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View Full Version : Instruments, but in what shape


Tri
04-01-2007, 08:27 AM
Having instruments in a form or another would be great, though there has to be a way for them not being additional "cast and forget" buffs. Even if they are never implemented i am wondering what you folks can think of. 1 - charm slot items, with a "use" 30 secs of additional hate modification ( a la warlock AA ) on a 5 min recast during which you will see the bard playing on his instrument. 2 - off hand items with either boosts to buffs, or just stats adapted to bards, and with a proc which whenever it goes off, will make the bard play his instrument 3 - the legendary tap dancing slippers , adding 50% to in and out of combat speed and allowing the user to do the /dance emote while running

Spider
04-01-2007, 03:23 PM
<p>i say keep it simple </p><p>charm slot items with possibly some stats and a bonus to a bard skill weather it be a buff or an active use spell/skill would depend on the instrument </p>

Graywindnz
04-01-2007, 11:45 PM
<p>I think it should be centred round 3 types of musical play </p><p>Percussion, Song and melody. or Drum, Voice and lute. based on the animation you make while playing.</p><p>so if you have a drum and a lute in your charm slots those songs or attacks that use the instrument have the buffs or debuffs increased, doesn't have to be large, but any increase would be nice. It would mean that there would have to be a tag on the songs to say which it uses. as for the voice "instrument" could be a tuning fork or a wind instrument.</p><p>Would add a little flavour to the class</p>

Crombie
04-02-2007, 02:01 AM
<p>Instruments have been a topic of discussion since launch ~ when they removed the recipes from wood workers about a year ago, it was pretty much goodbye to those kind of things</p><p>Having bard centric items would be interesting ... seeing as they have shaman / brawler only things ... bards are pretty much separate type of class from other scouts being more utility than dps.</p><p><u> Just some simple ideas for instrument effects</u></p><p>- Applies "Instrumental Accompaniment" when worn</p><p>>>Increase X spell(types possibly) by X% damage when equiped</p><p>>>Buff X(possibly more than 1) effectiveness increased by X%</p><p>>>Increases Casting/Recast speed of caster</p><p>>>Applies a unique buff (stance perhaps?) while equiped </p><p>(ie. Activating Drum_0001 applies "Unforgetable Melody" - Stuns/Dazes/or Stifles Caster for duration - increases HP / Pwr regen(buffs?) by 150%(-/+) for x ammount of time - w/ a reuse time)</p><p>- On successful hostile spell you have a X% chance to cast "Lingering Music"</p><p>>>Lingering Music applies X(Debuff resists/extended debuff duration by x%/additional damage(or dot)/stun,stifle,or daze/ etc) to target(encounter?)</p><p>Heck could switch up like eq1 style and have them enchance certain songs based off the instrument type../shrugs</p><p>~ As for what slot... personally I have no pref.  </p><p>Offhand would limit our DW / Shield using abilities... but it could make up for it (perhaps offering double attack? clicky effect <w/ dmg?> </p><p>Charm would be easy - offering an effect where most have just a stat buff</p><p>other slots I couldn't really tell you lol (even having another slot specificly for bards and their instrument wouldnt be bad.. but a lot of work <saying this since we only pull out our instruments the moment we mean to play them><img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p>You could go on and on with possiblities that would help make the class feel a bit more unique.  Just some thoughts ide throw out.</p>

Spider
04-03-2007, 09:58 PM
some nice ideas there

roces9
04-04-2007, 12:07 PM
Guys, I don't want to seem like a downer or anything, but I'm pretty sure that instruments aren't going to happen. The devs took them out early on in the game. They nerfed us to the point where we don't have to be at the keyboard to be effective. They continue to ignore our crys for rebalancing. We've been crying for instruments or something better than what we have for now for a long time and they haven't listend to us.... ever. As much as I want to see instruments, it's not going to happen and people have discussed it a lot in eariler posts. Why do we have to keep bringing this up over and over again?

Klanch
04-04-2007, 12:07 PM
<cite>Graywindnz wrote:</cite><blockquote><p>I think it should be centred round 3 types of musical play </p><p>Percussion, Song and melody. or Drum, Voice and lute. based on the animation you make while playing.</p><p>so if you have a drum and a lute in your charm slots those songs or attacks that use the instrument have the buffs or debuffs increased, doesn't have to be large, but any increase would be nice. It would mean that there would have to be a tag on the songs to say which it uses. as for the voice "instrument" could be a tuning fork or a wind instrument.</p><p>Would add a little flavour to the class</p></blockquote><p>I could go with that. I never want to go back to the days of swapping instruments in battle while rotating songs. That is when I decided my EQ1 bard was too much work and gave it up. I also don't like calling a sward a drum, or a horn, or some other instrument just so we did not have to swap as much. Maybe the charm slot idea and then let us choose two instruments to specialize in through the achievement tree.</p>

Tri
04-05-2007, 07:26 AM
Hey Bink, nice detailed ideas there, i like the "unforgetable melody" <img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" /> It's simple and effective and you can think of a way to make it use one of the instrument animations. Having them boost buffs depending on the animation would work great, a la Eq1, but seeing the music animations more often would be really nice, even though the drum seems to be half buried in my chest and i seem to be punching through it when used <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />

hellskitten
04-05-2007, 11:37 AM
<p>This is comming from someone new to the troub life, so I understand Im not speaking from expereince of the pain lot ya been thru (hence not speaking for the majority.)</p><p>Personally I figure SOE has fully decided troub's job is to buff. Now, like many I feel that its silly we dont have instruments.  The answer is simple... make holding an instrument greatly (if not insanely) improve the buffs. Im not saying X power to Y buff. I mean across the board.  They obviously dont want us to be damage dealers.. so make the intruments a trade off of not holding a weapon. I know many hate the idea of not swinging some pig-stickers all the time, but lets face reality; they not going give us great buffing abilty and great DPS together. Besides, what since does it make for the instrument to be a charm slot item (I say make em function a two handed weapon.) They should be held and visible IMO.</p><p>That will make us decide on any given situation.. is it better to lay the buffs on strongly or go in swinging along side our companions and singing for smaller buff benifits. I realise this can lead to even further issues of us being "buff bots." Thats a hard issue to tackle to begin with, without total mechanics rewrite (which doubt will happen.) The obvious answer is to return to twisting ala EQsenior. For many that would lead to an outcry so that ideas out (besides I dont think its workable in EQ2 due to higher levels of latency here then in senior.) </p><p>My answer is two fold; in effort to prevent "buff & bot" playstyle.. One would be giving back some other uses that many here seem to miss.... better mezzing/charming comes to mind. It makes total sense for bards (troubss the most) to have the ability. Ya dont got to delve deep into lore or common sense to be able to see a bard dazing a creature with a lullaby. The second prong to the attack.. add to our HO abilities. Make it so that a troub starting (or adding to) a HO is not just "helpful" but kicka$$. Make so where any raid is cursing a troub that isnt constanly using the ability.</p><p>Just some ideas.. probably not great but also no worse then other ideas out there.</p><p>(PS if any dev actually considers these ideas... dont get silly and make us constantly swap instruments. Thats no different then twisting songs and would be an issue with current raiding latency. Also.. give us some harps <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> )</p>

Novusod
04-05-2007, 05:49 PM
There is one temporary instrument we can get from a quest in the butcherblock mountains where we get the horn of challenge. After the quest is completed the horn disappears. When I use the horn it has its' own unique animation and music note swirl. I am thinking that this animation was originally ment for the bard classes but for some reason was never put in. All I am saying is they better give us this flute playing animation soon.

Und3rt0w
04-06-2007, 05:57 PM
<p>Here's an idea, and my intent for this would be in ADDITION to having the Instruments play a tangible part in enhancing the class and it's skill set...</p><p> Set up unique macros for the Trouby while he has the instruments equipped to be able to play music for the group.  I think back to the early days of SWG (which is when I played) and even Asheron's Call where groups could play music.  Basically it's a fun little thing that could help the class feel more complete.  Maybe even have it as one of the "fun" spells that the trouby trainer gives out.</p><p> Ultimately though I also want them to benefit the class in some way, as soloing as a Trouby is an absolute nightmare.  As a singular unit, we are pretty weak.  As much as I'd like to believe every group would want a trouby, they don't.  There's been nights when I'm roaming alone, and I die....a lot.  </p>

TerabithianWhisperwi
04-13-2007, 01:13 PM
Here's my "far more than two cents" for everything instrumental. 1). Instruments should be crafted by either woodworkers, or carpenters, dependent upon whether or not the instrument is to be stationary (carpenters), or portable (woodworkers). They should come in both common and rare types, and I see no reason why the "rare" types cannot be rather hard on material cost, perhaps requiring multiple rares such as a rare wood, rare root, and a rare metal to make a rare lute, for example. 2). Portable instruments would be charm-slot equippable by bards only. The stationary instruments could be used by anyone. 3). Stationary instruments would work like the music-boxes, playing a nifty little EQ-related tune on whatever the instrument might be. Rare stationary instruments would both look better, and have perhaps more variety of songs available. Something along those lines, and I bet it could be coded like the fireplaces and their options for flames. 4). Portable instruments would also work like music-boxes, except, being portable, you could play them anywhere! You'd have to put in an option for players to toggle bard songs on/off. The higher the level/quality of the instrument, the better the sound quality and better the song. For example, a tier-one common lute might sound like a simple melody plucked on a string. Nothing fancy. Whereas a tier 7 rare mastercrafted lute would sound like a lute-master playing a Bach interpretation of the Spires theme. Something like that. I think it'd be fun. It could even open up possibilities of crazy bard-instrument drops of un-craftable instruments,  like the "tamborine of sorrow" which would feature a tambourine sound with loud crying....or a "guitar of madness" which would feature an accoustic guitar melody played with some sort of reverb or distortion. Again, I would love to see rares be really quite hard to make, with multiple rare harvests across multiple spheres. For example, a tier one rare guitar might require 3 alder, 6 yarrow, 1 bronze, and 4 lapis lazuli. (for all the various instrument parts and accessories.). Maybe they could even make it that the first 3 levels of the crafting would all be worthless....forcing a crafter to max the instrument out to successfully produce it! (like, instead of crude, shoddy, normal, and pristine, you'd have useless clump, useless clump, useless clump, pristine)! making instruments is a very difficult craft, and only the very greatest Masters met with any success...so I think the art team should take pride in coding the instruments, especially the rares, to be eye-catching and quite aesthetically beautiful. No stats, no buffs, no gameplay crap at all. Just artistry for the sake of artistry. So, uh, yeah.

Spider
04-13-2007, 08:21 PM
<p><b>"Subject:</b> Instruments, but in what shape"</p><p>my guess would be  ...</p><p>in the shape of instruments </p><p>buh dum bump  ching~~~~</p><p>sorry thought i would spread the bad joke love <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>

Rast
04-18-2007, 03:31 PM
<p>My thoughts agree with a poster above, instruments should be equipable as weapons without 'damage' but rather provide improvements to our songs overall, this could lead to allowing our songs to become more 'effective' and our weapons less so.</p><p>Each insturment type could provide specific buffs (faster recast, lower power, more damage, etc) and should be either one handed (with no shield allowed) or two handed (probably best and easiest way to prevent shield use while holding it).</p><p>I'm fond of the concept of allowing bard abilities to have an affect outside of group (ie, a true AoE style of buff) since their buff is physical and not magical, it would make some sense (though I do understand the potential for abuse).</p>

Novusod
05-04-2007, 11:19 PM
This just droped on the Test Server today: <img src="http://i36.photobucket.com/albums/e38/Novuso/EverQuest/Lute.jpg" border="0"> Woot for lutes

Arondur
05-05-2007, 09:27 AM
<p>Just saw this in May 4 test notes update</p><p> * New merchants have arrived in all major cities offering musical instruments for your fun and entertainment. </p><p>So, looks like some are finally getting inGame but are just fluff? Which for RP is cool, depending on what they really do.  Looking at the Polished Wooden Lute, looks like anyone can play it.  </p>

Kajinryu
05-13-2007, 03:39 AM
I'm in the same idea boat as Bink, really.  Specifically usable in the charm slot, though.  The problem I see with instruments being buffs that take a weapon slot is that it may further our already steep, muddy, unbelievably tall, perhaps even hanging cliff into buffbotted-ness that we already have to try climbing with the limbs of a fish (but a semi-magical buffing fish at that, perhaps some mutant crossbreed of mudskipper and goldfish).  With the ability to nix the weapon and get (roughly) the same output as a played character with an instrument.... well, that landmass might as well be a KoS island then. And yes, I exaggerate a bit.