Combat Medic Archive

Thread: 6/3/04 Question and response

jfang
Thu Jun 03, 2004 11:18 am
#1

Moved to a new thread to prevent clutter in the original thread (which is now no longer relevent).

---------------------------


Since the start of the game, Combat Medics have debated amongst themselves as to their role in the game. Are we to be the best battlefield healers? Are we to be the offensive crowd/control juggernauts? What part did the devs have in mind for our profession in the overall design?

Without an answer to guide us, we've each chosen our own approach, taken our own paths, and made our own role. Some have tried to use the profession for pure healing, yet our healing abilities are far below that of our Doctor counterparts. Some have taken the role of chemical warfare agents and use their abilities to infect others with poisons and diseases, even though our offensive capability is extremely lacking in certain areas while somewhat overpowered in others. With the Combat Rebalance on the horizon, and all the major changes that entails, the Combat Medic community would like to know what role our profession is meant to play in the grand scheme of things after all is said and done.

What is the developer’s vision of the Combat Medic Profession, post Combat Rebalance? Are we to be Combatants with a bit of healing ability or Healers with a bit of combat?"

-------Response -------



The developer’s vision of Combat Medics is to be exactly that - - medics that have abilities to heal players in combat. Optimally, the player should have the choice to make that decision to be “be combatants with a bit of healing ability or healers with a bit of combat” and this is another great example of something the correspondents and I will want community input on during the testing while the CB sandbox is up.
jfang
Thu Jun 03, 2004 11:25 am
#2



I'm confused, and am reading two separate messages.


The first is "medics that have abilities to heal players in combat". In which case we would be primarily healers, who happen to dabble in poisons and diseases on the side (in which case the argument that they need a nerf becomes much more credible, but that can and should wait after the combat revamp).


The second is "player should have the choice to make that decision to be 'be combatants with a bit of healing ability or healers with a bit of combat'". This could either mean that the combat medic community can impose our will on the devs for future development, or that currently we can and should be able to do both. As you can't have the class be primarily healers, but then have the option for individually be be primarily poisoners, this would mean that since we should be able to do both, we are in essence approximately 50%/50% healers and poisoners.



Not the most decisive answer, but what can you do? The way I'm reading this is that "we the devs want combat medics to be primarily healers, but aren't willing to type cast your profession that way." Anybody else have any thoughts?
Haruspex77
Thu Jun 03, 2004 1:24 pm
#3






jfang wrote:


Just to overanalyze, the devs said that combat medics are "medics that have abilities to heal players in combat". Does this imply that other medics (meaning "medics" and "doctors") do not have the abilities to heal players in combat, and thuswill have healing restrictions placed on them?


Oh, and while our answer was kind of wishy-washy, at least it was better than the Pikeman's. They asked basically the same question, but got a much less useful answer.



The 6m range of other classes is a big healing restriction. I particularly noticed this the other day playing my medic with a new player who kept running around when near incap. Couldn't land a heal on a running character. Of course, with a skilled group it is less of a problem.


I read into the answer an emphasis on healing, with attacks left in for those who want them, but likely to be nerfed in the combat balance. I don't like it, and want to keep the nuke. If they need to downgrade it for PvP, perhaps they could make it more useful in PvE with skill based increase in the tick rate and some decent defenses. Those 10 seconds seem to take forever!


Message Edited by Haruspex77 on 06-03-2004 01:25 PM

vortexala
Thu Jun 03, 2004 2:29 pm
#4

Alright, I'm home and have access once more. So, here's what happened.


Monday we were told that the questions would be delayed, which I was happy with. Then, today after being semi-incommunicado the past few days, I see that they were going to answer our questions this week. Someone was kind enough to come here and find our question for us, since I was away, and get that question asked to the devs. That's why it's the original question and not the reworded one.


I saw the answer, I ranted, it got reworded to what you see here. It isn't the straightforward answer I had hoped for, but it's something at least.


As far as the answer itself and where that leads us, to be completely honest I have no idea.


If it means we'll be the only in-combat healers, well, we'll definately get flak for that.


If this means we get a shot at molding our profession to a role that we decide, then I'm all for it. And if asked, I'll be going off of the posts from the 'Combat Medic Role' thread(so post there if you have a role you want us to play).


All in all though, it's at least a better answer then the cynic in me thought we'd get, but it's not nearly the answer the optimist in me hoped for...





~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Gnuut
Thu Jun 03, 2004 7:30 pm
#5

I've said it before many times and I'll say it again. CMs should be the only profession able to heal while in combat. Medics and Doctors are not trained to deal with the battle stress the way we are. They should be forced to /peace out and exit combat completely. A Novice Medic using Exceptional stim Bs or Doctor Buffed Regen rates make the CM class less valuable on the battlefield. This would also make ALL our poisons and diseases more valuable for use in PVP. This would make those Doctor dabblers take their healing roles seriously instead of as an afterthought.



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

TsunamiKata
Thu Jun 03, 2004 8:32 pm
#6






Gnuut wrote:
I've said it before many times and I'll say it again. CMs should be the only profession able to heal while in combat. Medics and Doctors are not trained to deal with the battle stress the way we are. They should be forced to /peace out and exit combat completely. A Novice Medic using Exceptional stim Bs or Doctor Buffed Regen rates make the CM class less valuable on the battlefield. This would also make ALL our poisons and diseases more valuable for use in PVP. This would make those Doctor dabblers take their healing roles seriously instead of as an afterthought.




Heh, I can hear the out cry now.







TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
Lennie_Carlson
Fri Jun 04, 2004 12:33 am
#7

Is it just me or does the answer seem tobe our questionbuttalkedback to us in a statement form and a fewdifferent words?



Lennie Carlson - Bounty Hunter Founder of the Save the Bearded Jax Foundation


Tame Lee - 12 point Weaponsmith Contact Tame, Lennie, or Davis for custom orders.


jfang
Fri Jun 04, 2004 12:42 am
#8


Just to overanalyze, the devs said that combat medics are "medics that have abilities to heal players in combat". Does this imply that other medics (meaning "medics" and "doctors") do not have the abilities to heal players in combat, and thuswill have healing restrictions placed on them?


Oh, and while our answer was kind of wishy-washy, at least it was better than the Pikeman's. They asked basically the same question, but got a much less useful answer.
Pahdbacca
Fri Jun 04, 2004 12:56 am
#9






jfang wrote:




The way I'm reading this is that "we the devs want combat medics to be primarily healers, but aren't willing to type cast your profession that way." Anybody else have any thoughts?




Some day I'm going to come home from the pub and forget what I am and am not allowed to say from being a former corr.....




-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
jfang
Fri Jun 04, 2004 7:21 am
#10


With the combat revamp so far out, and our not knowing how the damage system will work, this is far too early to really seriously talk about this. However, I figure mention it no (while it is easy to change the system) in the hopes that it might fit in with the dev's vision of the combat revamp.


The devs have said combat medics are "medics that have abilities to heal players in combat". As I understand the system, there will be two types of damage in the combat revamp, a "normal" damage and a "I overused my special attacks" damage. The former is healable as normal, but the latter can only be regenerated. I would suggest that combat medics be given some ability to heal the latter type of damage.


The justification being that the latter type of damage is combat related injury, and it would help give combat medics a unique role as a healer on the battle field. This might be taken one step further, to have it so the 2nd type of damage is regenerated slowly (or in an extreme case, not at all) while the person is in combat.


Like I said, it is still premature to be talking about this. For all I know, the system for HAM costs has change dramatically from a few months ago (I pulled my information from an oldpost on the fencer forum). However, I though I would bring this idea forward, just in case.
Morganite
Fri Jun 04, 2004 9:00 am
#11






jfang wrote:

Moved to a new thread to prevent clutter in the original thread (which is now no longer relevent).

---------------------------


Since the start of the game, Combat Medics have debated amongst themselves as to their role in the game. Are we to be the best battlefield healers? Are we to be the offensive crowd/control juggernauts? What part did the devs have in mind for our profession in the overall design?

Without an answer to guide us, we've each chosen our own approach, taken our own paths, and made our own role. Some have tried to use the profession for pure healing, yet our healing abilities are far below that of our Doctor counterparts. Some have taken the role of chemical warfare agents and use their abilities to infect others with poisons and diseases, even though our offensive capability is extremely lacking in certain areas while somewhat overpowered in others. With the Combat Rebalance on the horizon, and all the major changes that entails, the Combat Medic community would like to know what role our profession is meant to play in the grand scheme of things after all is said and done.

What is the developer’s vision of the Combat Medic Profession, post Combat Rebalance? Are we to be Combatants with a bit of healing ability or Healers with a bit of combat?"

-------Response -------



The developer’s vision of Combat Medics is to be exactly that - - medics that have abilities to heal players in combat. Optimally, the player should have the choice to make that decision to be “be combatants with a bit of healing ability or healers with a bit of combat” and this is another great example of something the correspondents and I will want community input on during the testing while the CB sandbox is up.






Allow me to translate:



We have no idea what their role really is, we just code the game, we dont play it...


these dev's are pathetic, they swear this combat rebalance is going to be the holy grail for this game. How can you predict something is going to fix a problem when you cannot even itemize the problems to begin with? Asking for community feedback on something means they have zero vision on this (and many other things obviously pertient to this game).. This proves even more their only vision for this game involves a vision of dollar signs. A balanced game that people can enjoy is the least of their concerns.


Imagine going to your mechanic and telling him your engine makes a strange noise, so he fixes it by replacing the engine instead of finding out what is causing the problem in the first place! That is what SOE is trying to do with this combat rebalance.....



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
jfang
Fri Jun 04, 2004 10:23 am
#12







Morganite wrote:


Allow me to translate:



We have no idea what their role really is, we just code the game, we dont play it...


these dev's are pathetic, they swear this combat rebalance is going to be the holy grail for this game. How can you predict something is going to fix a problem when you cannot even itemize the problems to begin with? Asking for community feedback on something means they have zero vision on this (and many other things obviously pertient to this game).. This proves even more their only vision for this game involves a vision of dollar signs. A balanced game that people can enjoy is the least of their concerns.


Imagine going to your mechanic and telling him your engine makes a strange noise, so he fixes it by replacing the engine instead of finding out what is causing the problem in the first place! That is what SOE is trying to do with this combat rebalance.....






Just to be the optimist:


That the devs are asking for community feedback does not mean they have 0 idea what they want. They could have a very clear vision, and are asking the community what we want so they can adapt it to better serve the customers. For example, if the devs original envisioned removing all ranged and area stims from the game, but the combat medic community wants to be more healers than poisoners, it behoves them to check before they do this change. While the devs *can* impose their will on a community, doing so blindly only angers the members of the community. Some angering is necessary "for the greater good", but this should be a conscious choice, not by mistake.


And as for blindly replacing an engine, I think the devs have a fair idea with what is and is not working in the game. However, even assuming they don't, blanket replacing of broken parts is a tried and tested way to fix things. When your TV breaks, it is often easier and cheaper to buy a new one than to get it repaired. When SWG fails to properly load when you try to launch it, you uninstall it and reinstall it, just in case. Even if you have no idea what is wrong with something (especially if you have no idea what is wrong with it), replacing it is a good way to get rid of a problem.


I will point out though that this analogy (both yours and mine) is greatly flawed in that they are not replacing the combat "engine" so much as overhauling it (in which case you do very much need to know what is wrong with the original). Like I said though. I think the devs have a fair idea with what is currently not working in the game. (For example, the addition of a delay in equiping armor on TC right now, to compensate for the fact that people pop into and out of armor to bypass secondary encumberance penalities for armor.)
Morganite
Fri Jun 04, 2004 11:57 am
#13

I used to be an optimist about this game, no longer...



A mechanic that does blanket repairs of parts is no mechanic, he is a parts changer.. The problems with the game all stemmed from community feedback.. Instead of working out a proper system of determining creature levels, they nerfed all pets to the level of patheticness so nobody would be a ch anymore, thus following feedback from people that they didnt like seeing everyone with 2 GM's. How do you determine that a "combat rebalance" is needed when half the professions that are to be involved in combat are broken and/or useless in combat?



They need to have a vision of what the game is supposed to be like, and create that game, then remove the bugs from it, you know, like any/every other video game. Then you make adjustments to said game from community feedback. As it stands right now, they have made adjustments without actually getting to that vision. If you read back thru posts from people with red names, you can clearly see there is no vision, as there are tons of contradictory posts on topics. Re-balancing something that was never balanced in the first place is a fools task. Re-balancing something that was indeed broken is a flat out lie. As the dev who answered the question quite clearly stated, he/they have zero vision for the entire CM profession. How can you balance something when you have no idea what you want it to so in the first place?





MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
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