Image Designer Archive

Thread: Now that ID is longer how long of a grind to master?

Nouva
Wed Jun 09, 2004 7:15 pm
#14

Not at all, 4 hours a day x 30 days = 120 hours... casual gaming is anywhere from 2-4 hours a day, so on the extreme, one month to master a elite profession is not at all bad. In fact, SWG is more forgiving when it comes to level accomplishment. When EQ was in its first year of infancy, it took people 5+ months to reach the top of thier profession, I don't see the problem, Syz...



Oh, and fix the entertainer profession....

The Illustrious Lady China 
Crimelord of Bestine, Leader of the ORCA
The Galaxy’s First Master Image Designer
Entertainer Extraordinaire 
RyadhiMakkar
Thu Jun 10, 2004 12:01 am
#15

I started fromM. Entertaineron May 18th and mastered ID on June 7th. As not many people want body changes and most seem to want hairstyling and the dreaded stat migration I'm figuring it took close to 110 hrs. I wouldn't recommend trying this until June 22(the proposed date for pub 9). My mind still hasn't totally recovered.



Col. Farlander
"Lead, follow, or get out of the way."
"We will kill, kill, kill, until everything has been kilt!" Lt. Com. Whitaker
Stevian
Thu Jun 10, 2004 8:25 am
#16

Here's my complaint regarding the changes to ID exp progression...


For example:


With access to the proper materials, I can become an master Architect in about an hour.


With access to stims, a tumbler, and resources, I can become a master Doc or Combat Medic in 2 days.


I can become any Master Brawler elite combat prof (Sword/Pike/TK/Fencer) in 2 days or less.


I can become a Chef, Tailor, Droid Engineer all in 2 days or less.


So why is it that just for the "benefit" of a pretty interface, those persons wanting to play an ID have to take forever to advance their skills? Especially with respect to the other professions?


Now, I understand that many folks do not "grind" their way through professions, but still...



~~ Stevian ~~
Sandstorm City, Tatooine
TarakAbolai
Thu Jun 10, 2004 12:42 pm
#17



Nouva wrote:
Not at all, 4 hours a day x 30 days = 120 hours... casual gaming is anywhere from 2-4 hours a day, so on the extreme, one month to master a elite profession is not at all bad. In fact, SWG is more forgiving when it comes to level accomplishment. When EQ was in its first year of infancy, it took people 5+ months to reach the top of thier profession, I don't see the problem, Syz...





As Syzygy said, a casual gamer may play 4 hours a day, but to grind a profession for the entirety of their playing time is not a characteristic common in casual gamers. The difference for a powergamer and a casual gamer is not that the casual gamer spends lets time grinding - it's that they should be able to master the profession in a month or so with a minimum amount of grinding, just playing the game.

Also, you comapre the time it took people to master professions in EQ - the thing is, this isn't EQ, and 120 hours is out of line with just about all elite professions. Also, I never played EQ, but did it have any skills with such an inherintly mind numbing grind as ID?
Sundown6
Thu Jun 10, 2004 4:02 pm
#18






Nouva wrote:
Considering the devs way back in betastated that for a power gamer an elite profession should take a MONTH and THREE MONTHS for a casual gamer, 11 days seems to be a "gift." Heck, it took me a month =)







You know full well it won't take 11 days. It'll take a player like yourself however long it took you, plus another 60+ hours of forced interface waiting... which ends up being much longer than 60+ hours, due the difficulty of finding folks willing to stare at a blue screen with you, and having to compete against already masters.


It's still out of balance with almost every other elite profession, if balance is of any concern. Not to mention that changing an avatar's physical appearance isn't the type of play power gamers are interested in-- and those that usually are generally aren't power gamers. ID has nearly none of the power-gamer appeal, rewards and benefits-- as such, its play shouldn't be power gamer driven either. Not to say it should be masterable within an hour... but thetime and boredom involved in mastery is rediculous, to theconcensus of most everyone-- IDers, and many non-agenda-driven MID's included.



Sundown6
Thu Jun 10, 2004 4:29 pm
#19







Nouva wrote:
Not at all, 4 hours a day x 30 days = 120 hours... casual gaming is anywhere from 2-4 hours a day, so on the extreme, one month to master a elite profession is not at all bad. In fact, SWG is more forgiving when it comes to level accomplishment. When EQ was in its first year of infancy, it took people 5+ months to reach the top of thier profession, I don't see the problem, Syz...







The comparison doesn't really fly, since EQ gameplay and levelling did not involve staring at a blue screen andwaiting for five months, or one, or three... just to be able to change hairstyles and nudge bodyshapes. There was actual active gameplay involved beyond clicking the ID designUI between waitsrepeatedly. SWG is more forgiving than other gamesonly because it presents lesser rewards and variety, and because there isn't much to do or get compared to other power-gamey games. Slapping power-gamer time sinks, along withgameplay that involves *not playing*,and providing very little back in return to boot, is not an appropriate game mechanic for the profession.


Fishing in FFXI is the absolute most boring profession ever. But even that involves much more variety and active play, involves doing different things at different levels, finding new fishing spots appropraite for one's current level, timing fishing with the moon phases, experimenting with different sorts of baits, lures, and poles for the appropriate level fish-- and amuch shorter aggregate levelling time. Even so it takes folks weeks and months to level up. Squaresoft had the foresight to know that the more boring the gameplay, the shorter the aggregate time should be, and the longer something should take, the more interactivity and strategy needs be ingrained as part of the design. And FFXI is one of the most power-gamey games around. The Squaresoft developers would not be caught dead implementing a profession whose levelling involved standing around waiting for timers to expire between clicks, and enforcing this wait on another player to boot. If you're going to be talking about power-gamey time sinks, then you better be talking about power-gamey rewards and power-gamey depth of play. Slapping a power-gamey time sink, withnone of the other associated facets,onto a profession that casual and social types tend to gravitate towards is a recipe for disaster.


Message Edited by Sundown6 on 06-10-2004 04:48 PM

Sundown6
Thu Jun 10, 2004 4:45 pm
#20






Nouva wrote:

I see your point Syz, but the problem isnt the timer, nor the xp gains. They (xp gains)are almoston par with dancers and musicians. A dancer in an average group of 5-10 bandmembers gets roughly 1 box every 17 hours.It can go by faster to about 1 box every 6-8 hours in a group of 15-20. This is using a afk dance/heal macro (using the best dance each new box)to cut down on "wait time." At the one box per 6-8 hours that is 128 hours to master the elite dancer professionand that doestinclude the entertainer to noviceclimb. Dancer is almost 200+ hours to master, and not all dancers go afk. These people (live dancers and musicians) do not complain, they accept it as part of thier work to become masters. The image design community both past and present have been so spoiled with fast gains and performance that it has become difficult to accept the new changes. Our profession, albight any other entertainer profession is not something to be rushed, but to be enjoyed.







Agreed on the last part. But the timers and the forced waiting, and having to stare at a blue screen constantly, rather than enjoying the graphics of the world or being able to roleplay and socialize while you're levelling naturally... is what's making the profession unfun for most. Dancers don't need to stare at a screen that obscures their view between occasional clicks, norforce the same on customers. Even non-afk dancers are able to macro for long stretches, while they actively entertain and socialize... throwing in the occasional flourish to the tune of clapping crowds and steady XP.


Image Design currently involves none of that, and the mechanics and interfaceactually hurt socializing in more casesthan they do help. They're something a player wishes weren't there, and would love to get out of the way, so he can enjoy the game, roleplay, and socialize... rather than something a player actuallyuses to enhance both his experiences and others' the way Dancers' and Entertainers do.


When's the last time someone's asked for an ID so he can be entertained staring at a blue screen? IDers are currently folks that one gets something done with, and wants to be away from as quickly as possible, so he can get on with the game again.


Not to mention the fact that a savvy Dancer or Musician withgood friends can level the prof in much shorter time than you state. Couple days even. And even this excruciatingly boring method is lots more tolerable than the blue screen of image designing death for all involved.

Drygo
Thu Jun 10, 2004 4:45 pm
#21


I'm going with the second method because I don't have anybody who is going to let me ID them for hours and hours on end. So, it's me, alone, in the tent. The second method equates to 132 hours to master ID. Definitions of casual gamers vary. I still think that 4 hours every single day is more than "casual." But, we'll go with that anyway. So, dividing 132 by 4, we have 33 days.


That's 33 days spending all 4 hours of your gameplay doing ID and ID only, staring at a huge UI interface, not enjoying yourself whatsoever.


I suspect a casual gamer might actually want to have a little fun, and may spend 2 of the 4 hours they're playing actually doing something fun. That means mastering IDdoubles to 66 days. Or, maybe they only play 3 hours, and only spend 2 hours grinding ID. Still, that's 66 days.


Let's take into consideration that not a casual player will *not* play every single day of the week because they will probably have things they have to do in real life every once in awhile.


When it comes right down to it, we're looking at upwards of 2 and a half months of *casual* play, where the vast majority of it is spent being completely bored out of your skull.


Sorry, I just don't see that as being good game design whatsoever.

Message Edited by Drygo on 06-10-2004 04:47 PM



- I support hawtpants
Xuus2000
Thu Jun 10, 2004 5:12 pm
#22

Location helps. I choose the ID station in Bestine because 1) there are still quite a few people that pass though there, and 2) More often than not I am the only ID person in the tent. The only problem is when I have to turn someone away because I can't yet provide that service to them. Even then, I try to refer them to another ID that occasionally checks in.

Of course, none of this causes the time to go by faster, but you notice it less because you're talking with customers.


When I mastered musician back in November, it took roughly 3 months, no macros, and no afking. However, that was before holos became popular, and so again, time passed quickly because we were interacting with patrons.


I really don't mind putting in the time, because, simply put, there aren't a lot of people who are willing to be patient enough to do it. This makes a person who does do it that much more valuable.

KeyTokikoMima
Thu Jun 10, 2004 7:07 pm
#23

Personally, I suggest you get one of those free 14-trial accounts. You can edit your option.cfg file to let you play two characters one one system at once.


Then you set your free account to 2 macros, one to keep it sitting and standing every 10 minutes, the other to use the 'Confirm' button macro. Then you can take advantage of Method X's huge time savings. It should take less than 14 days, and even if it takes more, you'll have gotten a lot farther this way.
Nouva
Fri Jun 11, 2004 12:34 am
#24

I see your point Syz, but the problem isnt the timer, nor the xp gains. They (xp gains)are almoston par with dancers and musicians. A dancer in an average group of 5-10 bandmembers gets roughly 1 box every 17 hours.It can go by faster to about 1 box every 6-8 hours in a group of 15-20. This is using a afk dance/heal macro (using the best dance each new box)to cut down on "wait time." At the one box per 6-8 hours that is 128 hours to master the elite dancer professionand that doestinclude the entertainer to noviceclimb. Dancer is almost 200+ hours to master, and not all dancers go afk. These people (live dancers and musicians) do not complain, they accept it as part of thier work to become masters. The image design community both past and present have been so spoiled with fast gains and performance that it has become difficult to accept the new changes. Our profession, albight any other entertainer profession is not something to be rushed, but to be enjoyed.



Oh, and fix the entertainer profession....

The Illustrious Lady China 
Crimelord of Bestine, Leader of the ORCA
The Galaxy’s First Master Image Designer
Entertainer Extraordinaire 
Syzygy-Gorath
Fri Jun 11, 2004 12:45 am
#25






Nouva wrote:

I see your point Syz, but the problem isnt the timer, nor the xp gains. They (xp gains)are almoston par with dancers and musicians. A dancer in an average group of 5-10 bandmembers gets roughly 1 box every 17 hours.It can go by faster to about 1 box every 6-8 hours in a group of 15-20. This is using a afk dance/heal macro (using the best dance each new box)to cut down on "wait time." At the one box per 6-8 hours that is 128 hours to master the elite dancer professionand that doestinclude the entertainer to noviceclimb. Dancer is almost 200+ hours to master, and not all dancers go afk. These people (live dancers and musicians) do not complain, they accept it as part of thier work to become masters. The image design community both past and present have been so spoiled with fast gains and performance that it has become difficult to accept the new changes. Our profession, albight any other entertainer profession is not something to be rushed, but to be enjoyed.





And there you have it. The way that skillgain was implement is not enjoyable. I spent 12+3 hours this past weekend working on Musician, all ATK, and I had an absolute blast—why? Because (a) I don't have an admittedly useful, but also annoying UI obscuring my view, (b) I'm working on an 8 second timer, so I can take a break without worrying about wasting a good bit of time, (c) people who came to see (listen to) me did so of their own volition, not because they were forced to, (d) I wasn't doing the same thing over and over and over again, (e) Musician (and Dancer) encourage being grouped, so there were a lot of people to socialize with. None of these points are true for Image Designer, not to mention that Dancer and Musician can perform their full range of functions the second they hit Novice—this is not true of Image Designers.


Image Designers are committing larger time blocks per XP gain. Given that we are a solo-service oriented profession we are actively in competition with eachother. We have a large UI obscuring a good bit of our view for the entire time we're leveling. We do not have access to many of our requisite skills until very far up the trees. People are now forced to come to us for migrations, and have no choice in the matter. There is no benefit to doing any more than 3 different changes over the entire course of an ID's leveling, the third and most profitable also being the most excruciating to perform.


Do you see where I'm going with this? Without a real revamp of our profession the only solution to the tedium of leveling and the frustration of being gimped in the services we can provide is to shorten the grind. I will admit that with the advent of chef foods levelling ID was way, way, way too fast—but as I argued before the chef revamp, until there is more content at lower levels lengthening progression—as has been done—only does novices a disservice.



œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

marqueA2
Fri Jun 11, 2004 11:07 am
#26

ID xp (especially with th e timer) is aweful. I say that, and I'm only on Entertainer ID II with the intent of stopping at ID IV for Master Entertainer. Blah, upteen million hours just to be able to play the guitar thing.

Feh.

-Sans Sarif
-Mayor, Freedom City, Talus (Valcyn Server)
-Master Politician
-Master Musician

Message Edited by marqueA2 on 06-11-2004 02:08 PM

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