Musician Archive

Thread: From your correspondent: Top issues for Musicians

SadaraSWG
Wed Jul 23, 2003 10:19 pm
#27

1. More variety of instruments


2. More Songs


3. /tipgroup command


4. Ability to lock my Ommni Box or Nalargon so that no one else can play it or pick it up. Very unnverving to have someone I don't know try to play my Ommni Box and it flips around to them.


5. Give newbies the ability to play the higher level songs with the experts. They can't start the song, but they can join in. Maybe take away the ability to play flourishes for songs 2 levels above them or higher, but they still get exp. SW1 is getting very old.





Reisa Neirema
Chilastra Server, Coronet City
Master Musician, Image Designer & Entertainer
Proud Member of Eternal Heart
Kronx
Thu Jul 24, 2003 12:07 am
#28

A master entertainer gets ... Ceremonial Song, Mandovial certification, Footloose2, and Formal 2. In other words they get no unique dancing or ID abilities, and two unique musician abilities. I say they should lose either the cermonial song or the mandovial instrument and gain a unique dance or unique particle effect. That would keep the profession centered around a entertainment base rather than a musician base which iswhat it appears to be now.


I chose the instrument because the song seemed more in line with what an entertainer would have. Honestly, I don't care that much. I was posting issues that I've seen come up on the boards. If I wanted a mandovial that bad, I would just master entertainer (And I may still do it after I hit virtuoso).


I also have a solution for the playing down to the lowest musician problem (assuming it's not impossible to code). But I'm really just throwing out an idea.


Let musicians play any song, buthave certifications required to start the song. So, anyone could play SW2 as long as there was someone with that certification to start the tune. And if the musician leaves the group or goes LD, the band autostops. There would be no XP difference, so lowbies wouldn't progress faster. Of course, this is probably more trouble than it's worth. But I thought I'd throw it out for discussion anyway.


bugbread
Thu Jul 24, 2003 4:13 am
#29

Bug fixes:


1) Music change bug


2) /bandstop available to non-leaders


3) Continuation of song being played when a person enters a group, occasionally resulting in a different song being played (i.e. if a person is playing SW1 and a band playing Rock invites him, sometimes he will enter and continue to play SW1 while everyone else plays Rock)



Features:


1) More songs


2) Different sounds for different instruments. If this is impossible because of sound clash, different octaves for different instruments


3) /grouptip (NOT /tipsplit) as well as conventional /tip for individual tipping


4) (Though this one is more of a dream) The ability to compose music.


5) (Another dream) /flourish 9, /flourish 10, etc.




----------------------
"Grind is a choice"

Ugb Dareb
Naboo
----------------------

Waho
Thu Jul 24, 2003 5:02 am
#30

The easiest way to implement more creativity in the songs is with the /changekey command which I've been campaigning for. Nothing changes as far as melodies or sound (not too much anyway) just the key. It works like /changeband should in that it takes place at the start of the next loop and continues in the specified key until a new key is specified or the song is stopped.


So you could do things like:


Startmusic rock; /changekey E


let that play for 4 loops, then /changekey A


let that play for 2 loops then /changekey E


2 loops then /changekey D


1 loop then /changekey A


1 loop then /changekey E; /flourish # for the finish!


12 Bar blues! (almost...the loops are too long though, for real 12 bar.)





______________________________________
Player of Wemi Crescendo and Skizz Bloodclaw
Rift Runners Network
LashankRangoon
Thu Jul 24, 2003 6:11 am
#31

#1 Issue for me as a Master Musician is the ability to allow ALL members in the band to play songs allowed to be played by the Highest Member of the band but at a reduced cost. I am getting tired of having to stop the band to play SW1 cause someone wants to join in. Allow this person to Play say Waltz but at the same XP he would be getting if he had played SW1. Tie the XP to the skill box he is in NOT the Song itself. This will allow for greater ability to group because frankly alot of groups are not allowing novices in because everyone is tired of playing a nice toon like Ballad only to have to continously switch to SW1.


#2 Issue is not an issue but a Wishlist Item which I know Raph said he bantered around in Beta but the Programmers would not budge. The ability to create our own songs. We need a composition command to create a composition.


#3 Fix /bandflourish to at least give Partial XP. I know the fear is why should they support AFKers but believe me when I say most groups already do this by removing those that go AFK for more then 10 minutes already so the need for this nerf is not really justified.


#4 Give us MORE songs and MORE instruments and allow Instrument Fabrication to Give more XP then it currently does. Also maybe give us different grades of instruments I mean a Kmart Special Acoustic Guitar does not sound like a Les Paul.




Hijo
Thu Jul 24, 2003 6:27 am
#32

I'm sorry but allowing newbies to play high level songs is a really silly idea. Kind of takes the point out of getting to master doesn't it? You would need like one master per city then...
Hijo
Thu Jul 24, 2003 6:30 am
#33

One other thing... I keep seeing the newbie-playing-higher-level-songs idea as #1 on several lists... if that is what you think our #1 issue is, then you need to examine the class a little bit more.
KoraJubali
Thu Jul 24, 2003 6:37 am
#34

Hijo, I'm torn on this one. I see what you're saying. how do you suggest we include the newbies? we need to encourage grouping in the profession, don't we?

Doesn't the current set up discourage grouping?

Hunting parties don't all have to have the same level pistol to shoot at the same target do they? But I guess you're right, the group of hunters only needs one master pistoleer to bring down the big game.

My humble suggestion till I think of something better or hear something better is to allow the noobs to play the high level songs but at much reduced xp. Say they get 6xp per tick on SW1 on a Slither, they play Waltz with a giant band and they're only getting 4 or 5. It's not much difference, so they can group up, but it's not an extreme cut to where they don't want to ever play in a higher group. You see what I'm aiming at?

What is your suggestion to bring grouping into favor?



--=+=--
Kora Jubali
Proprietor: Red Lekku Canteen
Located at 5670 5890 NabooClear Water Plains
Hijo
Thu Jul 24, 2003 7:04 am
#35

I know what you're saying Kora, I do, and I'm telling you I've been crabby in the cantina lately because here I sit a master musician still playing SW1 and Rock every single night. And to be honest I wish everyone could play some of the better songs, but then those songs would just be ruined too ya know? We all hate sw1 and rock because we play them constantly (and sw1 sucks), but if we played ballad all the time sooner or later we'd hate that one too. I just see it as a very temporary fix that would, in the long run, make things worse.


I suggest that all the newbies make big AFK macroing parties in the back room of the cantina until they catch up to the rest of us... at least to ballad... lol JUST KIDDING


Seriously though, I don't know that there is much they could do, short of adding new songs or allowing us to create (or upload via midi) our own, that would make this issue go away. I just don't want to see it get worse.

JediMutantX3
Thu Jul 24, 2003 7:22 am
#36

MoreRemix beats for novice entertainers



--
Things need to done:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=128319 - My WishList
http://mysite.verizon.net/jedixangel22/owned.jpg - Datapad for Owned Properties.
http://mysite.verizon.net/jedixangel22/soundoption.jpg - Expand the Sound Option, Please!
JediMutantX3
Thu Jul 24, 2003 7:30 am
#37

So when newbies can't play the high level songs, they can add some remix beats to it!




--
Things need to done:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=128319 - My WishList
http://mysite.verizon.net/jedixangel22/owned.jpg - Datapad for Owned Properties.
http://mysite.verizon.net/jedixangel22/soundoption.jpg - Expand the Sound Option, Please!
Spatzimaus
Thu Jul 24, 2003 7:41 am
#38

There have been plenty of other suggestions, most of which I agree with, but there's two BIG ones I want to point out

1> There needs to be some reason to raise in level. This is a fundamental flaw in the class: a Novice Entertainer (15 skill points) can do everything a Master Musician (106 skill points) can do, just slower. This leads to a lot of people taking the basic Entertainer skills to self-heal, instead of listening to the band. This hurts everyone in the long run; those combat types waste skill points, the audience is stuck listening to SW1 again, and so on.

2> Three out of the four Musician skill trees just don't have enough appeal. The only discipline in the Musician tree that I actually care about is Music Knowledge. I have ZERO interest in raising Wound Healing or Fatigue Healing skills; I healed pretty quickly at Novice Musician, and groups heal fast even if everyone's a newbie. Why should I spend a lot of skill points on skills I get no benefit from, that make the audience leave more quickly?

So, solve two birds with one stone: add new class abilities that are gained in those skill boxes. Give groups a reason to want a high-level Musician to join them, instead of settling for another Brawler who happens to have a few Entertainer skills. Back in beta, I proposed these additions:

THE "PIED PIPER" SET:
Mobility 1 (Novice Musician): You can walk (not run or swim) while playing Music without being forced to stop. Any other action (being attacked, using an item, etc.) will stop the music. This allows you to move around the cantina a bit, but you still can't heal outside unless you add the other ones below.
Mobility 2 (Music Techniques 2): As above, plus being attacked or using an item doesn't stop the music. You still can't do any attacks yourself, though. (Want to stimpack yourself? No problem.)
Mobility 3 (Master Musician): As above, plus you can run.

(Dancers could get a comparable set of abilities)

THE "PLEASE LET US JOIN IN GROUPS" SET:
Fatigue Specialization (Shock Healing 1): You can heal Battle Fatigue in camps.
Fatigue Mastery (Shock Healing 3): You can heal Battle Fatigue anywhere, but at half the rate of the camp/cantina healing.
Wound Specialization (Wound Healing 1): You can heal Mind pool Wounds anywhere at half the normal rate.
Wound Mastery (Wound Healing 3): You can heal Focus and Willpower Wounds anywhere at half the normal rate.
Healing Mastery (Master Musician): You can heal BF, Mind, Focus, Willpower anywhere at the full rate.

(Again, Dancers could get a comparable set of abilities)

THE "BECAUSE IT'S SO COOL" SET:
Fast Migration (Entertainer tree, Master Entertainer): The stat migration of anyone listening/watching the Entertainer should be sped up by an amount proportional to their Wound Healing rate.

This'd give people a reason to go Master Entertainer beyond the one extra instrument and song.
JediMutantX3
Thu Jul 24, 2003 7:54 am
#39

The point I see it to become a FULLMusician isn't about healing but be able to do cool things (lights etc) and play different/better music and have better instruments later on (Naglaron)...


If healing is your priority, Entertainment ISN'T your line of profession (No offense)




--
Things need to done:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=128319 - My WishList
http://mysite.verizon.net/jedixangel22/owned.jpg - Datapad for Owned Properties.
http://mysite.verizon.net/jedixangel22/soundoption.jpg - Expand the Sound Option, Please!
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