Entertainer Archive
Thread: A simple way to fix the entire Entertainer profession!
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?
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.
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!
C
Tiaga wrote:
I don't think it will "fix the entire Entertainer profession" on it's own, but it would make things more interesting.
Anywho, thanks for giving it consideration! I know nothing will happen soon though, so I'm not expecting too much too soon.
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.
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 ![]()
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.
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.
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.
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.