Musician Archive
Thread: Look see? We have a dev talking to us about our inspirations!
Bionic wrote:
CONCLUSION: I see where the devs are coming from. The answer is not to punish AFK'ers, in that we can agree.
I really disagree. No other game hesitates to punish AFK play. I played "A Tale In The Desert" which was a puzzle game mostly, no combat of any sort. This was a game full of mini-games but no activities that could really detrementally impact someone else. Even here they would kick you and eventually ban you for AFK play.
It isn't just about automating our profession or any other its the whole appearance and perception thing. Sheesh I hate hitting some star ports because of all the emote spam from all the people who walk away from their computers for exteneded periods. People coughing, smiling, yawning, jumping, cheering, etc. It looks BAD and I don't understand why SOE wants to continue to allow it. The argument that recursive macros would have to be removed is bogus and a lazy excuse because there are other ways. We just need to keep making this clear to the devs and not just focus on the impact to our game but the overall impact it has on the game as a whole. When the majority of toons I encounter are zombies there is something seriously wrong and the devs need to realize this. I'm not talking just entertainers but ALL toons.
Bionic wrote:
There is no legitimate gameplay reason for recursive macro functionality to be in-game; its only purpose is to allow AFK players to remain in-game and take opportunities from ATK players. AFK play SHOULD be eradicated, and I hope that the dev team can see why less crowding in heavily spammed areas will lead to increased player interaction and overall game satisfaction.
Panthu wrote:
Bionic wrote:
There is no legitimate gameplay reason for recursive macro functionality to be in-game; its only purpose is to allow AFK players to remain in-game and take opportunities from ATK players. AFK play SHOULD be eradicated, and I hope that the dev team can see why less crowding in heavily spammed areas will lead to increased player interaction and overall game satisfaction.
I think the most important thing for us to walk away with from this Dev post on AFK is not "omgz, we need to scream about AFK more because they aren't getting it!!!!", I think it's much more important to accept that they want to do things to increase our ATK fun factor and that's what they want us to talk about.
It's just a fact, Devs prefer to talk to players about fun things the players want, not get yelled at about stopping an issue we don't like. We have been screaming about AFKers in these forums since they have been up. They know we don't like it. They know what's unfun about it for us. They'd rather talk to us about what they can do for us. Which is a good thing, this will end up getting us more cool stuff to do and play with in the end.
Yet, people are still able to hit 1 button and leave their computer running for 4 days, imitating an Entertainer and giving us all a bad name.
That's the problem.
Being ATK can be the most fun and amazingly exciting experience, but people WILL still AFK and happily so, and knowing the attitude of the game's community because of this fact, they'll probably take the 10% crappy buffs with glee from a buffbot rather than deal with the perceived "hassle" of a live Entertainer.
Leave AFK in, in any form, and we continue to suffer, and no matter how fun things are, the clods will run to the bots while we yell, "awesome super fun fantastic game that will blow your socks off!" and they'll respond to, "don't want to talk to you, buff me or leave me alone."
That's the problem.
There should be no other option but to interact with an Entertainer, because we're people playing this game just like them. Well, we should be. But instead we're plagued with macro forgeries of Entertainers.
If AFK remains, our situation will never get better, no matter how fun our professions become.
Once the hoopla over new stuff fades away (I'm sure we'll see a rise in customers as people hear there's something new we can do), we'll likely be back where we started, still standing cantinas with inane bot banter encircling us, and people going for the "hassle-free" route of bots because so many now despise us for simply saying, "hello."
Sorry to be so bleak, but seriously, we can get more cool stuff to play with, but if AFK is still around people will do it and find ways to negate our fun stuff until we're screwed once again.
The AFK must go.
Save the fun stuff for the people who play this game. Don't give it to the lame bots to devise ways to defeat our fun and destroy the system the Devs design. If they can, they will bot. And people will go to them. It can't continue.
As much as no one likes to talk about it, it must be dealt with. Life isn't always sunshine and roses, and sooner or later the Devs will need to come to terms with the fact that their own players are destroying the game they work so hard on, and they're going to have to do something about it. Avoidance helps no one, and lets the situation fester.
Blah blah blah, blah blah, blah blah blah blah.
I'll shut up now.
Later.
Warryyr wrote:
Blah blah blah, blah blah, blah blah blah blah.
I'll shut up now.
Later.
So what are they doing to shorten the leveling process instead of extending it beyond the life of the game itself? Don't tell me EHXP from the new buffs, what are the odds that in a crowded cantina everyone is going to get a shot at those? What are they doing to reward ATK play? Everything I've seen so far is a penalty to live play not a reward.
Master Entertainer, Master Musician
Founding Member - Frag's Puppies
President and CEO - Fragpuppie Enterprises and Uber Instruments
Coronet, Corellia, Chilastra
LyteFoot wrote:
The problem is that with the loss of healing experience we are seeing on TC leveling an entertainer legitimately will be a life time undertaking. This means there will be MORE not less AFK. This means there will be more sampling rads, riding escape pods, etc. This means more exploits to level an afk bot for your guild not less. They claim to be rewarding ATK but the removal of experience, retention of a dead skill tree, and passive buffs SCREAMS just the opposite.
So what are they doing to shorten the leveling process instead of extending it beyond the life of the game itself? Don't tell me EHXP from the new buffs, what are the odds that in a crowded cantina everyone is going to get a shot at those? What are they doing to reward ATK play? Everything I've seen so far is a penalty to live play not a reward.
Elwyn, that's why these things go through testing. It gives us the ability, before they go live, to give feedback on the problems. Is it a problem that the healing xp from inspirations isn't shared among the group? Then tell the devs that it's a problem, and that it will make leveling an entertainer take too long. I told them that.
But statements like "Everything I've seen so far is a penalty to live play not a reward" (specifically teh use of the word "penalty") makes it sound like you believe that the devs are purposefully trying to hurt us. Maybe you believe that, but I certainly don't, and I think many have taken Phydeaux-K9's post as evidence that it's not what they want. If on the other hand, you think that their efforts to help us will unfortunately hurt us instead, or that there is some oversight of our issues, then present it in that tone. The more clearly and straightforwardly you can present what your foresee as a problem, the easier it is for them to take action on it. Numbers, if you can get them, are wonderful in this regard.
Example:
"Once you reach novice musician, you grant inspirations at a faster rate, but still only get 10 xp per tick. This means that per person/inspiration, a novice musician will get less total xp for a full inspiration than a novice entertainer will, since the novice musician will go through fewer ticks to apply the full inspiration. It seems that this is a bug or an oversight regarding the amount of xp granted while inspiring. Since the amounts of xp required to level are higher as you reach higher levels, the xp granted as you level should increase, or at least certainly not decrease. Compare to combatants who can access more difficult creatures (with their higher xp) as they level, crafters who get certifications for more complex objects (with their higher xp) as they level, etc.
I suggest that at least the amount of xp granted be based on how much inspiration has been granted. This would make the amount of xp gained the same regardless of how fast the inspiration is applied.
I think it would be more appealing, and helpful toward filling those ever increasing xp requirements for leveling, if rather the xp granted be given a bonus based on how quickly you can apply it. The faster you can apply it, the more xp you gain, and then the leveling process is more balanced."
This feedback lays out the problem and the reasons it is a problem. It politely suggests that it may be a bug or oversight, and, in the case that is an oversight, gives the knowledge needed to more fully see the big picture of why it's a problem. It also makes suggestions toward fixing the problem. All this without a tone of assuming that the devs are trying to hurt us.
The inspirations are in testing; that means the devs *want* our feedback, so that they can make things better. So instead of making challenging statements about the devs, with your conclusions that the answer to their challenge is done and over with and a nerf to us, phrase it constructively, and they'll see it and want to help out.
The long and short of this combat upgrade isn't to balance the game, it is to get SWG and EQ2 on a common code base so SOE can reduce support costs and improve their bottom line. Why else take what was to be the balancing of combat and nerf the heck out of non-combat professions to make them more EQ like. Why else introduce the common EQ concepts of mezzers, tanks, etc. Why else introduce player level concepts from EQ in a skill tree based game. So honestly I keep musician strictly for the fun I have with it and give up expecting them to do anything that truly deters AFK play or significantly enhances the entertainer game.
[edit]
Let me also add that I'm a 19 year computer programmer so quite aware of how to present designs and test data. But first there has to be a business case and in this situation the real business case seems to be about lowering support costs through code consolidation.
Message Edited by LyteFoot on 04-09-2005 12:05 AM
LyteFoot wrote:
Scip I'm no longer interested in being polite. They have already stated flatly that AFK isn't going away, instead they are going to make it more fun to be ATK. I don't care how fun it is, as long as they support AFK play with ingame tools and there is some mechanic we can provide in a totally automated fashion we will have a sea of zombies. That mechanic can be FS experience, inspirations, healing, or anything beneficial to non-entertainers; as long as it exists and can be automated we will be disrespected as the AFK alt profession.
The long and short of this combat upgrade isn't to balance the game, it is to get SWG and EQ2 on a common code base so SOE can reduce support costs and improve their bottom line. Why else take what was to be the balancing of combat and nerf the heck out of non-combat professions to make them more EQ like. Why else introduce the common EQ concepts of mezzers, tanks, etc. Why else introduce player level concepts from EQ in a skill tree based game. So honestly I keep musician strictly for the fun I have with it and give up expecting them to do anything that truly deters AFK play or significantly enhances the entertainer game.
[edit]
Let me also add that I'm a 19 year computer programmer so quite aware of how to present designs and test data. But first there has to be a business case and in this situation the real business case seems to be about lowering support costs through code consolidation.
Message Edited by LyteFoot on 04-09-2005 12:05 AM
I can only fully agree to everything you said. I really was wondering already if the point I highlighted has occured to anyone else or if I'm just being paranoid, but it's really logical if you think about it. Basically this so-called CombatUpgradeRevampBalance is one huge con-job - "fixing" combat is at best a side-effect and at worst a smoke-screen.
And I'm working in IT as a programmer too (on a pretty huge banking project currently, in fact),so I knowthis makes perfect sense from a programming and business point of view. It makes enough sense that I wouldn't even mind it all that much if SOE only was being honest about it. But I very much dislike dishonesty and being fed corporate crap.
LyteFoot wrote:
Scip I'm no longer interested in being polite. They have already stated flatly that AFK isn't going away, instead they are going to make it more fun to be ATK. I don't care how fun it is, as long as they support AFK play with ingame tools and there is some mechanic we can provide in a totally automated fashion we will have a sea of zombies. That mechanic can be FS experience, inspirations, healing, or anything beneficial to non-entertainers; as long as it exists and can be automated we will be disrespected as the AFK alt profession.
The long and short of this combat upgrade isn't to balance the game, it is to get SWG and EQ2 on a common code base so SOE can reduce support costs and improve their bottom line. Why else take what was to be the balancing of combat and nerf the heck out of non-combat professions to make them more EQ like. Why else introduce the common EQ concepts of mezzers, tanks, etc. Why else introduce player level concepts from EQ in a skill tree based game. So honestly I keep musician strictly for the fun I have with it and give up expecting them to do anything that truly deters AFK play or significantly enhances the entertainer game.
[edit]
Let me also add that I'm a 19 year computer programmer so quite aware of how to present designs and test data. But first there has to be a business case and in this situation the real business case seems to be about lowering support costs through code consolidation.
Message Edited by LyteFoot on 04-09-2005 12:05 AM
Message Edited by LyteFoot on 04-09-2005 06:36 AM
Now, I'm really upset by Phideaux's remarks. If AFK is something that is accepted by the developers, why was AFK combat removed recently? When did the change in sentiment occur?
Tiggs said this on October 12th: "I will say that AFK dancers drive me bonkers as well when I am playing. I have no problem saying that if someone is AFK they will not be giving me buffs nor will I give them any credits. I do have many dancers on my friends list that I know are active on the servers I play. These dancers will get my business and receive payment for it.
We (the team) are all concerned about this issue and we will have this fixed. I know you have heard that over and over but not from me
Was there a meeting where this issue was discussed and it was deemed no longer necessary? Is the extra revenue from buffbot accounts so compelling that you find keeping them around more important than us?
I am happy that you are adding "incentives" to be at the keyboard. That is not what we have been asking for, though. To be honest, I don't care if the current schedule of 1.5 new songs per year is kept. The change to eight person maximum groups is a death knoll for most serious bands, and the support of AFK entertaining while proclaiming that recursive macro functionality is being removed is not only frustrating, but gives me little reason to have faith in any of the communication the devs give us. Increased communication is great only if you can believe the message being sent.