Combat Medic Archive

Thread: Payment for Medical Services A Primer

Kirus
Sun Nov 23, 2003 3:56 am
#1

This is primarily for the people who are providing medical services most of their game time.


As you know, making stims cost money. The only profit to be had as a medic, doing medic type of business, is Crates of Stim B's and enhancing. The Stim B's require Master Doctor for the quality people have come to expect. Enhances fall into the same category, as only the 2000+ enhances provided by Enhance D's have any market. People actually get MAD if they are buffed for less then that.


Most non-medic players have come to expect free service from medics, as when the game first launched, the servers were filled to the brim with novice medics trying to gain XP, and I remember people paying others to heal their wounds. Now, that is not the case. Med Centers are empty most of the time.


I use the standard 20000 credits an hour as a good example of a wage for a basic player. Obviously people get paid higher then this, but I feel this is average. So there is no reason for people to refuse tipping to medics. They should be doing so, and generously at that, but they do not. How do we fix this?


Charge for healing.


I no longer gain XP, so for med center healing, I am strictly "for-profit". My profession is not money sink. If you made people pay 1300 credits for a 1200 credit mission, the people would freak out.


As an example, I have laid out some suggestions for charging. These are not complex, easy to do on the fly, and reasonable for people who do not want to wait for another medic.


Damage healing - .5 credits per unit of damage healed. Players heal damage over time, so this is used when people do not want to wait. This is not expensive for players with even massive amount of damage, as players, without enhancements, have a cap on their total HAM. Where this does add up is for pets. Pets can encompass many thousands of HAM points, and we do not recive XP for healing them. Thus the 2000-3000 credits for healing a large pet is justifiable. As this is not the medic's hospital specialty, payment for damage healing has been debated. I feel that everything I do should be compensated for. At least charge for pets.


Wound Healing - 1 credit per unit healed. This keeps the cost generally low, unless someone comes in with completely black HAM bars, but then they were doing something stupid and deserve to pay lots of credits anyways. This is something that only you can perform, and no amount of waiting can cure this. At the minimum charge. At the minimum charge 200-300 credits. This will prevent the people with 3 health wounds asking for healing. It is your time they are paying for in this case. Charge them for it.


Revives - 2000-5000 credits per Revive. The price difference depends on how far they are from a cloning center. You are saving THEM time, not benefiting you. With the new decay system, your revives have an even greater effect. You prevent decay from occuring. This also accounts for the time required to reach a level where you can use and create revive packs.


Enhancements - 1 credit per unit enhanced. I know this is expensive, but enhancements are not required. I recieve lots of business even with these prices. The minimum I would charge is 5000 credits for a full set. This negates the usefulness of making a quality enhancement pack though, as any averageEnhancement D would still garner 5000 credits. 1 credit per unit enhanced is at the very least fair with regard to the quality of the enhancement. Poor enhancements would not cost as much, but the time spent in gathering quality resources for a top-notch enhancement would be compensated.


These are only suggestions, but the underlying theme is to charge for your service. Weaponsmiths do not give out Krayt FWG5's for free, and last time I checked Composite Armor was still very expensive. Houses are not given out by donations, and neither are the resources collected by hunters/miners. The only people who provide their service for "free" is entertainers. The cost for them however is time and training. They are not required to gather expensive and rare resources to ply their craft. I should know, I play as one on Kauri. This is not to say they should remain unpaid, just that we as medicsare a money sink.


These rules obviously do not apply to friends and members of my PA, as they provide me with the resources to make these items. People I do not know, and certainly people of a different faction do get charged however.




Kirus Hayden, Theed, Tempest
Master Combat Medic
Master Doctor

"The weak and the cowardly have no place in shuffleboard."
--Phil Hartman ("Worf," SNL)
Kirus
Sun Nov 23, 2003 3:57 am
#2

This is primarily for the people who are providing medical services most of their game time.


As you know, making stims cost money. The only profit to be had as a medic, doing medic type of business, is Crates of Stim B's and enhancing. The Stim B's require Master Doctor for the quality people have come to expect. Enhances fall into the same category, as only the 2000+ enhances provided by Enhance D's have any market. People actually get MAD if they are buffed for less then that.


Most non-medic players have come to expect free service from medics, as when the game first launched, the servers were filled to the brim with novice medics trying to gain XP, and I remember people paying others to heal their wounds. Now, that is not the case. Med Centers are empty most of the time.


I use the standard 20000 credits an hour as a good example of a wage for a basic player. Obviously people get paid higher then this, but I feel this is average. So there is no reason for people to refuse tipping to medics. They should be doing so, and generously at that, but they do not. How do we fix this?


Charge for healing.


I no longer gain XP, so for med center healing, I am strictly "for-profit". My profession is not money sink. If you made people pay 1300 credits for a 1200 credit mission, the people would freak out.


As an example, I have laid out some suggestions for charging. These are not complex, easy to do on the fly, and reasonable for people who do not want to wait for another medic.


Damage healing - .5 credits per unit of damage healed. Players heal damage over time, so this is used when people do not want to wait. This is not expensive for players with even massive amount of damage, as players, without enhancements, have a cap on their total HAM. Where this does add up is for pets. Pets can encompass many thousands of HAM points, and we do not recive XP for healing them. Thus the 2000-3000 credits for healing a large pet is justifiable. As this is not the medic's hospital specialty, payment for damage healing has been debated. I feel that everything I do should be compensated for. At least charge for pets.


Wound Healing - 1 credit per unit healed. This keeps the cost generally low, unless someone comes in with completely black HAM bars, but then they were doing something stupid and deserve to pay lots of credits anyways. This is something that only you can perform, and no amount of waiting can cure this. At the minimum charge. At the minimum charge 200-300 credits. This will prevent the people with 3 health wounds asking for healing. It is your time they are paying for in this case. Charge them for it.


Revives - 2000-5000 credits per Revive. The price difference depends on how far they are from a cloning center. You are saving THEM time, not benefiting you. With the new decay system, your revives have an even greater effect. You prevent decay from occuring. This also accounts for the time required to reach a level where you can use and create revive packs.


Enhancements - 1 credit per unit enhanced. I know this is expensive, but enhancements are not required. I recieve lots of business even with these prices. The minimum I would charge is 5000 credits for a full set. This negates the usefulness of making a quality enhancement pack though, as any averageEnhancement D would still garner 5000 credits. 1 credit per unit enhanced is at the very least fair with regard to the quality of the enhancement. Poor enhancements would not cost as much, but the time spent in gathering quality resources for a top-notch enhancement would be compensated.


These are only suggestions, but the underlying theme is to charge for your service. Weaponsmiths do not give out Krayt FWG5's for free, and last time I checked Composite Armor was still very expensive. Houses are not given out by donations, and neither are the resources collected by hunters/miners. The only people who provide their service for "free" is entertainers. The cost for them however is time and training. They are not required to gather expensive and rare resources to ply their craft. I should know, I play as one on Kauri. This is not to say they should remain unpaid, just that we as medicsare a money sink.


These rules obviously do not apply to friends and members of my PA, as they provide me with the resources to make these items. People I do not know, and certainly people of a different faction do get charged however.




Kirus Hayden, Theed, Tempest
Master Combat Medic
Master Doctor

"The weak and the cowardly have no place in shuffleboard."
--Phil Hartman ("Worf," SNL)
Kirus
Sun Nov 23, 2003 3:59 am
#3

**gets message for post flooding**


This is primarily for the people who are providing medical services most of their game time.


As you know, making stims cost money. The only profit to be had as a medic, doing medic type of business, is Crates of Stim B's and enhancing. The Stim B's require Master Doctor for the quality people have come to expect. Enhances fall into the same category, as only the 2000+ enhances provided by Enhance D's have any market. People actually get MAD if they are buffed for less then that.


Most non-medic players have come to expect free service from medics, as when the game first launched, the servers were filled to the brim with novice medics trying to gain XP, and I remember people paying others to heal their wounds. Now, that is not the case. Med Centers are empty most of the time.


I use the standard 20000 credits an hour as a good example of a wage for a basic player. Obviously people get paid higher then this, but I feel this is average. So there is no reason for people to refuse tipping to medics. They should be doing so, and generously at that, but they do not. How do we fix this?


Charge for healing.


I no longer gain XP, so for med center healing, I am strictly "for-profit". My profession is not money sink. If you made people pay 1300 credits for a 1200 credit mission, the people would freak out.


As an example, I have laid out some suggestions for charging. These are not complex, easy to do on the fly, and reasonable for people who do not want to wait for another medic.


Damage healing - .5 credits per unit of damage healed. Players heal damage over time, so this is used when people do not want to wait. This is not expensive for players with even massive amount of damage, as players, without enhancements, have a cap on their total HAM. Where this does add up is for pets. Pets can encompass many thousands of HAM points, and we do not recive XP for healing them. Thus the 2000-3000 credits for healing a large pet is justifiable. As this is not the medic's hospital specialty, payment for damage healing has been debated. I feel that everything I do should be compensated for. At least charge for pets.


Wound Healing - 1 credit per unit healed. This keeps the cost generally low, unless someone comes in with completely black HAM bars, but then they were doing something stupid and deserve to pay lots of credits anyways. This is something that only you can perform, and no amount of waiting can cure this. At the minimum charge. At the minimum charge 200-300 credits. This will prevent the people with 3 health wounds asking for healing. It is your time they are paying for in this case. Charge them for it.


Revives - 2000-5000 credits per Revive. The price difference depends on how far they are from a cloning center. You are saving THEM time, not benefiting you. With the new decay system, your revives have an even greater effect. You prevent decay from occuring. This also accounts for the time required to reach a level where you can use and create revive packs.


Enhancements - 1 credit per unit enhanced. I know this is expensive, but enhancements are not required. I recieve lots of business even with these prices. The minimum I would charge is 5000 credits for a full set. This negates the usefulness of making a quality enhancement pack though, as any averageEnhancement D would still garner 5000 credits. 1 credit per unit enhanced is at the very least fair with regard to the quality of the enhancement. Poor enhancements would not cost as much, but the time spent in gathering quality resources for a top-notch enhancement would be compensated.


These are only suggestions, but the underlying theme is to charge for your service. Weaponsmiths do not give out Krayt FWG5's for free, and last time I checked Composite Armor was still very expensive. Houses are not given out by donations, and neither are the resources collected by hunters/miners. The only people who provide their service for "free" is entertainers. The cost for them however is time and training. They are not required to gather expensive and rare resources to ply their craft. I should know, I play as one on Kauri. This is not to say they should remain unpaid, just that we as medicsare a money sink.


These rules obviously do not apply to friends and members of my PA, as they provide me with the resources to make these items. People I do not know, and certainly people of a different faction do get charged however.




Kirus Hayden, Theed, Tempest
Master Combat Medic
Master Doctor

"The weak and the cowardly have no place in shuffleboard."
--Phil Hartman ("Worf," SNL)
PKempi
Sun Nov 23, 2003 4:25 am
#4

I totally agree with you.


People accepted they had to pay for buffs, so they will accept to pay for healing eventually. Especially on hunts Docs, and in my eyes even more so, a CM with the right set of skills can be very helpful and should be rewarded accordingly. I have decided to have MCM and add in Master Surgeon in order to rezz, cuz after the patch that effectively save people money and even a Master Doc or CM won't have the occasional death _not_ happen to a group member, be it lag, stupidity by the player or just negligence (yeah, it happens )


Where I see the problem, though, is communicating this to the hunt group members. They will probably say that we get money from the missions as well. They won't see that we shoot (if we can) and even use poisons to help the group as well and thus will not see the necessity to pay at first.


If we all decide to go that way - which I would absolutely suggest - it should be a matter of time until this gets accepted and is just a usual part of having a elite medic in your group.




--
A'lex Crestingfly
Master Combat Medic, Master Surgeon, Medical Professor, Trickshot
Member of Legion - victuri te salutant
Owner of [vts]Chemical Warfare Productions
Neo Rome, Naboo -1801 5394
NaNoDeMoN
Sun Nov 23, 2003 5:55 am
#5

I made the same decision as you have, and started charging for my services a few eeks back. it was simply getting far too expensive to keep giving away buffs and wound heals (performed with wound pack E's) for free, given that these resources take many hours of running round to find (if they can even be found at all sometimes) and then if its a rare resource like avian meat, which is hard to get in large quantites unless you have a scout friend willing to go gathering with you, it can cost you 3k for a meager 100 units.


When im in a group, however, I dont charge for standard helaing\curing of disease and poision or minor wound touch-ups, but i always charge for my buffs (it takes lots of preparation to do a 3k buff -not to mention the inconvenience of having littlemind left afterwards) and i usually charge 5k for a full one.


When im not in a group, i dont charge for healing, i do this for free, unless its a pet, where i will charge 3k for healing something like a Graul up.


Would healing when im not in a group gets charged pretty much as you've described above. if someone comes in with 3 black HAM bars, i charge 2-3k for fixing it, and less than that for minor wounds.


People have been pretty accepting of this so far, and in the few cases where they havent, I have just said: "too bad, you dont want to pay, I dont want to heal/buff/cure" hey its tough i know, but harvestors and factiors dont run themselfs as im sure you all know.



Kylst Honiku - Valcyn (Master Doc, Master Combat Med)

Azhara
Sun Nov 23, 2003 2:07 pm
#6

off topic but i feel i have to ask...


Kirus...did you formerly play a ranger on Everquest by the same name on the Nameless server?



just curious

Kirus
Sun Nov 23, 2003 2:37 pm
#7

No, sorry, first time



Kirus Hayden, Theed, Tempest
Master Combat Medic
Master Doctor

"The weak and the cowardly have no place in shuffleboard."
--Phil Hartman ("Worf," SNL)
Volaar
Sun Nov 23, 2003 10:20 pm
#8

I agree with you. it is not like when you were a novice and you need the xp. I used to heal all people, and wait for the few who would tip, and of course thank them in spartial chat, so other might catch on. But it is stupud the way that some people come in, and you heal half there health, and then leave without so much as a thank you. Then you got some other guy, runs in and demands to be healed. Like he cannot see the 20 other people in the room? I am MCM, and Master Surgeon, so I have to buy my rez packs. I think it is totally fair to charge for a rez, esp after this patch. Youa re saving them allot of time and money, and you should not have to be put out of your way, just to help them out. I try to help people out as much as I can, and I have healed many noob down on his luck, but I know that these MCH and MBH have money. Yes, they say that we should just do our job, but like any job we have the right to earn a living, and that is how we earn it,by providing services to others. Ah well, maybe someday people will get a clue...


Volaar - Master Combat Medic, Master Surgeon, Trickshot




Volaaar - Master Armorsmith - Ingame contact
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