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Thread: just a thought
Panthu wrote:
Yeah, I think it might happen. I have mixed feelings. On the one hand, I think it would be great for parties and I'd prolly spend as much time Dancing as I do now and always have. I mean, I dance emote non-stop in games w/o a Dancer Prof and I love parties and Social events, so I don't see that changing for me. It would be nice to be able to have a full Doc/Combat template or something else functional I would enjoy to support my freebie Dancer ways.
On the other hand, there's still a lot I want to see done for the Ent Profs. Will it happen if we are zero SP cost? I'm not sure.
I would sooo love this. But the selling points for me would Have to be: A.Give us a viable non-supportrole first (get rid of anything that would encourage others to substitute the real thing). B. Give us a significant role in a cross-profession content system (include us in something that would require future dev investment), preferably GCW based. C. Show me some design docs that indicate an obligation tofuture changes and improvements (I'm not going to be passified by promises).
/agree
Panthu wrote:
Maybe Combat should serve our playstyle. Maybe we shouldn't be serving combat at all, just inviting them to the party with bribes in the way of perks.
Message Edited by PoetDancer on 02-04-2005 04:38 PM
I'm a fan of "fun and not functional." I'd love for entertainers' interactions with other professions to be such that there are things that can be done well by someone else, or can be done well by an entertainer, but yields even better results if done together. Desirable but not needed would be my mantra.
I'm not yet sure how I feel about the idea of taking away skillpoint requirements from the entertainer professions. I certainly have some reservations about the idea, but I can also see some benefits. I personally would like to first see how it works out for politicians, as well as what our revamp brings us, before we decide what we think about that idea.
One of the major problems with dancer or musician right now is that the skill point cost doesn't match the value of our profession. TK for instance uses less skill points and gives a much greater upside in game content and earning potential.
This half useful state we are in right now certainly IS NOT worth the current skill point cost. Let me ask this same question a different way... Would it kill dancer and musician if mind buffs were reduced to half their current effectiveness but our profession was made like pilot and getting the skill was a combination of Theater quest like missions and XP? Wouldn't the cantinas see more people (good or bad) in a system like that?
Message Edited by PoetDancer on 02-04-2005 06:08 PM
Aleyo wrote:
Some of my personal thoughts on the matter:
I'm a fan of "fun and not functional." I'd love for entertainers' interactions with other professions to be such that there are things that can be done well by someone else, or can be done well by an entertainer, but yields even better results if done together. Desirable but not needed would be my mantra.
I'm not yet sure how I feel about the idea of taking away skillpoint requirements from the entertainer professions. I certainly have some reservations about the idea, but I can also see some benefits. I personally would like to first see how it works out for politicians, as well as what our revamp brings us, before we decide what we think about that idea.
I agree with you, Scipionus. I think that we should *deffinately* wait until after this SP removal pans out for politicians. On the surface though I think it is a bad idea. No investment of skill points means no commitment to the profession in some cases. It would cheapen us even furthur as a profession. Although one would hope that we would still get Dev time, I'm not sure but that at it's worst eliminating SP is just a couple steps removed from removing us totally. Yes, I realize that may be a bit of an extreme line of thought.
I'm not sure I like 'funand not fuctional' I think the net effect would be bad as we woudl get no help from the Devs as we would then be floating about without any purpose connecting us to the game. Personally, I want a role in the game. I want to be part of the mechanics. I want to be functional in some fashion that facilitates the social and vice versa.
Also, I'd like to point out that the idea of 'desireable but not needed' is, in my opinon, not a viable way to approach our mechanics or play. The reason is because the kind of atitude the MMO environment breeds in alot of folks. The perception of many is that what ever they get to help them become accomplished in game abosltuely has to be the best they can get. Nothing less than 'uber' is worth striving for and everything else is either crap or a stepping stone to uber. It is the same type of thinking that drives the diea that only Master levelcrafter items are worthwhile. For many it would be a very black and white decsion. If we are not needed (or percieved to be needed) then we would be considered obsolete. The idea of 'desireable but not needed' does not factor into it for alot of combat folk. Now, do I think this line of thought is right? No, I don't, but you would be faced with a monumental task convincing the majority of the player base othewise.
I think that what I was looking for in these Professions, in this play style. Was not just a bunch of pretty emotes and fancy graphical sparkly shows. I expected them to be a part of the game. To be NEEDED by other People playing the game. To be sought after by other people playing the game for entertainment and shows and fun. I expected it to be a supported and integral part of the game.
If it is turning into all fun and no function then it's as useful as Holo-emotes... they were big when they first came out. And I still use them but I would bet over 90% of players don't even give them a thought. I mean they might as well at that point turn us into 0sp xp progression to nifty and cute emotes and commands. Great for RPing.... Great for a party here and there. But really in the end a waste of time for the devs to spend any real thought working on. A waste of time for 90% of the players of the game.
Right now I have 203 sp into Professions with a function. (Even if that function isn't being served by ATK players right now). But it's not JUST a function I also can entertain and have fun. (Just not very often now). Turning us into "fluff" for Girlfriends or wives (which I might add is mighty insulting to us girls that do love games and love to play them). Is just NOT an option. It's not. Like Sirii said if these turn to fluff I have an extra 15 a month I can then use to go to real concerts or plays. (And yes you can get them at 15 and under). Which as I type that makes me wonder honestly....
Why don't I do just that...?
DarkY0da wrote:
If it is turning into all fun and no function then it's as useful as Holo-emotes...
I think there are significant differences between our professions, and the politician profession, and there were good reasons to make the politician profession 0 SP cost whereas doing the same to ours could be detrimental. Politicians have and will continue to have an important and clearly defined support role in the game as long as there are player cities with or without a skill point cost. We still don't have a clearly defined role in the game, many people resent what role we do have and are only too happy to hand it over to player controlled NPC's, and it seems likely that whatever role we will have in the future will be changed from what it is now. Without a skill point cost, there's no incentive to give us any meaningful or important role going forward. On the other hand, Politician is more of an auxillary profession in many ways. It is only a single tree profession separate from all the others: it doesn't rely on any other professions nor does it lead to any. From what I know of it, it doesn't have any "gameplay" skills associated with it. It's just designed for support and maintenance of player cities, and outside of that has no other purpose to the game as a whole. While the player city maintenance skills may be important for one or more ranking members of the city to have, to require skill points that could be applied to professions or profession skills that are more fun and more useful to the larger game seems to be unfair. It essentially amounts to some player from the city to either create an alt or "take one for the team" to invest skill points in such a profession. Thus I think it was a good decision in this case to remove such a requirement. We at least are part of a fully fleshed out novice and elite skill tree. We have skills that are useful anywhere we choose to take them, and in whatever way we wish to use them. We can even enjoy our skills for their own sake without even applying ourselves to "game mechanics" if we so choose (starport parties, Cantina Crawls, etc.). We even have some added combat defenses that can enhance our combat prowess if we should want to take that route. I think it's right that we do have a skill point cost, and for us to be anything meaningful in this game, we should continue to have one.
I think what we really need to do is to think about the general playstyle we would like to maintain in this game, and design game mechanics that fit it. That's why I now think that mind buffing is incompatable with the kind of game we want to play. The whole mindset of the player seeking the buff is completely at odds with what we want to do. When someone wants a buff, they've already got plans of somewhere else to be, something else to do, and other people to be with. Plus they've probably already received a medical buff which is already ticking away. Anything else to them is just another time sink and nuisance that's between them and their "fun", and guess what - that's us! To make matters worse, to get the full effect they need to find two different kinds of entertainers, not just one, and to make the whole experience totally unpalatable, there's a flaw in the system such that the pool we effect is the one that is easy to target and can't be healed (as far as wounds) on the battlefield making it the most vulnerable pool so players feel they need to have it completely maxed out to even play. This leads to an exaggerated and unrealistic need of our services (game mechanics) and only fosters ill will of other players towards us.
On the other hand, we probably prefer things like a more relaxed and more social play environment, the chance to meet and interact with other players of all professions, the ability to use our skills to create entertaining shows, and a game mechanic we can use to help other players and hopefully contribute to the Star Wars atmosphere.
So in summary, I think that, unlike Politician, there's no benefit to our profession at having our skill point cost removed. The real solution is a new and clear definition of our role in the game: one that takes into account and accomodates the type of playstyle we want to have, and that also considers how it will affect and relate to other players.