Cities And Housing Archive

Thread: npc healers

dgraw
Thu Jun 02, 2005 3:50 pm
#14


I like the idea of using "charges" of a bacta tank. Perhaps you could also include a Master Artisan also.


Artisan crafts the tank

Doctor purchases tank and sets up in a Med center

Player pays for "services" of tank


This would involve adding an extra step, but would make another way for resources to cycle through the economy. It is a win-win situation. Artisans get something else to craft and market, Docs get more income and perhaps some secondary med xp, and players won't have to send /tells and spam the airways for heals - the players also won't have to wait forever when no one else is around such as the wee hours of the morning.



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Kyodor
Fri Jun 03, 2005 9:30 am
#15









Kyodor wrote:
This would be the equivalent of NPC Weaponsmiths, NPC Armoursmiths, NPC Chefs, NPC Entertainers.

They could fix the Doctor profession to make it work properly, which would solve the problem.






i'm not familiar with the Doctor profession. what would "fixing" it constitute?





To answer your question:

The Doctor profession is fundamentally flawed. It has three "main" purposes - as I like to see it: Healing Damage, Healing Wounds, and Augmentation.

Healing Wounds: This is where it goes all over the shop. Firstly, Doctors heal approximately 15X worse (no exaggeration) than Jedi, who can heal about 800 - 900 wounds in one shot, whilst Master Doctors heal 60. Jedi wound healing is far too proficient, when Doctors are supposed to have unsurpassed healing abilities (check the CU Docs, this was a fundamental issue). If Jedi healing was tuned down, and Master Doctor wound healing improved to 100 + per shot, then Healing wounds would be a lot faster, hence being able to service more people, which is a big problem at the moment, since the Doctor: Patient ratio is out of whack.

Let's focus on Wound Healing - since this is the main issue being adressed in this thread. Here's the core issues, in summary:

1) Doctors are far too weak in Wound Healing to do the job effectively.
2) Doctors do not get XP in healing wounds within medical centres. Doctors must go out into comba to get XP. Hence, there is no real incentive to heal wounds at a medical centre.
3) The big one: The Doctor profession is, overall - broken or obsolete in comparison to Jedi Healer. The profession is unappealing, therefore, even if the above issues were to be adressed, the profession by itself is not worth the skill points it consumes, outside 4XXX.




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Takii
Mon Jun 06, 2005 5:48 pm
#16

I did find out that when you die in the ground vette mission you are healed of all your wounds and BF. I had 200 wounds trying to get the ticket. I died cause of the 192 lvl bot. When I cloned, I was 100% healed.

I have not tried this on kashyyyk zones like the myyydril cave. when you die in the cave, you are spawned at the begining of the cave.



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Duragoth
Mon Jun 06, 2005 8:52 pm
#17

This is simular to an idea I tryed to put forth, given that Docs no-longer receive any benifits for healing at a med center.


Anyways here wasmy idea:




Just like at a garage where we can fix our vehicals at a cost, why not have this ablity for the medical NPC's in the game. Set the cost so that regular Medics and Doctors won't be hit by a backlash of player getting heals from NPC, but not so costly so as to prevent players from having to run around looking for a Medic. (i.e. a NPC charge could be 5 credits per wound point...just as an example)


Or, if you have chosen a faction, a factional medic could heal you at a cost of factional point instead
GlargTheKelfn
Tue Jun 07, 2005 6:01 am
#18

in the fanfest notes, one of the devs said they are not going to give xp for healing in the med, they want the docs out in the field with groups, so a doc bot or much faster auto heal is going to come along.




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GanymedePharuu
Tue Jun 07, 2005 10:03 am
#19



Kyodor wrote:



Kyodor wrote:
This would be the equivalent of NPC Weaponsmiths, NPC Armoursmiths, NPC Chefs, NPC Entertainers.

They could fix the Doctor profession to make it work properly, which would solve the problem.




i'm not familiar with the Doctor profession. what would "fixing" it constitute?


To answer your question:

The Doctor profession is fundamentally flawed. It has three "main" purposes - as I like to see it: Healing Damage, Healing Wounds, and Augmentation.

Healing Wounds: This is where it goes all over the shop. Firstly, Doctors heal approximately 15X worse (no exaggeration) than Jedi, who can heal about 800 - 900 wounds in one shot, whilst Master Doctors heal 60. Jedi wound healing is far too proficient, when Doctors are supposed to have unsurpassed healing abilities (check the CU Docs, this was a fundamental issue). If Jedi healing was tuned down, and Master Doctor wound healing improved to 100 + per shot, then Healing wounds would be a lot faster, hence being able to service more people, which is a big problem at the moment, since the Doctor: Patient ratio is out of whack.

Let's focus on Wound Healing - since this is the main issue being adressed in this thread. Here's the core issues, in summary:

1) Doctors are far too weak in Wound Healing to do the job effectively.
2) Doctors do not get XP in healing wounds within medical centres. Doctors must go out into comba to get XP. Hence, there is no real incentive to heal wounds at a medical centre.
3) The big one: The Doctor profession is, overall - broken or obsolete in comparison to Jedi Healer. The profession is unappealing, therefore, even if the above issues were to be adressed, the profession by itself is not worth the skill points it consumes, outside 4XXX.






thanks for the (i'm sure very) breif summary of the problems of the Doctor profession.
i'll have you know i'm already no fan of the Jedi profession, and this news adds one more strike against Jedi as far as i'm concerned.

i have heard about the healing powers of Jedi being too strong (mainly damage healing in combat) but i had no idea they were upwards of 15x what Doctors can do! that's just rediculous and wrong! (like so much else concerning the Jedi profession)

i don't play a Doctor, so i don't know what the Doc community wants from their profession.
but i agree that Doctors should NOT have to engage in combat, doing damage healing to gain XP.
the Doctor's place should be in the medical center, healing wounds. and maybe also offering preventative measures so players can avoid wounds, poison, and disease while in the field.

it would seem to me that healing damage while in combat is the Combat Medic's realm, and only CM xp would be gained while in combat.

but maybe that doesn't jive with what Doctors want, so forgive me if i'm offending any Docs.

by augmentation i guess you mean buffing?
i know you had (what became) your main function of buffing effectively taken away, but i can't say i was a big supporter of the idea of making someone invulnerable to almost 100% of mobs they'd encounter.

anyway. back to the topic at hand.
i would NOT like to see any form of NPC driven economy introduced into the game, and this includes Doctors.

i would like to see Doctors take up their rightful place as the most potent and powerful of healers, focusing more on wounds. i would also like to see wounding play more of a role in combat over all so that the wound healing services of a Doctor would be needed more.
right now it seems like wounds are only a minor inconvenience. you only aquire significant wounds from dying in space or on the ground. if they upped the amount of wounds you aquire while in combat, and maybe also the wounding power of weapons, Doctors would become a much needed and valued profession again.

also upping the wounding power of weapons would help to add strategy to combat. especially group combat.
i can imagine a scenario where you would have some combatants focusing on dealing damage, while others focus on dealing wounds (thereby decreasing the damage needed to be done).
when a combatant sees themself taking on too many wounds for their Combat Medic to be effective (in healing their damage) they'll fall back to the Doctors in the med center who can heal their wounds and get them back out to the front line.

in summary:

- Docs should heal wounds better than anyone else. Also they should be able to provide protection against Combat Medics' poo.

- Combat Medics should heal damage during combat (in addition to their poo throwing).

- Wounds should play a larger role in combat. with some weapons (or professions maybe) focusing more on wound-dealing rather than damage-dealing.

- Jedi should not be the main healers for normal players. maybe allow them to only be able to heal themselves (haha gonna ruffle some feathers with that one)



i'd like to hear a Doctor's response on the ideas i've posted, because i'm sure a Doc would know better than i for what are good ideas regarding wounds and damage.

thanks



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campamania
Tue Jun 07, 2005 4:19 pm
#20


Hi all


Interesting and articulate comments - i wil ltry to add my point of view too


I used to be a Master Doc - pre CU. Post CU i gave it up after a while as it became clear i was nothing more than a 'ressurecter'. Whenever i group hunted (Which is what teh devs want) i inevitably was in a group with 1,2 or 3 jedis - all of whom healed alot better than me.


Ressurecting WAS fun and useful, but ultimately a luxury andwaste of skillpoints (the buffs arent strong enugh to make money out of or make a major difference)Combat mediccan also do ressurect. It seemsthat Docs should go back to getting XP in med centres, although allow them the option of getting XP in the field if they want. Devs seem to want them to act like Combat medics, whilst combat medics themselves are more like chemical warfare experts!


So....


Reduce Jedi Healing powers


Increase Doc healing powers


Give Docs XP in med centres - will bring back a more social element too - i used to ennoy chatting to all and sundry who visited the med centres for healing.


Allow Docs some crafting skills - such as bactra tank idea, or at least let artisans do it


i hope i havent missed anything




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Scolirk
Tue Jun 07, 2005 8:41 pm
#21

I agree, it would take some of the Doctor's jobs away. Im a doctor myself, and i dont get to much business, mind you my title is Warmaster



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Elam_Udaak
Tue Jun 07, 2005 9:51 pm
#22


I respeced out of a half-filled BH skillsetafter the CU to take on doctor. Since then I've ground out most of the rest of the doctor skillset. At first I was happy to just help out a stranger in need of healing, but I'vestarted to rethink that after constantly running into many high level players who ask for heals then walk away without even a thank you, much less a tip once they are healed. Combine that with a lack of xp for med center/cantina healing,a lack of any real way to earn money,and it's no wonder you don't see any docs.


Personally, I no longer heal anyone except noobs and friends, and they will never be charged for it. As for the others, they can either go spend hours in a med center, find another doctor or jedi, or pay 10cr per wound in advance. IV'e never asked or even hinted for a tip for my heals or buffs until now, but I'm not really interested in being a slave for some bounty or loot hunter who got in over his head. Just a little courtesy from the players who want the service would go a long way to ensuring that they can actually find it when they really need it.



As for the NPC healer idea, I strongly disagree with having them. But if they are allowed then please allow a fair respec period for replacing medic and doc skills.



One other suggestion for making doctor somewhat viable in combat to generate more interest: Make the hate system not penalize the docs so heavilyfor healing in combat. Right now I'm a CL74 Master Rifleman / Doc 4434 going out with groups on level 80 missions to earn med xp. Healing others in combat draws agro way too easily, and sincethe heal timers just aren't fast enough I'm forced to waste nearly all of the potential xp on rifle skills that are already capped. Doctors just don't have the combat skill modifiers to make useful tanks, but thats what they end up being if they try to keep their group alive.



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Scolirk
Wed Jun 08, 2005 4:45 am
#23

i know what you mean =( i was in theed a bit ago, and an imperial asked for a buff, but he needed to dropfrom combatant. So i waited for 5 minutes, than i buffed him and he walked away, no tip



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Imperial Ace Starfleet Commander
Regional Govenor of The Imperial Center Oversector
"Dangerous to your starfleet, Commander not to this battle station."
- Admiral Motti, 0 ABY

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