Entertainer Archive

Thread: A simple way to fix the entire Entertainer profession!

NinjasLovePirates
Sun Jan 18, 2004 11:35 pm
#1

I suggested something in the "What would make being an entertainer more interesting?" thread, but no one commented on it since everyone was focusing on the "fame" idea. Please take a moment to look at my proposal and give appropriate feedback if you have the time to do so. Thank you!






Okay, my Flouish system (which I wasn't clear on).


I think that at Novice Entertainer, you could only get two flourishes and your normal two dances. Then, all dances would give you a certain amount of xp (like, 5xp per tick or something really low). Now, to get big xp, you'd have to do 'Combos.'


For example, during Basic you could do a 3 chain combo. Basic 2 would give the ability to do 4 chain combos, Lyrical 5 chain, etc. To start a combo, you simply do one of the flourishes available to you. Then, the game would randomly pick one of your know flourishes to prompt you with. If you queue that flourish before the current one ends (the 10s tick), you successfully continue the combo. For every flourish in the combo, you get the normal 5xp per tick plus an xp bonus dependent on the flourish used and how far along it is in the chain. After completing the combo, you get another xp bonus. Also, doing combos would be Mind based, not Action. This Mind cost would be in addition to the normal action cost of dancing.


This would do several things:


[*] Allow missions that grant new flourishs (like schematics) that would add variety and more xp to combos.


[*] Give AFKers some xp, but not NEARLY enough as active players (and that's all AFKers want I think).


[*] Add active content to Entertainers instead of the passive 'content' we have now. Simply letting a macro run while we chat isn't really gameplay in my opinion even though we have fun doing it.


Right now, there is almost NO gameplay for entertainers. It's a profession based on player-to-player interaction without regard to the character (there's no difference between a dancing Novice Ent and a Master Dancer except the look of the dance. I think the speed of the heal works AGAINST the entertainer since we should keep them in the Cantina, not hurry them out).


A flourish system like this would fix some of that I think. And I would compare it most to the Bust-A-Groove games like Tiaga hypothesized, but without the required speed/reaction skills (twitch). Queuing up the next flourish would be easy for any active entertainer and they could still chat while doing combos if need be.


Also, the combos would drain a lot of mind to keep them from being used all the time. Maybe having a forced wait period of a tick or two between combos plus high mind cost.


The reason people AFK is because they want to get a higher rank in Entertainer, but since there is a lack of gameplay and content, they see little reason to sit at the keyboard and watch themselves dance/fall. This would fix that.


This way, dancers/musician could actually compete and have shows and whatnot. What does everyone think?




Rick Maher
Master Armorsmith, Master Smuggler
"Uh... had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
~Han Solo proving that Smugglers are the masters of talking their way out of a problem.


KoraJubali
Mon Jan 19, 2004 1:48 pm
#2

I like it, I think it would work well as an addition to entertainer missions. I don't like it as a total replacement of the current system. I'm of the opinion that the current system needs additions and I like the sound of this suggestion for "in the profession" (i.e. not Master) level content to keep it fun and to encourage live play.



My only concern is the arbitrary decision that some flos sound better after each other than others. (which may or may not be true) It seems kind of limiting. But if this were used only in missions then I don't see a problem there; I could still have my band play whatever I wanted artistically for no penalty (or reward).


Thumbs up from me.




--=+=--
Kora Jubali
Proprietor: Red Lekku Canteen
Located at 5670 5890 NabooClear Water Plains
NinjasLovePirates
Wed Jan 21, 2004 5:19 pm
#3






Tiaga wrote:

You know, if these combos had their own sound and unique.. Maybe super flourishes that are longer than regular flourishes... That could be interesting.


However.. Either way I'd be worried about how it would impact performances if they are given a combo that happens to be the flourishes in their performance, and it causes them to do something they didn't plan for.







Combos would basically be super flourishes.


And they couldn't happen to be the flourishes in someone's performance because they have to be started manually and then finished with the randomized flourishes.


Example:


(my character is doing Poplock with a hypothetical Chain of 7)


/startCombo1


(I start doing some start-up Poplock a little flashier than the normal neutral Poplock. At the same time I see a system message saying "The next part of the combo is [flourish 6]")


/flo 6


(I see my person do some spins. At the same time I see a sys mess saying "The next part of the combo is [flourish 6])


/flo 6


(I see my person do a handstand and then some breakdance moves on the floor. Next flourish generated is [flourish 1]


/flo 1


(do some other neat stuff that continues what the whole combo is suppose to look like. next is flo 3)


/flo 2


(my dancer falls, gets up, and resumes the neutral Poplock since I failed to queue up Flourish 3 before the previous Flourish 6 ended. In this case I simply chose the wrong flourish.)


Now in this example, if I didn't do the /startCombo1 command, then doing /flo 6; /flo 6; /flo 1; /flo 3 would NOT do the combo, nor the flashy chain of moves, nor get the xp bonus. In fact, the next time I did /startCombo1 it might be 1,2,1,4,6,3,7 or something else since it's random. This way, it can't be macro'd.


Now, I originally wanted only 2 flourishes at Novice and you had to gain Music/Dance Knowledge for new ones or do missions. I think that instead it should be that you start with all 8 and that you have to 'quest' for Combos. Each Combo would also have a required Knowledge level. For example, the Bith Shuffle would be a Musician Combo that could only be attempted with a Music Knowledge of 90 (or some other number).


So, any other thoughts? I want to keep this alive as a real suggestion for the Entertainer profession, so feedback and tweaks are necessary/wanted.


Thanks!




Rick Maher
Master Armorsmith, Master Smuggler
"Uh... had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
~Han Solo proving that Smugglers are the masters of talking their way out of a problem.


Chessack
Wed Jan 21, 2004 5:22 pm
#4

I like the idea of combos as super-flourishes. I already have suggested something similar to this on other threads, so you have my thumbs-up vote.

C



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Dejah Thoris
Dancer, Musician, Image Designer
Kor Spera, Corellia, Naritus
Tiaga
Wed Jan 21, 2004 5:31 pm
#5

I will keep it in mind for the list of suggestions. It is definately an idea to consider. I don't think it will "fix the entire Entertainer profession" on it's own, but it would make things more interesting.


Keep in mind, anything that involves new animations or music takes a long time to get through the system. We're still waiting on the new flourishes that were being developed 4 or 5 months ago.



Inside my heart is breaking, my make-up may be flaking
But my smile still stays on
My soul is painted like the wings of butterflies
Fairytales of yesterday will grow but never die
I can fly - my friends
SWG Entertainer.com Fashions by TK

NinjasLovePirates
Wed Jan 21, 2004 7:18 pm
#6






Tiaga wrote:

I don't think it will "fix the entire Entertainer profession" on it's own, but it would make things more interesting.





Well, it will get rid of AFKers. The only reason they AFK is because they get the same xp as being ATK. If this system happens, only ATKers will get the good xp, and AFKers will think "I can holo-grind this a lot better at the keyboard!"


People can still AFK for the good of the community (4am BF heals), but not do it for the xp.


Anywho, thanks for giving it consideration! I know nothing will happen soon though, so I'm not expecting too much too soon.



Rick Maher
Master Armorsmith, Master Smuggler
"Uh... had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
~Han Solo proving that Smugglers are the masters of talking their way out of a problem.


Tiaga
Wed Jan 21, 2004 8:21 pm
#7


Well, it will get rid of AFKers. The only reason they AFK is because they get the same xp as being ATK. If this system happens, only ATKers will get the good xp, and AFKers will think "I can holo-grind this a lot better at the keyboard!"


You're comparing AFK to ATK play. It won't affect the AFKers as long as going AFK is still more of a reward over logging out.



Inside my heart is breaking, my make-up may be flaking
But my smile still stays on
My soul is painted like the wings of butterflies
Fairytales of yesterday will grow but never die
I can fly - my friends
SWG Entertainer.com Fashions by TK

NinjasLovePirates
Thu Jan 22, 2004 1:28 am
#8






KoraJubali wrote:

My only concern is the arbitrary decision that some flos sound better after each other than others. (which may or may not be true) It seems kind of limiting. But if this were used only in missions then I don't see a problem there; I could still have my band play whatever I wanted artistically for no penalty (or reward).


Thumbs up from me.






I wondered about this too. One way I thought to work this is as follows:


If I'm NOT in a Combo, flourishes would work as normal (same animations/song bits) but without the xp bonus that the grant now.j


If I'm in a Combo, then the combo would ALWAYS look/sound the same regardless of what flourishes came up randomly for me to complete it.


This way, if players have a sound they like, they can keep it (plus more when they add the new flourishes for missions/theme parks that I'd want).


What does everyone else think? I'm saddened that this only got 1 response so far, but it was a good one so I'm happy with that





Rick Maher
Master Armorsmith, Master Smuggler
"Uh... had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
~Han Solo proving that Smugglers are the masters of talking their way out of a problem.


Tiaga
Thu Jan 22, 2004 1:48 am
#9

You know, if these combos had their own sound and unique.. Maybe super flourishes that are longer than regular flourishes... That could be interesting.


However.. Either way I'd be worried about how it would impact performances if they are given a combo that happens to be the flourishes in their performance, and it causes them to do something they didn't plan for.



Inside my heart is breaking, my make-up may be flaking
But my smile still stays on
My soul is painted like the wings of butterflies
Fairytales of yesterday will grow but never die
I can fly - my friends
SWG Entertainer.com Fashions by TK

NinjasLovePirates
Thu Jan 22, 2004 3:08 am
#10






Tiaga wrote:

You're comparing AFK to ATK play. It won't affect the AFKers as long as going AFK is still more of a reward over logging out.





Well, kind of...


If the AFKer is doing it to cure late night BF, then they'll still do it

If the AFKer is doing it while at work, school, sleeping, then they might still do it

If the AFKer is doing it because there is no gameplay content now, and it takes the same amount of time to get Master Dancer whether you're ATK or AFK, then they'll stop.


Since there will be a large xp gap between active playing/combos and simply doing /startdance rhythmic, the hologrinder may not bother with AFK. If you could buff your action/mind to do straight combos, you could grind ATK and get Dance IV in 3-4 hours with combos (we'll say for arguements sake). If you just AFK with the standard dance (since flourishes outside of a combo grant no additional xp), then it might take 25-30+ hours we'll say.


Since the goal of hologrinders is to get in and out ASAP, then why not combo grind and get your next holo same day?


I think the only people it won't stop from AFKing are the people that do it 24/7 for guildmates and player cities and people with busy RL that still want to hologrind without being at the computer at all for a day or two.


I think that a large majority of the AFKers (60-90%) will be ATK a lot more if not all the time.



The reason that I think it will reduce AFKers is because it deals with some of the fundamental problems with the Entertainer profession that are the very causes of AFK entertainers. There are people that like to play the game AFK as much as possible. Be it Marksman or Entertainer. Those people you can't do much about. The reason that Entertainer suffers a lot more AFKers is due to some innate problems that need to be addressed.


Anywho, I'm sleepy. Goodnight!



Rick Maher
Master Armorsmith, Master Smuggler
"Uh... had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
~Han Solo proving that Smugglers are the masters of talking their way out of a problem.


Tiaga
Thu Jan 22, 2004 12:33 pm
#11

You get a lot more combat/weapon xp by being in groups and going after bigger stuff, but people still do that AFK.



Inside my heart is breaking, my make-up may be flaking
But my smile still stays on
My soul is painted like the wings of butterflies
Fairytales of yesterday will grow but never die
I can fly - my friends
SWG Entertainer.com Fashions by TK

NinjasLovePirates
Mon Feb 02, 2004 9:31 pm
#12






Tiaga wrote:

You get a lot more combat/weapon xp by being in groups and going after bigger stuff, but people still do that AFK.




Yes, butare the Marksman/Brawler boards flooded with anti-AFK posts (please check as I haven't)? Notice
that many more people are actually hunting whether it's grouped or solo. There are quests and events for combat professions and missions worth doing for cash. Also, those AFKers have to buy weapons, armor, etc and play a majority of their time ATK. The xp is much better going out and hunting as well, so all the more reason to play ATK.


Entertainers aren't like this at all. Missions aren't worth anything, xp is the same AFK/ATK, you can group AFK and get a huge bonus to xp. AFKing entertainer is not only free, but you can make money doing it as well. Most importantly, the xp is the same whether you're AFK or ATK!!!


Also, you earlier stated that I was comparing ATK to AFK and that I should be doing AFK vs Logging out. Now you're comparing ATK to AFK... I still think that the system I suggest is better than what is now. Also, this combined with the new jedi-system may be enough to make everyone happy.


I think this idea is gold (well, I'm a little biased). At least something like it would be nice. I dunno



Rick Maher
Master Armorsmith, Master Smuggler
"Uh... had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
~Han Solo proving that Smugglers are the masters of talking their way out of a problem.


VemaGara
Tue Feb 03, 2004 10:33 am
#13

I think that you are right. It's all about reward.

Consider this: I log in, go AFK, and wake up with another box. As long as this is possible, AFK play will continue. I know. I've done it myself. Even a low reward, over enough time, can be a bigger reward than actually being at the keyboard. That's the problem in a nutshell.



Dr. Vema Gara
Master Doctor, Master Fencer
Imperial Ace (solo), Imperial Inquisition
Valcyn
(Sophitia, Trinidad on Test)
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