Rifleman Archive

Thread: No Rifleman Updates on Today's Patch?

IdeaEve
Wed Oct 08, 2003 3:13 pm
#14

Wow, great, they did make it possible to mind buff



Hipe
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IdeaEve
Wed Oct 08, 2003 3:20 pm
#15

Musician - Increased the effect of musician mind buffs. A master can now increase a stat up to double of its base value. Maximum durations have been increased to 2 hours.



Hipe
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JediChomper
Wed Oct 08, 2003 3:25 pm
#16

i think its like 15min u have to sit and it has to be a master



Syanne Fyre - Black Sun Syndicate
Tezctlpoca
Wed Oct 08, 2003 3:26 pm
#17

The best thing to do is seek out a Master musician and request he/she play for at least 15min, and sue lots of flourishes. I'm not sure what the minimum time is for the 2 hour mind buff's, but I'm willing to test this out tonight. Once the specifics out what it takes to get a 2 hour buff are settled, I'll be more then willing to pay several thousand for a private concert.


Also looking forward to seeking what kind of mind buff Wookiee roar gives......




Oderint dum metuant
WayneInAustin
Wed Oct 08, 2003 3:28 pm
#18

Thanks JediChomper...


Do you have to ask or select anything? or does it just happen naturally?


And do dancer's have any effect? Is it just muscians?


(Sorry... I obviously knew nothing about this having lived off muon gold in the past.)





____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


Tezctlpoca
Wed Oct 08, 2003 3:31 pm
#19

Dancers increase the general Mind pool- they can double it.


Musicians increase the secondary stats - Willpower and Focus; they can also double the values.




Oderint dum metuant
WayneInAustin
Wed Oct 08, 2003 3:32 pm
#20

Thanks Tez...


We were typing at the same time on that previous post.





____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


Noules000
Wed Oct 08, 2003 3:41 pm
#21

From the information from the dancer boards (the credit is theirs, and I just hope I didn't misunderstand):

- There are now two types of buffs, active and passive.

- ACTIVE buffs require the entertainer to select a target and use a command (I don't remember exactly what the command is called). Active buffs last longer than passive buffs and takes less time to receive (I believe a master dancer said it took 5 minutes of constant flourishing, using a relatively high level dance, to get a 2 hour buff) but my understanding is only one person can be 'actively' buffed at a time. I'm not sure if there is a watch/listen requirement, but I assume there is.

- PASSIVE buffs require the watcher/listener to be watching/listening (as if you were healing mind/BF) AND be in the entertainer's group. Everyone (except the entertainer) in the entertainer's group that fit the criteria receive the passive buff simultaneously. Passive buffs take longer to apply and don't seem to last as long (under the above conditions, I believe the figure they were talking about was 15m to buff and 1-1.5 hrs of buff).

- It doesn't seem to be known at the moment if duration is dependent on skill, but I think it's thought not to be. However using lower level dances and less flourishes seem to mean it takes longer to get to max duration, so there's an indirect dependency of duration on skill there.

- There does not seem to be any way for entertainers to buff themselves, still.
Tezctlpoca
Wed Oct 08, 2003 3:41 pm
#22

I went over to the musician forum and here's what their corespondent had in terms of info on the mind buff's the deal out; it looks like it actually only takes 5 MINUTES. Excellent news!


--------------------------------------------------------------------------------------------------------------------------------------------


1. /setperform: Dancers and Musicians now have the option to target a player and type /setPerformanceBuffTarget, or /setperfor for short. This command does work. Supposedly, if you play for just FIVE minutes, doing flourishes and performing reasonably advanced songs or dances, the buff to Mind (by Dancers) or Focus/Willpower (by Musicians) will last a full TWO HOURS. In fact, one of my audience members reported a three hour buff -- and the buff always doubles the Focus and Willpower stats. Nice.


2. Buff message: When youtarget someone , the audience member receives this message: "Richie Starsider [i.e., the Musician] directs their attention to you." The performer receives a slightly buggy message: "You [in my case Richie Starsider] direct your attention to Richie Starsider." Oops; the last term should be the audience member.


3. Passive buff: We can still buff people "passively" -- but it may be that the audience member has to be grouped with the performer to receive the passive buff. I'm getting reports of a 5- or 10-minute passive buff resulting in a 70-80 minute buff -- not bad.


4. Willpower stat bugs. I'm still finding that many recipients take a small hit to their Willpower stat during the buff, or after it wears off: hits range from 5-40 Willpower points. Eating food sometimes cures temporarily, but results in a spice-like downer afterwards. Relogging for 30+ minutes may work better; not sure yet. Focus and Mind don't seem to be affected adversely.


5. Targeting with /setperform. I'd been worried that ommni and nalargon players wouldn't be able to use a targeted buff, since we must keep those instruments targeted. But you only need target the player when typing /setperform; after that, you can target your instrument and play normally.




Oderint dum metuant
HydrAG
Wed Oct 08, 2003 10:02 pm
#23






lammergeier wrote:

You guys missed it:



(on the TC notes, hope to see it live) T21 being brought back up (don't know how much, exactly). Tusken rifle changed to AR1 kinetic (BIG plus here... we needed a kinetic flavor rifle, not another AR0 energy)







Just checked this(yeah some how I logged on) and the Tusken is infact AP1 now, but still bugged ass energy damage. Spraystick... yep still bugged ass energy damage.



XP is bugged-I think. Some blue con aggro critters were hanging out around my house, so I had to introduce them to /flamecone2. 1 Combat XP per mob(stopped getting HWXP a while ago) and as mentioned in numerous places, my armor didn't work.



Pets cannot be called, I only got the option to store-and the **edit** thing was never out.



My suggestion, wait until the weekend, have a pint or two(dozen), calmly approach the computer, /headshot2, warp, insert fist through computer screen to avoid seeing getting 1XP/Combat XP for killing a Quenker.




TBN, Kauri
Xechran
Wed Oct 08, 2003 10:40 pm
#24

Well heres some good news, I dueled a TKA anda commando and the TKA was doing me 50 dmg and the commando only about 150-300, so it looks like the 2.5x dmg mod may have been changed, at least in PvP.



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Oafote
Wed Oct 08, 2003 11:39 pm
#25

another update that effects rifleman, at least novice, quite a bit...


giant baz nitches have light armor and are not available as missions now as far as i can tell.

Gedore
Sun Oct 03, 2004 6:51 am
#26

I noticed that as well, and was going to post it if someone else didn't. I mean, they made Bounty Hunters slightly better, but not a single mention of Riflemen. I was a little sad
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