Entertainer Archive
Thread: Battle Fatigue is acquired too quickly
At home, we have two of us trying dilligently to get a smattering of skills that will allow us to become as self-sufficient as possible.
So, we've nailed down some crafting, scouting, marksmanship, he's a medic, and I'm a musician.
But the problem we're having is that every hour we are forced to go back to town. Mostly because both of us have over 150ish battle fatigue. Now, don't get me wrong, I don' t know what a HUGE number would be for this particularly daunting attribute, but I have to take us both all the way into town in order to heal fatigue. That's not all that big of a problem to me. In fact, I like it as far as continuity goes.
Since we cannot cure fatigue in camps, we end up never getting very far from town before our battle fatigue is so high I think we start dying more and more often.
I could be wrong here, but wouldn't it be a tad nicer if battle fatigue built up just a little slower for those of us who don't want to be tied to going into town every hour or two?
Of course, this all could just be the newbie coming out in me too. Please tell me if it actually gets better later on and we're allowed more time away from town to adventure.
Etymologies, you can't heal BF in camps. Plus Zeonz said they have scouting already.
Zeonz, I have no idea what a big number of BF is. I do know, however, that in beta they had the numbers down very far and nobody came to cantinas or stayed there long enough to make entertaining worthwhile. The problem is that you desire less downtime in a cantina, and the entertainers also want less downtime. (For entertainers, not having any customers is 'downtime').
For now, it causes players to stick closer to towns or avoid enemies instead of fighting all the way if they want to explore. When player vehicles come into being, the issue of long travel times and difficulty reaching remote locations may be relieved.
However, remember when you ask for less battlefatigue, you're essentially asking for a nerf on entertainers. One hour of fighting then a few minutes spent socializing really isn't that bad. Adjusting battlefatigue for you has a minor effect on your playing (perhaps you'd get an hour and thirty minutes in the feild), but the same change has a geometric effect on the number of customers in a cantina. With less customers, entertainers get less experience, fewer tips, and the more intangible loss of the social atmosphere that they crave.
Battlefatigue is probably aquired just right... any acceptable change would probably not even be noticed by you.
I also want to add that with larger groups, Battle fatigue per person accumulates at a slower rate. Larger groups can therefore venture further into the wilderness.
What is up with the editing AND the "page cannot be found" garbage.![]()
I'm not making any judgement on the design, though I kind of like it as a musician, but this keeps the dabbler in music from having a big game impact [being able to heal BF "in the field"] and gives musicians and dancers a reason to be out there away from city for the right price or the right friends.
Jolo
She went on to explin that this was a source of debate for some time within the beta community. Medics wanted battle wounds to be healable in the field while entertainers firmly wanted it planted in the cantina's. The entertainer's line of reasoning went that if you take away the uniqueness of the cantina, the only place where battle fatigue can be healed, then you take away the player's reason for coming in to see entertainers play. You have to have a game dynamic to back up any wishful roleplaying or social gaming, they thought.
I might be far off the mark with this but this is what I was told and it makes logical sense. Obviously, the number of cantinas in the game is by no means fixed, so player cantinas are sure to spring up closer to the action in time.
Jolo