Combat Medic Archive

Thread: Bi-Weekly Question: What should we ask next?

Rikilii
Wed May 05, 2004 4:30 pm
#27

I suggest something very concrete:


"Do you intend to introduce some additional means by which players can resist the effects of CM attacks, whether that be by requiring CMs to succeed on a "to-hit" roll, applying the target's ranged defensesor addingresistance armor layers and/or innoculations. If so, will there be some sort of trade off that the user must make to get these resistances, such as sacrificing other armor layers in order to use the resistance layers."



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

Ahazi: Tekhap Ybrae--Former CM and Homeless Nublar Extraordinaire.

TC: Avaro Tribec--Co-founder of the TC-GCW, and Self Proclaimed Leader of the Imperial Legions
LordJeff
Wed May 05, 2004 4:51 pm
#28






Mild-Breeze-Trooper wrote:

What I'd like to know though is what the devs vision for us really is.


Can we get a definite answer about wether we are "combat MEDICS" or "COMBAT medics". Are we supposed to be damage dealers, which the ammount of agressive schematics we are given over the ammount of healing schematics do suggest.
Or are we supposed to be a "support" (as in "supporting the total domination of defense stackers") profession?








This has been debated since last august if not last July and each time we get a vanilla response from the devs. While knowing the devs 'vision' would be amusing as well as enlightening i am sure, this helps us how? It does absolutely nothing for us as CM's. It is hard enough getting a straight forward answer out of TH or the devs and i think asking this question would essentially be wasting a question. No offense to anyone but regardless of how the devs would answer this I don't plan on changing my playstyle to suit their answer, and it leaves nothing to assist us in-game.


I support the question about diseases working as intended. Why do diseases seem to be gated when compared to the poisons? Should they not be on par with the poisons as they are our only two real weapons? Will we ever get an actual gun like the other poster mentioned, maybe a gun that increased our ranged speed or the effectiveness so that our packs are harder to resist. Surely if I was to shoot a poison at you, your ability to resist it would be less than me just lobbing it at you.Maybe the weapon could do minimal damage in addition to the DOT even if it was like firing a scoutblaster amount of damage on the initial application I would think that would be cool. Kind of like aChemicaldart gun of sorts.


As you can see, I am not a good 'one question' person (lol) but i think that asking a pointed question that forces the devs to respond with something other than "it is working as intended" or " we will address that in the combat revamp".Plus if we can plug the weapon idea in a creative way we may get one down the road. Not only is this a chance to get issues addressed but also a way to plant seeds in the devs mind for our future. :-)


In the end we can only ask the question, it is up to them to decide to answer it or not.


Otay






Morganite
Wed May 05, 2004 10:46 pm
#29






Mild-Breeze-Trooper wrote:





Rikilii wrote:

I suggest something very concrete:


"Do you intend to introduce some additional means by which players can resist the effects of CM attacks, whether that be by requiring CMs to succeed on a "to-hit" roll, applying the target's ranged defensesor addingresistance armor layers and/or innoculations. If so, will there be some sort of trade off that the user must make to get these resistances, such as sacrificing other armor layers in order to use the resistance layers."





I think my esteemed collegue from Ahazi has a point. This question (although it as well needs some tweaking in the exact wording so that the answer doesn't end up as "yes" or "perhaps" ) is one of those that would be very intresting to know the answer to.





I agree, this is a much better question then what I or anyone else has suggested.



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..
Pappi
Wed May 05, 2004 11:14 pm
#30

*points at Mild-Breeze-Trooper's sig*

I was afraid to say that I told some of the devs about the spider venom being too powerful before the cave went live, and a while later they got it "fixed" O.o




stupid_people_happen . .
Pappi Inc Tailoring (home of the black tax) - Odi's meds and chef tissues - closed
- I support literacy, common sense, and apostrophes
Manipulative
Thu May 06, 2004 12:06 am
#31

I don't like the "role" or "vision" question. It's a curiosity question that even if we got a straight answer helps us not at all. Instead, I would focus on a problem area for our profession. My #1 question would be related to the economics of being a combat medic. I'm not sure how to phrase the question, but essentially, the question boils down to, "How isa CM supposed to make credits?"


Every other elite or hybrid-elite profession in the game, clearly has a means to make a good deal of credits in the game. For crafters, this is obvious. For combat profs, the means is via the mission terminals. For Rangers/BE's its through harvesting/tissues. For Docs, its buffs. For Ents, it's buffs, heals, and of course, entertainment.


What is it for a CM? Unless a CM is paired with a master combat prof, mission terminals don't yield reasonable payouts. We have a very, very, very, very limited population to sell our crafted goods too. Oh, and need we mention how expensive this good is to create? The end result, as I see it (I've only been a master CM for 6 months, so I'm still learning), is that there is no viable means fora Combat Medic to make a living, using only their Combat Medic skills. Plain and simple, a Combat Medic is incapable of self-sufficiency, and it is the only profession in the game, that this is the case for.



Cher & -Chastity- SuperStar - Shadowfire
Master Sharpshooter, Master Combat Medic
Master TK, BE, Smuggler
Mayor Juliani - Master Architect, Master Artisan, Musician, Politican - City of Angyls, Tatooine
jfang
Thu May 06, 2004 7:01 am
#32


How much are we filtering our question based on what we expect the devs to say? Not to be too cynical, but if we ask the question:


"Do you intend to introduce some additional means by which players can resist the effects of CM attacks, whether that be by requiring CMs to succeed on a "to-hit" roll, applying the target's ranged defensesor addingresistance armor layers and/or innoculations. If so, will there be some sort of trade off that the user must make to get these resistances, such as sacrificing other armor layers in order to use the resistance layers."


The answer for this, and almost any other damage or combat related question, is almost certain to be "we will wait for the combat revamp before evaluating the balance of any type of attack, so the answer as of this moment is no", or words to that effect. (Just look at last week's questions from the combat classes, and the responses.)


Of course, some would say we shouldn't censor ourselves based on what the devs might (non-)answer, and hope springs eternal.



By the way, vortexala, we might want to create a new thread today or tomorrow called "official question vote", and actually list all the questions there and have an official vote. There is a fair amount of discussionin this thread, and getting an exact vote might be tough (as I know at least I have waffed a few times myself).
IlyaMasool
Thu May 06, 2004 7:25 am
#33


jfang wrote:
Of course, some would say we shouldn't censor ourselves based on what the devs might (non-)answer, and hope springs eternal.




Well we can ask lot of other non combat balance related questions like

Whats with creazy resource requirement? Tolium gas? Eleton gas? Insect Meat? and whats with needing 28 each? I am not saying I want it changed. I just wanna know why are they so different than other crafter.

How about them Faction points? how come healers always get left behind when it comes to faction points or RP or KP or what have yous. I will have to incap you if you say "it will be address in GCW revamp"

And can we re-think this drag corp/in-cap needing sigh of view? Sure it makes sense in openfield but inside dungeons like geo/corvette with so many doors and short tunnels, dragging is severely limited and loose it's usefulness. I think we should suspend reality on this one and let us drag anyone from anywhere at least in PvE because one of big reason it got change was exploit drag into a player house or in PvP.
NikkiT
Thu May 06, 2004 8:18 am
#34

Since everyone is so fixated on PvP and poisons, a question by a combat medic who used to travel in PvE hunting groups a lot:


"Do the devs see any problem with the usefulness of advanced healing abilities now that almost everyone is buffed to the max all the time and groups no longer need combat medic backup to keep themselves alive, and if so is something planned to correct this problem?"





--
Noctew Wo-o, Medic (Combat Med / Carbineer) on Gorath
Di'ew Wo-o, Melee Officer (Chef / Fencer) on Gorath
"I tend to agree that it makes little sense to damage the experience for current customers for the sake of improving it for the many." (Raph Koster)
jfang
Thu May 06, 2004 9:38 am
#35


Here is another potential question, very much related to the money one, but not the same(and not listed in the top 5 issues).


"Is there any work being done to fix the fact that combat medics are extremely under-cons'ed. Unbuffed and without using food and armor, I can easily kill a pack of 5 cons whites, using only very limited combat skills. As a byproduct, for a combat medic the cons system means literally nothing (as when buffed, everything worth fighting is the same red cons color), and the missions available to us are of very limited use for both faction and for income(it's based on combat potential, so you only get white and blue creatures, which are trivial to kill and worth very little)."


I believe that this is a problem for all combat classes, but much more so for doctors (with being buffed all the time)and combat medics (who's primary weapon isn't equipable). When is the last time you heard an *unbuffed* teras kasi saying that combat was too easy?


Furthermore, even if they say "wait for the combat revamp", it will at least mean something (that they are working on it).
jfang
Thu May 06, 2004 9:40 am
#36

Correction, In the question, where I said "it's based on combat potential, so you only get white and blue creatures, which are trivial to kill and worth very little", I meant to say:


"it's based on combat potential, so a combat medic is ranked somewhere near a master marksman, and thus get weak creatures which are trivial for an elite profession to kill, and worth very little money, faction, and loot."
Manipulative
Thu May 06, 2004 10:20 am
#37

jfang-


Your question and mine are basically the same. If combat medics are a combat profession, gosh darn it, we should get a little love from the con system and frommission terminals, as mission terminals are the only way a combat medic can reliably make any credits in the game.




Cher & -Chastity- SuperStar - Shadowfire
Master Sharpshooter, Master Combat Medic
Master TK, BE, Smuggler
Mayor Juliani - Master Architect, Master Artisan, Musician, Politican - City of Angyls, Tatooine
jfang
Thu May 06, 2004 10:34 am
#38



Manipulative, I'd disagree that our questions are the same. As I read it, in a nut shell, your question is "how do we make money", and my question is "why is our PvE combat rating so messed up". Both are related (fixing combat makes making money viable), but they have different connotations and intents to them. Then again, maybe I'm reading too much into it.
Rikilii
Thu May 06, 2004 11:02 am
#39

I'm not sure I get why people are so concerned about the mission system or making money. Practically every CM is a master doctor or a master of a ranged combat profession, so this shouldn't really be an issue, should it?


Personally, I'm borked (MCM/4440 Doc/0003 rifleman)....but it doesn't bother me, because I make money by mining.



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

Ahazi: Tekhap Ybrae--Former CM and Homeless Nublar Extraordinaire.

TC: Avaro Tribec--Co-founder of the TC-GCW, and Self Proclaimed Leader of the Imperial Legions
Page 3 of 5