Combat Medic Archive
Thread: Top 10 Questions
1. Resource Spawning... why so poor a system (this prob. effects more class then us, I hope, otherwise I'm gonna feel opressed).
2. Why so few Combat Healing abilities for the points? No state effects - no poison disease cures - just an area heal that's is of type C quality. The type Es are very good, but really, who makes them?
3. Are we a Combat Class?
4. If cures or DOT resists to poisons are introduced, will we get Master Level Combat DPS equiv to that of other elite combat professions (see question #3), or will this just bea nurf?
5. Why cana doctor cure poisons and disease with common resources, should they be rare resourcesas those used to make the poisons/diseases? Also, on this line, why are cures global? Shouldn't a cure be specific to the poison / disease?
6. Why not10 experimentation points for stims at MCM (we already know how to create them, not asking for a doctor skill here, how about just improving the skill we have, then maybe we can sell Stim-Bs like doctors and earn a little income (the masses buy stim-Bs).
7. See Number 6.
8. See Number 3.
9. See Number 3.
9. If god is all powerful, can he make a rock so big, that not even he could lift it?Think about it.
Why do items I purchase not just go into my inventory? Why is buying anything a two stage process?
Other people have done a far better job of asking these questions, but to reiterate:
Question 1:
Why can we not place groups of identical items, or stacks of items for sale at a per-unit price? Every kind of merchant and/or artisan would enjoy the benefit of more 'play' time and less 'work' time.
Question 2:
When is Merchant going to get a revision?
2a:Is Master Merchant going to be changed to be a worthwhile goal?
It is most likely because the vendors and bazaar uses the same system. On the bazaar you can stand on rori and buy an item on yawin 4, in such cases the item could not go directly to your inventory and the 2 step system is needed, so it sends you a email with a WP.
Now that I think about it this is properly why we as merchants get email when we pull a item off sale, or accepts an offer. If in was on the bazaar we would "need" to be told where we could pick it up (well some people would complain that they lost items because they did not know where they was).
Other people have done a far better job of asking these questions, but to reiterate:
Question 1:
Why can we not place groups of identical items, or stacks of items for sale at a per-unit price? Every kind of merchant and/or artisan would enjoy the benefit of more 'play' time and less 'work' time.
Question 2:
When is Merchant going to get a revision?
2a:Is Master Merchant going to be changed to be a worthwhile goal?
1. What is the DEV vision for CM?
2. Why are CM resources so stupid rare and when they do spawn have the worst possible stats?
3. Dizzy, Intimidate, Stun, Blind, Poison and Disease are all effects of being in combatand only Docs can cure those. How are we supposed to be the most efficent medical class in combat when we can't cure the basics?
4. If Docs can cure states, why can't we apply states?
5. Why do Docs get a larger drag range than CMs? A Master CM gets a whole 20.1m to drag whereas a Master Doctor has over a 32m drag range.
6. Other classes get damage mitigation based on the type of damage they do (ranged/melee). Why don't CMs have some sort of mitigation or inherent resists to poison/disease?
7.If the range experimentation is getting nerfed then there has to be some sort of tradeup for damage. A CM that obtains the best possible resources could start with a base range of 38 for example. That power is now wasted for range and should somehow compensate the damage. Is this issue going to be addressed?
- How long will we have to wait before the issue of keeping merchant skills after dropping merchant abilities is resolved?
- What sorts of tools are being planned that will help us deal with both our customers and suppliers?
- Is it possible to make stockroom items relist with both the original price and the original description?
- Can we get an ability to look inside of packs or other containers on vendors so that we can sell items as a set?
- Can we get an ability to set discount (or markup) percentages for PA members, city citizens, and factions?
- How long will it be before we can expect the item categories to all sort correctly? (for example, wookiee clothing would actually show up in the wookiee clothing category)
- Can the filters be made to sort all of the items listed instead of just the first page?
- Can NPC vendors be changed so that they no longer rotate when ad barking?
- Can merchants with high levels of hiring skill be given the ability to completely customize their vendor's look (or have an ID do it for us)?
- How long will it be before merchant is due for our profession revamp?
For purposes of fairness to everyone, I think the question that needs to be answered more than anything is whether or not dropping merchant and retaining vendors is an exploit or "working as intended." The same goes for pretty much all the skills. A lot of stuff here are requests phrased as questions, but honestly, this is a question and we need an answer to plan our futures.
I think it's ludicrous to keep vendors after surrendering a skill, but if that's "working as intended" I'll be glad to take back all those skill points.
- Why can't vendors be more flexible? (I.E. moved, renamed, etc.) Is it because of technical limitations or potential greifing?
- If it's techinical, are you working on it? If it's grief-play, have you explored the options of shutting down a vendor if there are no items waiting to be retreived so grief can be eliminated?
- Along those lines, is it intentional (and correct) that vendors listed on Planetary Maps are listed by how old the vendor is?Is the intention togate Merchants who should be "moving on up" as they progress,instead leaving the same old vendor inthe samesmall house they started with up just to keep their place on the planetary list.
- Are further modifications going to happen with the retrevial and listing of items, or is it a done deal for the time being? This includes listing multiple items, and streamlining the process.
Audio
Gnuut wrote:
1. What is the DEV vision for CM? ********
2. Why are CM resources so stupid rare and when they do spawn have the worst possible stats?********************
3. Dizzy, Intimidate, Stun, Blind, Poison and Disease are all effects of being in combatand only Docs can cure those. How are we supposed to be the most efficent medical class in combat when we can't cure the basics?******
4. If Docs can cure states, why can't we apply states?*******
5. Why do Docs get a larger drag range than CMs? A Master CM gets a whole 20.1m to drag whereas a Master Doctor has over a 32m drag range.
6. Other classes get damage mitigation based on the type of damage they do (ranged/melee). Why don't CMs have some sort of mitigation or inherent resists to poison/disease?
7.If the range experimentation is getting nerfed then there has to be some sort of tradeup for damage. A CM that obtains the best possible resources could start with a base range of 38 for example. That power is now wasted for range and should somehow compensate the damage. Is this issue going to be addressed?
8. Shouldn't we get more experimentation pts on medic subcomponents since they DO go into CM stims?
9. Shouldn't there be a way for a CM to incap/deathblow so that they are not getting picked on in every battle? (eg. in a raid on AH i DBed 1 person, incapped maybe 1 person, and died 10-11 times...)
3.Was it intended that vendors would stay put and operation after the associated skill was surrendered? If so, was this because no solution could be found at the time for incapping the vendors without item loss. If not, was it intended as being a "placement skill only", purposely being flexible so you can free up skill points after the vendor was placed?
4. Why can't I get the red 3PO vendor to adbark?
8Why can't we issue discounts for guilds, factions or individual users for our vendors?