Doctor Archive
Thread: Do You think a Doctor has to Craft 'Too' Much?
Me? Personally? I don't mind the crafting aspect...anymore. Back in Beta I despised it, ranted against it, and have since grown to actually like it. Yes, I'm strange that way.
But what about you? What don't you like about the crafting? How would you change it if you could?
Lets give Zarlor some ammunition to take with him to the Devs on this issue, for OR against.
As much as the crafting can be a royal pain I feel it is a viable part of the Doctor/Medic/CM professions. Furthermore, as someone stated elsewhere, it's the only part of Doctor that has the right amount of xp needed to get Master (the others are IMO too low on the Med xp requirement).
Only thing they could change in the Doctor crafting are the Med Use required on the different objects. Allmost every doc I've spoken too waits with Knowledge till he has, more or less, all the other boxes. It seems Med Use req is too low on the upper tier items...
But for the crafting, I enjoy it. I enjoy experimenting on items, finding the right resources, mixing and matching... maybe I'm just a chemist at heart or something
I know crafting isn't a lot of people's "cup of tea", and I can see how they would be really turned off by all the crafting a doc has to do.
It might be possible to make tendwound or tenddamage scale up with doctor skill, then the folks who don't like to craft but still want to heal can get in decent heals without all the clicking. Of course, using med-packs will heal better, for less mind/battle-battle fatigue.
I won't use it, but the old EQ cleric types might
Or, the devs could make Combat Medic's healing not use crafted components, or use simpler to craft components.
Then that would be the class for those who just want to heal without the carpal-tunnel inducing crafting.
Just some thoughts. It's not a problem for me, but I can see how the crafting might be putting off some potential healers
I don't mind a bit of crafting, but what bothers me is the large amount of time I have to spend making meds. I have 3 other people I normally group with. One of the guys in the group is dabbling with medic, but I'm the primary and often only healer. Whenever we do anything challenging/fun, such as last night when we visited Yavin IV for the first time, I have to spend as much time replacing my supply of medicines as I spent playing with my friends. So I have to either play a lot more than they do, or they are gonna be without a healer for a good portion of their online time.
It also bothers me that I have to have a specific resoursces, private crafting stations AND factory manufactured supplies to make the better medicines. I've been runnins harvesters and am thinking about gettinga factory as well as a house with a private crafting station,but Im afraid that will simply replaces time making meds with time raising funds to pay for the harvesters and factory.
To me, factory made componentsaresomething that should be required forartisans, and only artisans. It should NOT apply to combat based classes. Are they any other combat based classes that are required to use factories to support their day-to-day play?
In beta I played a weapon crafter. I enjoy crafting, but the insane amount of items I had to craft to gain skills got very monotonous. Add to that the fact that most of the items I made I couldn't GIVE away, so I ended up grinding and destroying items and not really feeling satisfied. My skills and advancement weren't contributnig anything useful to the economy.
Then, after the beta wipe, I dabbled with a medic and I loved it. The crafting was more or less the same, but the things I made were useful and had a market! Instead of having an inventory full of crap I couldn't get rid of, I had a hard time keeping up with the demand for medecines!
Benig able to craft something that truly is needed makes me feel like my crafting efforts are really helping folks out and not simply wasting my time. I love it!
I think the doctor has to craft A LOT to make stimpack B's. It requires two resources for the stimpack A and then suddenly 3 manufactured items along with 2 resources for a stimpack B ? Wow thats a big jump in crafting requirements... Lazy as I may be I sometimes craft the A packs simply because its fewer clicks .. and I agree that I spend alot and I mean A LOT of time either gathering resources or crafting medicines with the stuff I just gathered - Star wars or not thats getting really old really fast - and the only solution is to become a factory and mining operator ? I dont know about you but unlike Earth - doctors on Corellia seem to be the lowest paid of the professions .... I feel very strongly about this and the details of crafting such as if an item isnt in your main inventory its as if it doesnt exist ? Whats that about ? If I have an item , even in a bag in a bag, shouldnt it be available to me for use in crafting ? Thats micromanagement added into an already tedious and fast becoming boring requirement for my profession.
anyway I agree with whoever posted about the time spent making medicines - I just want to add that on top of this the fact that I must be at a crafting station to make some medicines is even more frustrating and time consuming - since even if I want to try I cant make a few nice C packs on the fly ! I dont know maybe this will change as my skills increase but for now - Im sick of crafting and I have three advanced crafting tiers to go in the doctor category alone -
ok rant off - now for the questions
If I get a factory ( with all the bugs that appear involved with medicine and mass productions its unlikely Ill even try but.....) do I get crafting exp for that run of say 100 BEC and so forth and then for the final product of stimpacks ? Or is the only way to get crafting exp to click ad infinitum in my little personal crafter ?
Thank you in advance .. and if you dont agree with me please resist the urge to flame - they are already 1 hour and45 minutes late getting the servers back up - Flame them for that before me :-)
Lumache Aldente -Impoverished Doctor of Intrepid
Vortexala and I posting that we've learned to like crafting...it's chilly in hell today ![]()
Seriously though, crafting is fine now that our packs have the increased charges. For those that don't know, you used to get like 8 max charges on the higher level meds. So about 30 less than we do now! And they all had a volume of 5! That was too much hassle...but this feels ok. I like experimenting a lot and finding new resources to use. Really I spend aboutmaybe 30mins a day crafting for my own personal/group use - max. A factory helps a ton.
No because if yuo dont wanna craft u dont have to..ull jsut never be a master..which would make sense...
buy your packs if u dont want to make them...
I agree with Elenora. The SWG concept of a Doctor is definitely one of a Crafter as well. It simply goes hand in hand in that to be a Doctor you HAVE to craft to Master Medic, at the very leastso the requirement to be a crafter is blatantly obivous and was the intent. Personally, I like the crafting if they'd ever fix the stupid factories.
For those just intersted in comabt healing, it's easy enough to completely ignore the Org Chem line and be a very competent battlefield healer just with pruchased meds.
Let me rephase...
Do doctors craft too much? no...
DO medic craft too much? maybe...
Do you have to craft too much to be a doctor? definately...
lol hope that makes sense...