Difference between revisions of "Entertainer Experience (Game Mechanics)"
(→Audience Interaction Bonus) |
(→Audience Interaction Bonus) |
||
Line 70: | Line 70: | ||
== Audience Interaction Bonus == | == Audience Interaction Bonus == | ||
− | Not much information is available for this other than that presumably it is initiated by the players who are watching an entertainer. According to the report, a player that issues certain emotes such as | + | Not much information is available for this other than that presumably it is initiated by the players who are watching an entertainer. According to the report, a player that targets an entertainer and issues certain emotes such as |
* /clap | * /clap |
Revision as of 08:11, 6 September 2009
This article or section needs proper wiki formatting. |
Game Mechanics - Mechanics Category
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
System MessagesGame MechanicsMusic 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" depends on either the song/dance level or the instrument level, whichever is higher. A tick is an interval of 10 seconds that recycles. Playing Starwars 1 on a Kloo horn (Musicianship IV instrument) gives you the same xp as playing Starwars 3 (Musicianship IV song) on a slitherhorn. Musicians are allowed to have up to 2 flourishes within the tick cycle to be counted for purposes of experience. Dancers are only allowed 1 flourish to be counted within the 10 second cycle. After a player executes a flourish they receive the maximum amount of XP possible. After that, if no more flourishes are done, they will 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. This experience will count down until it hits 1 and then stop will coming in unless the player executes another flourish.
Note: The exact system for how bonuses work is unknown but some player accounts offer some clues so these will be used and interpreted to provide a scenerio for us to use. Presumably all bonuses are added cumulatively. Group Size BonusGroup size bonus is presumably a 5% bonus added to the base experience value for each group member that is actively playing by the time the experience tick cycle comes up. The bonuses are tallied cumulatively, thus a 20 player group would have a group bonus multiplier of 1.95. If the base experience for a player in that group was 100, then the experience they get at the next tick cycle will be 195.
Audience Size BonusAudience Size Bonus is presumably a 5% bonus added to the base experience value for each player that is watching or listening to a member of the group by the time the experience tick cycle comes up. The bonuses are tallied cumulatively, thus players watching or listening to the group would have an audience bonus multiplier of 1.95. If the base experience for a player in that group was 100, then the experience they get at the next tick cycle will be 195.
Audience Interaction BonusNot much information is available for this other than that presumably it is initiated by the players who are watching an entertainer. According to the report, a player that targets an entertainer and issues certain emotes such as
will instigate an experience bonus for the entertainer and or their group for at least one tick cycle. I'd propose that we standardize the bonus to 5% like the rest. We could make it so that every player who issued one of those three emotes prior to the tick cycle coming up would count for an experience bonus for members in the group or for the player. Only one emote would count per cycle and the emote would have to come from someone who is not part of the group. Source References
|