Entertainer Skills

Discussion in 'Suggestions' started by PhantomFury, Jan 2, 2017.

  1. PhantomFury

    PhantomFury Young Knight Seasoned Adventurer

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    This can be seen as the continuation of Nomad's thread in early 2015. (And sorry Judah, since the idea have been presented to you before :p)
    In the thread, the concept of music and dancing was brought up and the counterargument was that it have no gameplay benefits as AoA have no magic, and so music can not buff stats. So the following ideas are ways to implement the world of music and dancing into the game.
    First, lets start with game mechanics I would like to call Mental Fatigue (MF). For this to exist, the game would need a stamina bar (so far, I have only seen reference to health bar, so sorry if it's already in the game) this is to prevent someone from running indefinitely and serves like a mana bar in a more magic oriented game as moves and combos eat up stamina. The higher the level, the more stamina you have (and, of course, the more DPS, the more stamina it eats up). With stamina established, Mental Fatigue is a debuff stat that gradually increase the more stamina is continually (like sprinting across the map, stopping just in time to recharge before sprinting again) use until it caps off at 50% of your stamina, therefore drastically limiting your move pool. UI-wise, this will look like a portion of the stamina bar is covered by a darker shade (if stamina bar is blue, the MF is dark blue) starting on the right side and slowly creeping to the left (in the case that the stamina fills from left to right.)
    To get rid of the MF, you can either listen to NPC's music or watch NPC dancers but they are low level and it would take time to decrease your MF. (On the side note, bar/tavern owner should be able to hire street performers NPC to perform at their bar and ask a composer to make a music for them to play, giving a bar a unique tune, more on is later. These NPCs will take a money (amount specified when requested to hire) from your bank for each day they remain hired and will go back to being street performers if you run out of money or ask them to leave - at which the NPC will play until the end of the day and take payment of that day (to prevent firing-hiring cycle for free bar entertainment)) To remove MF faster, you can have a player with high Entertainer skills to perform for you. Having an entertainer skill would also allow you to remove your own MF - of course, that would get in the way of people who want to build their characters into a tank, so this will promote teamwork.
    Now, to the Entertainer skill, I will start with the simpler of two: dancers. As mentioned on Nomad's thread, dancing is a physical activity that could improve stats so in in exchange of slower rate of relieving MF for both the player and his/her spectators as compared to musicians, the player will receive gradual increase in STR and DEX stats over time.
    As for musicians, as mentioned with in the thread, it splits to composers and performers. The composer can make music sheets of various levels that tied in with the levels of the composer skill. The more level, the more notes you can add on the music sheet. In addition, you can replicate and sell your music sheets, so higher level music sheets can be played by higher level performers that will eventually benefit someone with high MF. The music sheets can also be given to Performer NPC to play as long as the NPC is hired.
    The performers are the skill that can remove the most MF from a player if they max out the skill. The level of the skill corresponds with the level of music sheet they can play. Of course, they can play lower level music sheet, but they will only grant progressinvely less XP until it doesn't give you any at all (for an example, if you are level 5, lvl 1 music sheet will give you 0 XP). The performer skill can split up to types of instrument from percussion to string instrument and the music sheet can be played on any of them (although the composer should tell the performer what instrument is best fit with the sheet). Performers also have a limited composing ability but it is equivalent to a low level composer. As for how to play the music, it can be like Guitar Hero like Nomad's post mentioned, or it can just be click to play (though, where's the fun in that?)
    As an audience, the dancer can only remove your MF if you are facing the entertainer with no object obstructions (walls, etc. not players) but the musician performer is an area buff, effecting anyone within a certain range (I suggest 5 m). That said, the dancers have longer range than musician. To increase the range of the music, one or more performer can play their piece within another performer field and the fields will combine (like bubbles) and extend range for both proportional to how many performers are playing in the collective fields. So a concert of 10 people will have the effective range of 50m. For group of performers, the level of buff is the average of all the members round to the nearest whole level, so if there is a band consisting of Level 1, 3, 4, and 7 the music buff rate will be the same as a Lvl 4 performer.
    Opinions welcome!
     
    Last edited: Jan 2, 2017
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  2. Denian

    Denian Minor Local Deity of Sarcasm | WebDev Staff Member Administrator Halloween VIP Dark Green VIP Black VIP Young Knight Seasoned Adventurer

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    Not gonna read all this right now, 'cause I'm not quite awake - later, though. In SB, I explained that any support skill - which would certainly include an entertainer skill - should be an active part of battle, not just something you do beforehand and then get out of the way.
    An entertainer's skill could, for example, be an area of effect buff that slowly builds up, but also draws monster attention towards the entertainer so he has to be defended if you don't want the skill to end.
     
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  3. luigiFTW

    luigiFTW Blue VIP Blue VIP Young Knight Seasoned Adventurer

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    @Denian I hope there will be abilities not focused on combat because many people here are hoping this game will be one that allows a combat minimal playstyle that affects the game outside of the direct combat.
     
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  4. PhantomFury

    PhantomFury Young Knight Seasoned Adventurer

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    The issue with the area effect buff, which was brought up in Nomad's thread, was that if it raises stats, it will be considered a magical skill - something that AoA doesn't have. However, the ability to draw the enemy's attention and hold aggro could indeed be incorporated to make the skill viable in combat.
     
  5. Denian

    Denian Minor Local Deity of Sarcasm | WebDev Staff Member Administrator Halloween VIP Dark Green VIP Black VIP Young Knight Seasoned Adventurer

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    Oh, don't get me wrong, I don't have anything against non-battle skills. It's Support skills that annoy me, because the average battle-focussed player basically abuses support players - "Buff me beforehand, heal me when necessary, stay out of my way the rest of the time 'cause if you die, it's your own fault". If buff only lasts as long as it's active, the fighters have to defend the supporters, which, in my opinion, enhances the group experience.
    The next thing needed, of course, is something to make sure the support players can't be AFK while others do the fighting for them.

    Dunno. If you interpret it as a morale boost, slightly enhanced strength/agility/stamina might be plausible even without magic. Since this is my general opinion on support skills, though, and not necessarily tied to AoA at all, I'm ok with it either way.
    Since I mentioned the whole aggro thing, though: If we go by "entertainer skills draw enemy attention", another effect (besides the aggro) might be to locally raise the monster spawn rate / lower respawn cooldown slightly. The other direction might be feasible, too: The right skill used by a sufficiently skilled / high level entertainer could calm down lower level monsters and/or reduce spawn rate, for escort missions or whatever.
    One way or another, my opinion remains that such skills should only be effective while active, not instant use and effective for half an hour or whatever. Also, while using such a skill, an entertainer would obviously have difficulties defending themselves - playing an instrument or singing really aren't activities that combine well with running or waving a sword around.
     
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  6. PhantomFury

    PhantomFury Young Knight Seasoned Adventurer

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    I can definately see the performer being viable for calming the monsters down/effect spawn rate feature as well. I also agree on it not being an instant effect and the performers being required to be defended while doing their work would definately promote teamwork. Combined with the MF mechanic, they may become a valuable part of the party. The decrease spawn rate/ hold aggro can be a click-to-play while playing a sheet music will be a typing game.
     
  7. Suiledrad

    Suiledrad Young Knight Seasoned Adventurer

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    Such a Bard-like ability from Ragnarok Online?
     
  8. PhantomFury

    PhantomFury Young Knight Seasoned Adventurer

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    I'm not familiar with the game, but I presume this is in regards to the hold-aggro/mob calming effect of the discussion?
     
  9. Byrat

    Byrat Young Knight Seasoned Adventurer Maroon VIP

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    .thats sounds so complex xD
    but maybe if would would have something like NPC affinity you could play music for npc and not only for players.
    increasing your affinity with npc could cause "random encounters" (you getting special quests etc.)
    but i think that the music should also be playable while being afk...maybe not instantly but if there would no only be a level for the performer skill but also a level for each music piece, it would be cool if you could play it infinitly after reaching a sertain level with one piece. same thing amplies for dancers

    but i still think that the game shoudl have some sort of party buff allthough the game has no magic...maybe somthing like a strategist skills
    someone who can learn different types of strategies who provide different buffst do the party members and mayble even unlock "strategy partty skills" which can only be used by people in the party
    to be buffed by the strategist u have to be in spesific radius around the strategist to acutally get the boost ...
    i think this would be realistic enaugh for not beaing concidered as magical skill

    overall the idea has potential sicne sao was also not all about fighting it would be could to have different types of skills proffesions who are not directly related to fighting
     
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  10. PhantomFury

    PhantomFury Young Knight Seasoned Adventurer

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    I'm sure people will find a way to play music while AFK using things like macros :p
    As for the strategist idea, it has a certain merit, though I don't know how would one "learn strategies" per-say. On the topic of giving out bonuses to party members, perhaps it can be something that can be something along the lines of a tiered "Leadership ability" when you are the leader of the party and you give a bonus to attack/defense (aka, morale) to your party members for like 30 seconds after aggro and cool down for like 5-10 mins.
     
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