Combat Medic Archive
Thread: CM Crafters make your voice heard
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Thyrd
Thu Apr 14, 2005 9:47 pm
#1
Never really read the forum rules so this might just end up deleted. anyway....
I've been doing alot of trolling and have researched the new component requirements for CM 'enhancements'. For those of you who do not know most of our 'enhancements' (what are now our area stims and poisons) will require an average of 8 sup components. Thats 8 identical AIAs, ADMs, and ARCs. Some of these schems will require 9 components and the minimum required will be 7.
This basically equates to the "deletion" of a vast number of Rancor Biles and Spider Venoms. Since all components must have the same serial number, any set of 6 or fewer Venoms or Biles are now consider redundant.
I'd also like to point out that the AS community has seen action taken to apease thier agruments. The amount of resources needed to craft armor has dropped, after the up roar on the AS fourm.
I'm mainly writting this because i'm seeing alot up consern for the BE and Doc forums, but not much is being said here in our community.
skyhawkGR
Fri Apr 15, 2005 5:08 am
#2
Tial wrote:
Too much subs is not so good, for at least 3 reasons :
1/ Collecting ressources will be harder, as low combat skilled artisants cannot hit dangerous area
2/ Making subs take times, and run is 1000. So if there is a ratio 9:1, you can make only 111 finished products
3/ Why modify the economy and make things more expensive ???
so ppl buy credits from ebay and other sites to get in game money. SOE knows about those sites... and do nothing.... seems like he earns some from them
MataHairy
Fri Apr 15, 2005 5:12 am
#3
Thenew meds are more expensive, less effective, and completely optional. Consequently, the expected result is thatvery few peoplewill buy them to the detriment of the Medical Crafter.
If implemented as it currently stands, I predict there will be a very small market for meds. Some wealthy players will buy them to use on special occassions, but the typical combat medic or doctor will find that the benefit is not worth the cost. Remember chef before the revamp? They had a long list of foods that were expensive to make, had very little effect and consequently no customers. I would hate to see medical items in the same position.
Message Edited by MataHairy on 04-15-2005 05:14 AM
Mustelafuro
Fri Apr 15, 2005 6:23 am
#4
Bad as it is, it will mean very few cm's will have good enhancers. It will be sad to see my stuff become worthless though....
Eskie
Fri Apr 15, 2005 7:33 am
#5
Tial wrote:
Too much subs is not so good, for at least 3 reasons :
1/ Collecting ressources will be harder, as low combat skilled artisants cannot hit dangerous area
2/ Making subs take times, and run is 1000. So if there is a ratio 9:1, you can make only 111 finished products
3/ Why modify the economy and make things more expensive ???
1) true, but it seems to be intended to cut down on the mass producers - the devs repeatedly stated they dont see the doc or CM as a crafter, but as a healer / supporter
2) see 1)
3) Dunno - stupid intention if you ask me.
Concerning the subs:
In the AS forum, a dev confirmed that new loot drops will not be limited to 11 items with the same serial, but that there will be larger drops which will also _stack_ in the inventory (yay!). The dev also stated that existing items will be converted to match the new amount that should have been dropped under the new system. This was only related to armor crafting, though.
SheenaBrelya
Fri Apr 15, 2005 9:36 am
#6
Loot drops like Bile and such should, with the CU, start dropping in much larger quanities than they do currently and I believe (could be wrong) that a loot drop set will stack. This should make loot drop components easier to use, rather than harder, but could definately have a negative affect on the use of any current stockpile. The obsolecense of current resources is something every combat-support profession is dealing with right now.
What happened with the ArmorSmiths is that the new, most advanced versions of armor was going to require significantly more creature harvested resources (hide, etc) than they do currently and when this was brought to Blixtev's attention (in a very, very, very well researched and written forum post) he accepted that the new system should not include such a change and sliced all creature resource requirements in armor components by half.
Shona
What happened with the ArmorSmiths is that the new, most advanced versions of armor was going to require significantly more creature harvested resources (hide, etc) than they do currently and when this was brought to Blixtev's attention (in a very, very, very well researched and written forum post) he accepted that the new system should not include such a change and sliced all creature resource requirements in armor components by half.
Shona
Tial
Fri Apr 15, 2005 12:09 pm
#7
Too much subs is not so good, for at least 3 reasons :
1/ Collecting ressources will be harder, as low combat skilled artisants cannot hit dangerous area
2/ Making subs take times, and run is 1000. So if there is a ratio 9:1, you can make only 111 finished products
3/ Why modify the economy and make things more expensive ???
1/ Collecting ressources will be harder, as low combat skilled artisants cannot hit dangerous area
2/ Making subs take times, and run is 1000. So if there is a ratio 9:1, you can make only 111 finished products
3/ Why modify the economy and make things more expensive ???
Pappi
Fri Apr 15, 2005 4:51 pm
#8
I don't see why the thread would be deleted as long as the discussion stays positive and civil
a lot of doctors and BEs are also concerned about this issue, so speak up!
buellronin
Fri Apr 15, 2005 8:07 pm
#9
i always keep doc and cm in my temp teh only reason i have not mastered either is because i am not wasting my precious gametime running around looking for stupid resources
finally i will be able to masterone of these professions without having to craft
buell
Zohath
Sat Apr 16, 2005 10:42 pm
#10
I, like others it would seem, have always enjoyed the bit of crafting that CM brings along with it. A truely perfect profession for those of us who liked to craft, without making an entire living from it. Along with the combat boosts that it provided it was honestly the best profession I've found. The fact that crafting is being completley removed from CM is rather bothersome to me. I spent much time and effort getting to be a 12pt CM.....and now it looks like it will have been a giant waste of my time.
Not to mention all the time and effort into resources.Isn't it greatthat I've spent the last few months gathering resources just so that I can hand them off my my neighborhood Bio Engineer.....and then I'll have to go to vendors and buy CM supplies at 3x the cost that I could make them for before, such wonderful fun (/end flagrant sarcasim)
In the mean time, I have this plead for the developers: Please, for the love of all that is good and right with this game...do not rob us Combat Medics of our crafting, it's one of the only reasons i've kept this profession, as well as stayed with this game. The fact that I can have one profession which has so many facets is a beautiful thing, please dont break it.
Have fun all,
Zohath Biki
mcorey
Sun Apr 17, 2005 2:43 am
#11
I did some testing with the enhancers tonight. Maybe we don't want to craft these after all... 
I posted my findings here in the doc forums.
Short version: These aren't meds. These aren't skill buffs. Enhancers are the advanced skills - the same ones you get as you progress higher in the tree and get "improved" or "advanced" skills. They're only useful to dabblers and people in the midst of grinding, and I have serious doubts as to just *how* useful they are then.
MC
I posted my findings here in the doc forums.
Short version: These aren't meds. These aren't skill buffs. Enhancers are the advanced skills - the same ones you get as you progress higher in the tree and get "improved" or "advanced" skills. They're only useful to dabblers and people in the midst of grinding, and I have serious doubts as to just *how* useful they are then.
MC
MedWise
Sun Apr 17, 2005 2:10 pm
#12
buellronin wrote:
i always keep doc and cm in my temp teh only reason i have not mastered either is because i am not wasting my precious gametime running around looking for stupid resources
finally i will be able to masterone of these professions without having to craft
buell
THis thread is for cm crafters. go ahead and master it and play by yourself...
my account ends may 18 th. I personaly like to craft,and the cu will ruin the game for me. It sucks and no i dont care If Im not keeping positive about the cu The devs dont care what we say. They post lies or whatever will get more peeps to buy this crap. Rotw YOU can have it and ill keep my 25$.
SOEyou ruined this game for me..
neutrineaux
Sun Apr 17, 2005 4:54 pm
#13
who knows? it might be better! lol. but it will certainly be a different game.
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