Combat Medic Archive
Thread: Combat Medic Issues Breakdown: Issues 3, 4 and 5
- Is there anything that should be added?
- Is there wording/verbiage that would be better?
- Are there examples you'd like to see given?
- What should be added?
- What wording/verbiage would be better?
- Anything that needs to be added?
- Any wording/verbiage additions or changes?
I think on #4 you may want to consider including options, the things CMs have offered as alternatives, with simply complete removal being one of those options.
Actually on all of the issues you should probably make sure the verbage inculdes any alternatives or solutions offered and possibly even links to some of the bigger threads and.or important points made on the issue in question (a really big job, though, if you don't already have such a list.
)
vortexala wrote:
New week, new set of issues to discuss.
We'll go with issues3,4 and5this week
Note: This is a thread For CMs to discuss their issues. Do NOT troll, flame or argue in this thread. Anyone who does will simply be reported. Also, do not respond to anyone exhibiting this behaviour. Lets keep it constructive.
Issue #3: Resources
Many CMs feel that our resources are too rare and, when they do actually spawn, have really low stats. Some would like either more spawn intervals with better quality or a change in schematics to remove the rare requirements.
- Is there anything that should be added? I am unclear as to your question here, are you talking any abilities that should be added? or just resources? Assuming you just mean resources, no, they are fine as is. The problem is the super-low quality of some spawns, people are adaptive, and if 1 element isnt around in enough quality/quanity to make the quality product they are looking for, they would look for another product to substitue for the one that is lacking. Since the game mechanics do not allow for this, it would be nice if a minimum cap is set on the resources for adv subcomponents. Maybe a hardfloor of 350? (350 for any/all stats)
- Is there wording/verbiage that would be better?
- Are there examples you'd like to see given?
Issue #4: 'No Incap' or '+1'
Many CMs feel that the change to having poisons no longer incap should be reverted and once again allow a CMs weapon of choice to actually incap.
- What should be added? poison incap should be brought back in tandem with mind healing abilites. Let's face fact's, disease only holds 3 purposes. 1) mixing with poison to get the incap. 2) wounding up an opponent to slow down tef war's. 3) greifing. I guess asking for tef-removal is someone elses issue, so sticking with ours, remove the +1 when mind healing is introduced.
- What wording/verbiage would be better?
Issue #5: Faction Points
Many CMs would like to obtain faction points for use of their skills in combat. Be it healing or poisons and diseases. It has been suggested that it can be coded similar to the Combat Xp we were given for healing in combat, albeit at a lesser rate. I like this idea, spread out fp's like combat or weapons experience, this would inhibit the "ninja deathblow's", and properly distribute the "rewards" of factional PvP to those who do more damage, not who is faster to deathblow.
- Anything that needs to be added?
- Any wording/verbiage additions or changes?
vortexala wrote:
New week, new set of issues to discuss.
We'll go with issues3,4 and5this week
Note: This is a thread For CMs to discuss their issues. Do NOT troll, flame or argue in this thread. Anyone who does will simply be reported. Also, do not respond to anyone exhibiting this behaviour. Lets keep it constructive.
Issue #3: Resources
Many CMs feel that our resources are too rare and, when they do actually spawn, have really low stats. Some would like either more spawn intervals with better quality or a change in schematics to remove the rare requirements.
- Is there anything that should be added?
- Is there wording/verbiage that would be better?
- Are there examples you'd like to see given?
Issue #4: 'No Incap' or '+1'
Many CMs feel that the change to having poisons no longer incap should be reverted and once again allow a CMs weapon of choice to actually incap.
- What should be added?
- What wording/verbiage would be better?
Issue #5: Faction Points
Many CMs would like to obtain faction points for use of their skills in combat. Be it healing or poisons and diseases. It has been suggested that it can be coded similar to the Combat Xp we were given for healing in combat, albeit at a lesser rate.
- Anything that needs to be added?
- Any wording/verbiage additions or changes?
#3 what eh?? go try weapsonsmith if you want to try rare components. sorry this argument is silly. Considering the power CM's have in combat, especially PVP balance must be obtained somehow.
#4 be nice to incap, but having been incapped multiple times from a CM, I can tell you this is a good balance decision and should be left alone.
#5 I get faction points from AOE poisons, dunno the issue here either.
vortexala wrote:
New week, new set of issues to discuss.
We'll go with issues3,4 and5this week
Note: This is a thread For CMs to discuss their issues. Do NOT troll, flame or argue in this thread. Anyone who does will simply be reported. Also, do not respond to anyone exhibiting this behaviour. Lets keep it constructive.
Issue #3: Resources
Many CMs feel that our resources are too rare and, when they do actually spawn, have really low stats. Some would like either more spawn intervals with better quality or a change in schematics to remove the rare requirements.
- Is there anything that should be added?
- Is there wording/verbiage that would be better?
- Are there examples you'd like to see given?
Noo the current system is fine how it is, thanks to the seem of some upgrades to resources espeically here on Chillastra., I prefer that gathering rare resources actually consume some time and keeps those just dabbling away from the real combat medics.
Issue #4: 'No Incap' or '+1'
Many CMs feel that the change to having poisons no longer incap should be reverted and once again allow a CMs weapon of choice to actually incap.
- What should be added?
- What wording/verbiage would be better?
Truthfully I prefer the system the way it is now, no longer incapping seems a bit more balance, and with having to have both poison and disease stacked on the same stat and waiting a whole 40 seconds for an incap this manner. Makes us seem less effective but still aloows us a means of incapping
Issue #5: Faction Points
Many CMs would like to obtain faction points for use of their skills in combat. Be it healing or poisons and diseases. It has been suggested that it can be coded similar to the Combat Xp we were given for healing in combat, albeit at a lesser rate.
I would like to see poisons and diseases actually take apart in how the faction points are divided we are doing damage right, as well as all medics getting a share since they are healing the group.
- Anything that needs to be added?
- Any wording/verbiage additions or changes?
vortexala wrote:
New week, new set of issues to discuss.
We'll go with issues3,4 and5this week
Note: This is a thread For CMs to discuss their issues. Do NOT troll, flame or argue in this thread. Anyone who does will simply be reported. Also, do not respond to anyone exhibiting this behaviour. Lets keep it constructive.
Issue #3: Resources
Many CMs feel that our resources are too rare and, when they do actually spawn, have really low stats. Some would like either more spawn intervals with better quality or a change in schematics to remove the rare requirements.
- Is there anything that should be added? I'd like to see the resources always available, but keep the stats random. So I can always find class1 radio somewhere, maybe its junk, but the good stuff should eventually roll around
- I'd like to see special material (similar to rancor bile, or spider venom) that is available by completing static missions. I'm not big on finding random drops or loot, and it would be nice to work a mission and get something worthwhile from it....
- Is there wording/verbiage that would be better?
- Are there examples you'd like to see given?
Issue #4: 'No Incap' or '+1'
Many CMs feel that the change to having poisons no longer incap should be reverted and once again allow a CMs weapon of choice to actually incap.
- What should be added? I have my Trickshot, so I don't see the issue with being a MCM and having some way to finish
- What wording/verbiage would be better?
Issue #5: Faction Points
Many CMs would like to obtain faction points for use of their skills in combat. Be it healing or poisons and diseases. It has been suggested that it can be coded similar to the Combat Xp we were given for healing in combat, albeit at a lesser rate.
- Anything that needs to be added? /agree
- Any wording/verbiage additions or changes?
vortexala wrote:
New week, new set of issues to discuss.
We'll go with issues3,4 and5this week
Note: This is a thread For CMs to discuss their issues. Do NOT troll, flame or argue in this thread. Anyone who does will simply be reported. Also, do not respond to anyone exhibiting this behaviour. Lets keep it constructive.
Issue #3: Resources
Many CMs feel that our resources are too rare and, when they do actually spawn, have really low stats. Some would like either more spawn intervals with better quality or a change in schematics to remove the rare requirements.
I don't think anything with the resource system should be changed. Yes, some resources are rare but that's part of the whole crafting system and rare resources is common to many other crafting professions. I have no problem with some resources being rare. I think the rarity of some resources is what makes a long time CM stand out from a fresh new CM. However, if there is any change to some rare resources there should only be a slight increase in the spwaning rate of the more rare resources. I have not experienced significant problems attaining the resources required for advanced componenets. There doesn't seem to be a severely large imbalance in resoure gathering for CMs.
- Is there anything that should be added?
- Is there wording/verbiage that would be better?
- Are there examples you'd like to see given?
Issue #4: 'No Incap' or '+1'
Many CMs feel that the change to having poisons no longer incap should be reverted and once again allow a CMs weapon of choice to actually incap.
I strongly disagree that poisons should incap. Many CMs who PVP probably use advanced components to craft their poisons. I've seen too often my poisons dropping a group of people down to 1 and I've been on the receiving end of it too often. In the current combat system, this is certainly not fair gameplay.I like anyother person would love to have an ability like this but to be honest for the sake of fair game play this should not be reverted.If incap is added back in then this would just compound the problem where people call for a CM nerf.
- What should be added?
- What wording/verbiage would be better?
Issue #5: Faction Points
Many CMs would like to obtain faction points for use of their skills in combat. Be it healing or poisons and diseases. It has been suggested that it can be coded similar to the Combat Xp we were given for healing in combat, albeit at a lesser rate.
It would be nice if SOE implemented an alternative method to gain faction points without a PVP method. I think this is more of a general problem that should be addressed to almost all the non-combat professions. Medics, entertainers, and crafters ought to have some way to participate in faction point gain if they are rebel or imperial. However, this seems like a big undertaking so I'm not sure as to what kind of system should be in place. Perhaps, if the Devs toss around some ideas on some alternative methods to gain faction points.
- Anything that needs to be added?
- Any wording/verbiage additions or changes?
vortexala wrote:New week, new set of issues to discuss.We'll go with issues 3, 4 and 5 this weekNote: This is a thread For CMs to discuss their issues. Do NOT troll, flame or argue in this thread. Anyone who does will simply be reported. Also, do not respond to anyone exhibiting this behaviour. Lets keep it constructive.Issue #3: ResourcesMany CMs feel that our resources are too rare and, when they do actually spawn, have really low stats. Some would like either more spawn intervals with better quality or a change in schematics to remove the rare requirements.
- Is there anything that should be added?
- Is there wording/verbiage that would be better?
- Are there examples you'd like to see given?
Issue #4: 'No Incap' or '+1'Many CMs feel that the change to having poisons no longer incap should be reverted and once again allow a CMs weapon of choice to actually incap.
- What should be added?
- What wording/verbiage would be better?
Issue #5: Faction PointsMany CMs would like to obtain faction points for use of their skills in combat. Be it healing or poisons and diseases. It has been suggested that it can be coded similar to the Combat Xp we were given for healing in combat, albeit at a lesser rate.
- Anything that needs to be added?
- Any wording/verbiage additions or changes?
3.recources dont need to spawn more just need to spawn better
4.yes yes yes giv eit back that is my main way to kill without iut i'm like a commando without his flamer(bad example because they have other powerful junk but an analigy is an analigy)
5. yes i think this should be changed because all melee profesions get the first shot at deathblows because they have to be within 5 meters
vortexala wrote:
New week, new set of issues to discuss.
We'll go with issues3,4 and5this week
Note: This is a thread For CMs to discuss their issues. Do NOT troll, flame or argue in this thread. Anyone who does will simply be reported. Also, do not respond to anyone exhibiting this behaviour. Lets keep it constructive.
Issue #3: Resources
Many CMs feel that our resources are too rare and, when they do actually spawn, have really low stats. Some would like either more spawn intervals with better quality or a change in schematics to remove the rare requirements.
- Is there anything that should be added?
- Is there wording/verbiage that would be better?
- Are there examples you'd like to see given?
There was a dev reply on this issue and although I didn't like it I would have to agree with the dev on one point. The resources for advanced components should be harder to obtain than the resources for the standard components. CM's should not "always" be able to craft the advanced components for thier weapons but I think they also shouldn't be soley dependent on advanced components for a moderate damage weapon. There is a HUGE effectivness/duration gap between products made with standard components and products made with advanced components. It might be more fesable to close the gap by making standard components more effective rather than change the requirements of the advanced components.
As for the low numbers on spawned resources maybe some new structure types could help here. An old idea that caught the devs interest was a factory type structure that would take leftover 'like' resources (ie3 different hides, 5 different aluminums, 4 different steels) and combine them into one type of the baseresource (ie meat, hide, non ferrous metal, ferrous metal, chemical, etc) What I would like to suggest is basicly a refinery, a specific resource is placed into the structure and either the resource attributes are migrated to one user selected attribute with little loss of resource quantity, or all resource attributes are increased by a user selected value or percentage and loss of resource quantity is related to the value or percentage of increase. So titanium aluminum will still be titanium aluminum but the resource attributes will have changed
Issue #4: 'No Incap' or '+1'
Many CMs feel that the change to having poisons no longer incap should be reverted and once again allow a CMs weapon of choice to actually incap.
- What should be added?
- What wording/verbiage would be better?
When the cap was found not to stop the incap dance via poison+disease,it should have been removed but the question on how to handle the incap dance still remains. Should poisons be removed after the second incap? If a person has had 2 incaps already willit block a poison application? In the comming months will diseases be changed to act more like armor encumberance (shrinking overall health, action, and mind)under the new ham system? Will there be any change on how poisons are handled in the new HAM system? There are many changes in line for what I see as core game mechanics and any suggestion on how to "fix" the incap dance may screw us even more whenfuture changes take place. There is a possibility that everything will be fixed when the new ham system is put in place, butI lack theclairvoyance to see everything that is to come.
Issue #5: Faction Points
Many CMs would like to obtain faction points for use of their skills in combat. Be it healing or poisons and diseases. It has been suggested that it can be coded similar to the Combat Xp we were given for healing in combat, albeit at a lesser rate.
- Anything that needs to be added?
- Any wording/verbiage additions or changes?
I can't say anything about this that I haven't already posted.
I would give my left arm to be able to make my Titanium Aluminum have even decent conductivity.
I really think the idea of a refinery is superb. I would gladly buy one, and I would master it's use. Please make this happen.
Issue #3
I don't think it is unreasonable to request that each resource type spawns at least once every 3 months...given that when it does spawn, it can be of outstandingly poor quality.
If you want an example, Class 1 radioactive has only spawned twice on Flurry since release as of today.