Entertainer Archive
Thread: Upcoming Changes to Entertainer and its Performance-based elites
PoetDancer wrote:
I have not heard one word about the developers removing AFK when JFreeman dropped the nerf announcement. All indications point toward them creating a "bot friendly" game.
Well, I don't mean this in a rude way but I can't think of a really nice way to phrase it but..
Didn't you lobby rather heavily for all of our services to be completely passive when the CU was being tested? No /setperform or selling / commands? So now that they're doing that you're not happy?
And I'm going off of previous statements about the elite inspiration buffs from Phydeaux and (I think) also JFreeman.. there were at least 2 mentions from diferent red names that they would be ATK only. That could change, of course, but since I haven't seen anything explicitly stated to contridict that I'm going to send out positive thoughts and reminders that they promised us that they would, in fact, be ATK only.
Doriana wrote:
Didn't you lobby rather heavily for all of our services to be completely passive when the CU was being tested? No /setperform or selling / commands? So now that they're doing that you're not happy?
Yes I did, and I'll tell you why.
Just because something is actively given, doesn't mean it encourages "active play." And when I mean active play, I mean play that fosters an immersive environment, rewards amusement, and provides a platform for creativity and depth.
Starport buffing doctrors in the days before the CU had to actively give their commands. But did this encourage them to create an immersive environment? Or did it just encourage them to set a macro, spam their price and stats, put the screen on minimize, and maximize the screen just long enough to take the credits, press a button, and put the screen on minimize again?
You see, my problem is that these professions can never truly give the mechanics in an active way. The patron actually receives the mechanics by /watching or /listening. The best we can ever have is a /setperform. But really. What real incentive is there to even attend our characters once we give the command, and take the credits for giving the command? At that point, we aren't even paid for dancing, playing music, or even entertaining. We are only paid for activating a command.
Which begs the question of, "if the entertainer only cares about being paid for giving an active command, and the patron only is willing to pay for receiving the active command, then why should the entertainer even be required to perform after they issue the command, and why should the patron even be required to sit through the performance after the command is issued?"
At that point, even playing the notes or dancing the stepsbecomes apointless waste of time that neither the patrons, nor many entertainers even want to be bothered with. Because if the only real reason the entertainer is playing is to issue active commands, and the only real reason the patron is even there is to receive the active command, then why not just dispense with the need to /listen, /watch, and sit through a performance, if only just for the sake of efficiency, economy, and common sense?
I would rather have the "active command" be /startmusic, or /startdance, and the control be /stopmusic, or /stopdance. It simply makes more sense this way. And the problem now, as I see it, is that we have no real reason to /stopmusic, or /stopdance.
So how do we correct this?
Give entertainers a reason to stop performing, because they will want to start performing in another venue. And if we see entertainers in the real world, this is how it is in truth. Real celebrities are always on the go. They do not have time to "sit around and wait for someone to need a show." They are too busy booking new venues, going on tour, travelling to new locations, setting up, and actually performing to wait around. We need some way to simulate this in the game, and give us an active game that really, truly resembles showbusiness.
Message Edited by PoetDancer on 07-06-2005 11:09 PM
Squeakyshoes wrote:
how about making entertainers (maybe artisans too?) skills cost only 1 sp per every skill box. So when someone decides to go this way they can pick additional profs to be of any use and fun when they get bored dancing for themselves
The real problem is that with low cost or no cost Entertainers, you'll end up with people spending the points to keep ent and then you won't have anyone coming for even the inspiration buffs.
I feel for you guys, even if the removal of BF makes my job easier. Honestly I wouldn't be suprised if wounds go in this same publish. The patch note would probably go something like:
- couldn't get the box for wounds to line up without the BF box, so we removed wounds from the game
- wound healing xp was already removed, so no change there
- wound healing SEAs that didn't work post-CU will not be converted
Right now the devs want the game to be more "fun", and sitting in a cantina isn't "fun" for people that want to constantly go around and kill stuff. The problem is, those players are fickle and won't stay in the game long anyway, because SWG isn't agame for people that can't find their own content. As many quests as they add, the core of the game is still the dynamic world, and most players aren't going to sit and watch a sunset over dathomir.