio system. For example, say we have the base buff at 2 hours and 2000 power and the buff trying to overide is at 1:30 hours and 2300 power. The time on the original buff is 25% more then the secound buff and the power on the original is only 13% lower then the secound buff.
So the original buff would stay because its time is at a higher percentage ratioto the secound one with a higher power. Sorry if this makes no since cause i dont have the time to explain it in larger detail but you get the idea.
A simple way of doing this in the games code would be to multiply the time by the hour. So in my example we would do this: 2 x 2000 = 4000 isgreater than 1.5 x 2300 = 3450
I think it needs to be a combination of both. Something like:
IF (BaseEffectiveness*time*2) > (CurrentBuff*TimeRemaining) THEN Rebuff ELSE failure to buff.
This would allow us to rebuff before our own buffs wore off, and alsoallow us to overwrite anA/B/C with a D.
#1
1. Get Always come back for more buff.
2. Will be more effective when buff
TheGaia MD/MP