Musician Archive

Thread: Musicians and money

psikobunny
Thu Jun 30, 2005 2:07 pm
#27


Here's a point I want to bring up. Some of the most flawed elite professions in the game are flawed because of their high end exonomic potential. A fatal flaw of Smuggler was that Spices were effectively useless for many months. Creature handlers have a nearly closed market (other Creature Handlers, and the Training or sale of a non CH pet). Entertainers must compete *with each other* for the limited and fluctuating pool of role players willing to pay for a band/performance at an event. Since this conversation began by talking about chastising asking for tips and reliance on others, how can you say that the high end is essentially any different? As it stands for Entertainers to earn money AS Entertainers we must compete for the credits of players and sell ourselves. No other profession has to meet such a high standard for their credits, and we need somethingas acounterbalance.


Here's a little vision statement for non competitive high end earning. I loved the concepts of information gathering and brokering introduced in the newbie mission. I would love to see new content that expands on this. I would love to see the purpose given to many of the unused locations in NPC cities, by creating these spots for us, similar to that party. The cantinas, hotels, theaters and parties would become our hunting grounds. Our loot would be Data Objects. Tidbits of information, door codes, names, scraps and pieces that we could collect, assemble or sell in part. To who? to the combatants. Instead of having set codes to get into a dungeon, or being able to talk to an NPC until you muddle through the right answers. Have them BUY THE INFO from us! If they try to talk to Joe for Quest XYZ, and they give a wrong answer, then have Joe ignore them for 24hours (kinda like our theater managers!) but, if they have the data object we collected in their pad, then they have a guaranteed correct answer, or the info Joe needs, and they proceed with Quest XYZ. Successful completion of the mission you were sent on would give some cash, and sale of the data would give more.


Do I think we'll ever see it? No. but I think it's a start at one way to solve one of our problems.





Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Panthu
Thu Jun 30, 2005 2:08 pm
#28

Heh, it's not that out there. We called it "Cantina Harvesting", lol.




P A N T H U Y GlitterUsagi
M i n d B o d y S p i r i t
Dancer ImageDesigner Doc

Panthu
Fri Jul 01, 2005 12:56 am
#29

Back at the Corr Summit last year, I asked about cost for Ents (I used to talk about it a lot, so it wasn't like they hadn't already heard it from me, lol)... and at that time Keld agreed that we needed clearer costs. That was a long time ago though, so I have no idea what these new changes that are coming down for us will mean for that. Also, I don't know what's been discussed with the current Ent Corrs. This may not be any Devs' opinion atm.


Anyway, one of the main benefits to this would be letting others see something they could understand as a "cost" even if they had never played an Ent char. Some of the things talked about in the past were: Instrument Decay for Musicians, Clothes Decay for Dancers (like dance slippers), and Style Products with limited use for IDs. If these were items needed for completion of missions, it would mimic the relationship in between weap/armor costs and combat missions... and maybe we could finally make some decent money from the game and not just our charms with other nice players.


I think this would be a cool thing. I hope it gets looked into again at some point.




P A N T H U Y GlitterUsagi
M i n d B o d y S p i r i t
Dancer ImageDesigner Doc

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