Bio Engineer Archive
Thread: Top 5 Issues
Jagii
Thu Oct 28, 2004 3:18 pm
#79
I think if the medic profession was structured more like the brawler, marksman or artisan professions, you could just follow the same kind of example to make master medic "more compelling." For example, if there were four branches (like injury treatment, wound treatment, field tactics, and crafting), then a master medic would be more versatile, just like how master brawlers, marksmen, and artisans are. And specific trees would lead to specific elite/hybrid professions - wound treatment tree leads to doctor, field tactic tree leads to combat medic, etc. This idea isn't very creative though, since it just follows the example of these other starting professions. Not to mention how the doctor and combat medic (and maybe even bio-engineer) professions would need to be revamped to accomodate these changes.
But perhaps the medic profession was intentionally NOT supposed to be like the other professions? Maybe it WAS meant to be simply a gateway profession into doctor or combat medic?
= Andrew
Chilastra.Palacek
But perhaps the medic profession was intentionally NOT supposed to be like the other professions? Maybe it WAS meant to be simply a gateway profession into doctor or combat medic?
= Andrew
Chilastra.Palacek
Chaosium_451
Thu Oct 28, 2004 4:55 pm
#80
I disagree that the Medic profession is "a gateway" profession. By that logic, *every* starting profession is a gateway profession. Things like Brawler and Marksman are worse. People often take only one tree to get where they want to go. I think Medic is structured more like an elite profession: to be really good at it, you need to master it.
Maybe my expectations are just lower, but I like Medic the way it is. I don't feel cheated or inferior. It has a good mix of capabilities that rely on one another. Doctors are all about wound treatment. Medics are all about healing damage. A doctor never gets any better at healing damage (other than their meds) once they master medic. Makes perfect sense to me.
Jagii
Thu Oct 28, 2004 6:14 pm
#81
I meant "gateway profession" in the sense that one MUST have it MASTERED before going into the its associated advanced professions. I mean, you need master medic to get into doctor or combat medic, but the brawlers, marksmen and artisans DO NOT need to be masters to go into a specialization - they need only to progess up certain skill trees. I know that rangers, bounty hunters and commandos do require a starting profession mastery, but I think you understand what I'm trying to get at? Unless medic was structured like these other professions, I think it would be hard to find a way to make master medic more "worthwhile" besides using it to get into doctor or combat medic.
But of course, I understand that medic is a rather unique profession and as such would have a unique advancement system.
I'm not saying that it's a problem, but I'm just pointing out why I think people might be unsatisfied with the way things are right now. In fact, I'm quite content with the status quo, but it certainly would be interesting to see how different the medic profession would be if it was structured like the other professions.
= Andrew
Chilastra.Palacek
But of course, I understand that medic is a rather unique profession and as such would have a unique advancement system.
I'm not saying that it's a problem, but I'm just pointing out why I think people might be unsatisfied with the way things are right now. In fact, I'm quite content with the status quo, but it certainly would be interesting to see how different the medic profession would be if it was structured like the other professions.
= Andrew
Chilastra.Palacek
MasterNerfSlayer
Thu Oct 28, 2004 9:13 pm
#82
Novice professions are meant to be roughly the same power as each other. Therefore Medic should only be as powerful as Marksman or Brawler. There is a combat upgrade coming shortly and lots of things are going to change. It is at this time almost pointless trying to rearrange the current profession because of this (believe me on this one).
Jagii
Fri Oct 29, 2004 12:21 am
#83
I see your point EotchajCrestingcloud, even though I do have a slight problem with your use of analogies, because I don't think comparing medic to brawler or marksman is a good comparison.
But even so, stating a problem is only halfway useful. What solutions do you have? For me, I've looked at master medic, and you get a new stimpack, more injury treatment, more foraging, and more medicine use. The only thing I see that isn't in master medic but IS covered in lower tiers (I'm using your brawler analogy here) is injury treatment speed. I suspect that increasing injury treatment speed will not be satisfactory. Anybody else have ideas for what should be in master medic? Everything else I can think of is generally covered in doctor or combat medic, and I wouldn't want to detract from these professions.
= Andrew
Chilastra.Palacek
Chaosium_451
Fri Oct 29, 2004 12:46 am
#84
You get higher medicine use (50 -vs- 40 at Pharm IV, which takes us into the Doctor-made pharmaceuticals like Stim-E andsuch) and the ability to make Stim-D. That seems pretty compelling to me, and was one of the reasons I went all the way with medic.
raz1337
Sat Nov 06, 2004 6:07 am
#85
One of my biggest problems right now is inventory management.
I have to stuff my area cures and area stims into my backpack, and keep all my ranged/small stimpacks and single target cures in my immediate inventory. Then I have to drag the area cures and area stimpack up to the toolbar to use them directly.
There are times when it's better to use a single target med and an area med. It's too hard to distinguish between the two with the commands given in the doctor and combat medic skill tree without doing the above.
Another one of my biggest issues is the lack of real content for medics. As a medic, my content is to go heal groups, or go to a nearby medical center and heal the wounded. There's a lack of NPC-driven medical quests. I thirsted for the day that the phase 1 and phase 4 medical quest would go live, because I wanted a medical quest sooo bad, it was killing me. I finished them rather fast, and I was left with nothing, and that's all I had in the way of quests.
Why can't we have medical mission terminals with maybe the following things:
-A battle between two warring factions that requires a medic to help one of the sides. Maybe they're both NPC's, and the medic has to keep one side alive. If the side the medic has to keep alive is either wiped out, or has too many casualties, the medic fails the mission. Or maybe, doctors can complete the mission more efficiently with their resuscitation skills if there are casualties.
-An NPC has narrowly escaped the clutches of death in a battle, and the medic must use his/her wound healing skills to nurse the combatant back to health.
-A plague has struck in a portion of a planet, and the medic is given a schematic to craft an antidote for the plague.
These are just some suggestions.
I'm a medic, I love being a healer. I was a master doctor/master combat medic a year ago, but I surrendered master CM to pursue the hologrind. After the hologrind I took up riflewoman, and recently I surrendered it to become a master CM/master doctor again.
One of the complaints I've heard is that some don't enjoy being "just a stim dispenser". Our profession needs to be more interactive with the NPC's. I have to admit, I love being a stim dispenser, but, I want more.
I want more medical content than just tagging along in groups.Tagging along in a group is fun, but not what we are all about.
Message Edited by raz1337 on 11-06-2004 08:20 AM
MasterNerfSlayer
Sun Nov 07, 2004 7:35 pm
#86
raz1337 wrote:
One of my biggest problems right now is inventory management.
I have to stuff my area cures and area stims into my backpack, and keep all my ranged/small stimpacks and single target cures in my immediate inventory. Then I have to drag the area cures and area stimpack up to the toolbar to use them directly.
There are times when it's better to use a single target med and an area med. It's too hard to distinguish between the two with the commands given in the doctor and combat medic skill tree without doing the above.
Another one of my biggest issues is the lack of real content for medics. As a medic, my content is to go heal groups, or go to a nearby medical center and heal the wounded. There's a lack of NPC-driven medical quests. I thirsted for the day that the phase 1 and phase 4 medical quest would go live, because I wanted a medical quest sooo bad, it was killing me. I finished them rather fast, and I was left with nothing, and that's all I had in the way of quests.
Why can't we have medical mission terminals with maybe the following things:
-A battle between two warring factions that requires a medic to help one of the sides. Maybe they're both NPC's, and the medic has to keep one side alive. If the side the medic has to keep alive is either wiped out, or has too many casualties, the medic fails the mission. Or maybe, doctors can complete the mission more efficiently with their resuscitation skills if there are casualties.
-An NPC has narrowly escaped the clutches of death in a battle, and the medic must use his/her wound healing skills to nurse the combatant back to health.
-A plague has struck in a portion of a planet, and the medic is given a schematic to craft an antidote for the plague.
These are just some suggestions.
I'm a medic, I love being a healer. I was a master doctor/master combat medic a year ago, but I surrendered master CM to pursue the hologrind. After the hologrind I took up riflewoman, and recently I surrendered it to become a master CM/master doctor again.
One of the complaints I've heard is that some don't enjoy being "just a stim dispenser". Our profession needs to be more interactive with the NPC's. I have to admit, I love being a stim dispenser, but, I want more.
I want more medical content than just tagging along in groups.Tagging along in a group is fun, but not what we are all about.
Message Edited by raz1337 on 11-06-2004 08:20 AM
You didn't actually read my list of issues? All this is on there...
raz1337
Sun Nov 07, 2004 10:22 pm
#87
Oh, oops, I thought we were just expressing our concerns, I just wanted to go into more detail of suggestions, I'm sorry.
Message Edited by raz1337 on 11-08-2004 12:24 AM
ClaymoreXZ
Tue Nov 09, 2004 11:08 am
#88
My biggest issues with Medic or CM for that matter, is the ability to generate income from these skills. I often sit outside starports or in the medical centers and advertise my services for healing. Quite ofter, I get chastized for this advertising and even got into a long debate the other day with someone on my "choice to charge for healing, it should be free". Why should these professions be any different from the Doctor who charges for buffs, the artisan who charges for his good or the scout who charges for his harvest.
In my opinion there is do difference between any of these professions. We all work long and hard to acquire the skills to have a good time in this game. Many of us have choosen assistance professions, like Medics, to help our fellow players, guildmates and others achieve there objectives and keep our mutual adventures going. We do so by often sacrificing our ability to generate xp by choosing to heal in battle rather than attack the enemy or reap the rewards of looting (thank goodness for the sharing of loot in groups or I'd hardly earn any credits).
What I think other players should understand is thatOUR SERVICESARE PART OF THE GALACTIC ECONOMY, JUST LIKE THEY ARE. Granted, we can make stims of all sorts and can sell them to anyone who has the ability to use them. But most people because they know they don't get paid for there services to heal, don't choose the profession. Why because we're healers, should we perform for free. Heck, entertainers in the cantinia get more respect than we do! Why?
I personally would like to have other Medics and CM's start charging for our services. Not a specific fee, how could you figure out how much to charge (% of HAM your healing or point to be healed??) We should atleast have respect enough for ourselves and out profession, to ask for tips for our services. Other service professions do, why shouldn't we.
I'd like to get the opinion of other Medica/CM on this issues.
MasterNerfSlayer
Tue Nov 09, 2004 4:03 pm
#89
Jagii wrote:
In response to ClaymoreXZ:
I agree that medics do have some of the lowest income potential. This is what the whole "medic missions" discussion is all about. Once in a while I'll get tips for wound healing. The most I was ever given was 10k credits, and that was to keep a certain person alive on a series of hunting missions. Most of my income comes from participating in group hunts, but in these I get money by participating as a fighter, not as a healer. Typically my only payment for healing is gratitude.
On the other hand, I don't think payment for healing should be forced. The sad thing is that healing damage is often not a big deal. I think the main problem is that the players who can afford to tip decently are also the ones who hardly ever need healing because of mega doctor buffs. Another issue is the preference of solo grouping over actual grouping.
For what I've read, medics are supposed to become a more integral part of the combat sceneafter the combat rebalance, so it may become more common practice to pay medics then.
= Andrew
Chilastra.Palacek
While I agree with your prediction, there is still the issue of the current mentality of players... expecting heals forfree. I expect that to remain. I definitely agree that we should have mission terminals, because even after the CB I don't see our income increasing by much. If people want us to heal them, they should be giving us a reason to stop doing medical missions, instead of laughing at us begging them to let us heal them.
Jagii
Wed Nov 10, 2004 1:22 am
#90
In response to ClaymoreXZ:
I agree that medics do have some of the lowest income potential. This is what the whole "medic missions" discussion is all about. Once in a while I'll get tips for wound healing. The most I was ever given was 10k credits, and that was to keep a certain person alive on a series of hunting missions. Most of my income comes from participating in group hunts, but in these I get money by participating as a fighter, not as a healer. Typically my only payment for healing is gratitude.
On the other hand, I don't think payment for healing should be forced. The sad thing is that healing damage is often not a big deal. I think the main problem is that the players who can afford to tip decently are also the ones who hardly ever need healing because of mega doctor buffs. Another issue is the preference of solo grouping over actual grouping.
For what I've read, medics are supposed to become a more integral part of the combat sceneafter the combat rebalance, so it may become more common practice to pay medics then.
= Andrew
Chilastra.Palacek
TheRockStar
Thu Nov 25, 2004 9:12 am
#91
It would be cool for medics to have more healing, especially healState