Difference between revisions of "Entertainer Experience (Game Mechanics)"

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Contains the actual details for how the game feature works - can make this into sub categories as necessary.
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''Music/Dancing''
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Music and dancing experience can be obtained anywhere so long as the player is performing a flourish. This means that a player can perform outside or in the field and still earn experience. 
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The base xp you get per "tick" (about 10 seconds) depends on either the song/dance level or the instrument level, whichever is higher. So playing SW1 on a Kloo horn (Musicianship IV instrument) gives you the same xp as playing SW3 (Musicianship IV song) on a slitherhorn. Then you get an extra xp per tick for each additional performer (dancer or musician) who is actively dancing/playing in your group. Then you get extra xp for each audience member watching the group. Emotes such as /cheer, /applaud, /clap from the audience will occasionally give you an extra boost for a tick or two.
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For each additional person in the group playing the base XP is increased by 5%. For each player that is watching the group, there is an additional 5% added to the base experience per tick.
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Speaking of bonuses, I notice that my Musician XP fluctuates while playing. What's up?
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A. As you may have noticed, XP is distributed by ticks, which occur about every 10 seconds. After you do a flourish you receive the maximum amount of XP possible. After that, if no more flourishes are done, you'll continue to get XP per tick, but at 1 less XP per tick. So if you did a flourish for 8 XP and didn't flourish again, the next tick would give 7 XP, the next 6 XP, etc. You must also take into account double flourishes and other band members.
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Q. Double Flourishes?
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A. Yes, if you do two flourishes (not actually execute them, just get the message) within one tick, you will get roughly double the XP for that tick as if you'd only done one flourish. That "double rule" is subjective though. Sometimes it will give 1 extra XP over double, sometimes two less.
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Basics of the affects of flourishing on exp gain:
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1> A Musician flourish lasts 5 seconds, so even though you can hit the key twice in succession, it'll still take 10 seconds to actually play the notes.<br>
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2> When determining XP, it only matters when you hit the key or when the macro sent the command, NOT when it was actually played.<br>
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3> The game counts in 10-second periods from when you started playing; you'll know when a tick ends because that's when you get the XP. If, within a 10-second "tick" you flourish once, it gives you X. If you flourished twice or more, you get 2X. If I hit the flourish key six times in a row, I'll still only get 2X, but it'll take 30 seconds to play and will drain the full Action.
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So, as a Musician you should always have either 0 or 2 flourishes within a given tick, never any other numbers.<br>
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4> Every tick that had zero flourishes drops 1 point off of the XP gain of the previous one.<br>
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5> Dancers flourishes basically count as two Musician flourishes, taking double the Action points and twice as long, but giving the 2X experience. You don't care about that, though.
  
 
==Source References==
 
==Source References==

Revision as of 06:30, 6 September 2009




Game Mechanics - Mechanics Category

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System Messages

Game Mechanics

Music/Dancing

Music and dancing experience can be obtained anywhere so long as the player is performing a flourish. This means that a player can perform outside or in the field and still earn experience.

The base xp you get per "tick" (about 10 seconds) depends on either the song/dance level or the instrument level, whichever is higher. So playing SW1 on a Kloo horn (Musicianship IV instrument) gives you the same xp as playing SW3 (Musicianship IV song) on a slitherhorn. Then you get an extra xp per tick for each additional performer (dancer or musician) who is actively dancing/playing in your group. Then you get extra xp for each audience member watching the group. Emotes such as /cheer, /applaud, /clap from the audience will occasionally give you an extra boost for a tick or two. For each additional person in the group playing the base XP is increased by 5%. For each player that is watching the group, there is an additional 5% added to the base experience per tick.


Speaking of bonuses, I notice that my Musician XP fluctuates while playing. What's up?

A. As you may have noticed, XP is distributed by ticks, which occur about every 10 seconds. After you do a flourish you receive the maximum amount of XP possible. After that, if no more flourishes are done, you'll continue to get XP per tick, but at 1 less XP per tick. So if you did a flourish for 8 XP and didn't flourish again, the next tick would give 7 XP, the next 6 XP, etc. You must also take into account double flourishes and other band members.

Q. Double Flourishes?

A. Yes, if you do two flourishes (not actually execute them, just get the message) within one tick, you will get roughly double the XP for that tick as if you'd only done one flourish. That "double rule" is subjective though. Sometimes it will give 1 extra XP over double, sometimes two less.


Basics of the affects of flourishing on exp gain:

1> A Musician flourish lasts 5 seconds, so even though you can hit the key twice in succession, it'll still take 10 seconds to actually play the notes.
2> When determining XP, it only matters when you hit the key or when the macro sent the command, NOT when it was actually played.
3> The game counts in 10-second periods from when you started playing; you'll know when a tick ends because that's when you get the XP. If, within a 10-second "tick" you flourish once, it gives you X. If you flourished twice or more, you get 2X. If I hit the flourish key six times in a row, I'll still only get 2X, but it'll take 30 seconds to play and will drain the full Action. So, as a Musician you should always have either 0 or 2 flourishes within a given tick, never any other numbers.
4> Every tick that had zero flourishes drops 1 point off of the XP gain of the previous one.
5> Dancers flourishes basically count as two Musician flourishes, taking double the Action points and twice as long, but giving the 2X experience. You don't care about that, though.

Source References

Source Source in Context