Doctor Archive
Thread: My .02 credits. All devs with a freidly eye for docs please read.
I play a charecter name Kwisatz on the valcyn server.
S.O.S we need help!
Docs fill an inportant role in the community. All players get wounds and we have to heal them. We choose being docs because we like to help players. I have no problem healing others for free and i expect no tips for this service. If players tip me that is great, if not i don't care. I would just like some upgrades to the doc proffession to gather the materialswe need to do this.
Master Doc takes a lot of skill pts as everyone knows. As it should, all the studying needed to heal wounds with great skill should be reflected in this. This fact is not in question, but it leads to another question. If we spend all of this time studying anatomy, Zoology, Botany, surgery, ect...Why can't we survey or gather animal resources? Every student in a 10th grade biology class has to disect animals. After all doctors have great skill with a knife. So in short we have the skill and knowlege of anatomy to havrvest animal resources. It makes no sense not to give us the skill. At the very least give it to CM, they are more of the feild doctors anyways. We have to spend an extra 15 skill pts just to get a basic skill we should have already. As for adding survey, come on we should have that as well. The way the game is set up a master archetect can survey for plants and docs can't. I think that a doc should be able to reconize a feild of wheat when he sees it or a patch of mushrooms. If we don't have these skills we have to depend on others for waypoints or meat for meds. And i don't know about the other docs but scouts charge between 15-30 cpu for good meat.
So we have to spend 140 skill pts for doc, 15 for novice scout, 15, for novice artisain, 15 for a fighting skill novice for a total of 185. Now to be able to kill anything to get meat add 4 boxes on the fighting skill tree for a total of 199. Basic survey is useless so u have to go up a few boxes there lets say three to be effective for a total of 208. Now add in 2 boxes of the hunting tree in scout to make it worth while to have scout for a total of 213. Now we are the basic point of what i feel a doc has to have in order to gather the basic materials they need for production of all the meds. Doc is a support proffession we all know and accept this. Will the skill pt crunch we are not able to do much else and forget about soloing anything hard.
All that i am asking is that u make it easier for docs to do their job in the game. Docs should get survey and combat medics should get animal harvesting ability. Any dev who whould like to talk to me please feel free. I would be more than happy to argue my case for the upgrades. But for now, this is my .02 credits.
Im personally against survey and harvesting in the medic classes.
I believe that if you want those specific skills, you should have to pay for them with spending skill points for them.I believe there should be interdependancy between proffessions. If you are going to give survey and harvest to the medics, will you allow healing to be given to the artisans and scouts? CM's already stole the terrain negotiation mods.
Just like every BH/Smuggler/Pistoleer/etc that wants to heal themselves have to take novice medic to use stims, we should have to take scout to harvest, and artisan to survey.
Thats my .02 credits
I'll agree with you.... if anyone can place a harvestor, and Doc has as much crafting as it does, we should be able to use the novice artisan level of surveying -imo-
Heck, CMs even get terrain neg... why can't a doc look for a place to drop his flora harvestors without relying on guild mates or friends?
I'm going to back the original poster on this. I personally would consider surveying and harvesting to be such basic skills that they should not be restricted to just one basic profession. It just makes sense that medics would be able to do those activities.
The inverse argument, however, does not hold water. Using stimpaks does not, to me anyway, seem like a skill that just anyone would have. I know plenty of architects and weaponsmiths who never considered wasting skillpoints on novice medic. I would like to see some SOE statistics on how many Docs and CM's try to make a go of it without novice artisan. I bet that the percentage there would be much different.
Agent001 wrote:
Im personally against survey and harvesting in the medic classes.
I believe that if you want those specific skills, you should have to pay for them with spending skill points for them.I believe there should be interdependancy between proffessions. If you are going to give survey and harvest to the medics, will you allow healing to be given to the artisans and scouts? CM's already stole the terrain negotiation mods.
Yes, everyone should be able to use stim A's without having novice medic.
You know, I really used to support the idea that medics/doctors/cm's should have the ability to survey for resources because there is so much crafting involved with being a doctor. However, my opinion on this has changed. Here's my reasoning...
First of all, any other artisan in the game (weaponsmith, tailor, droid engineer, etc.) has to first be a novice artisan. Therefore, they already have the ability to survey. It would seem that the medic is at a disadvantage as they need to take a second profession in order to effectively advance in their primary profession. This seems to be very unbalancing in favor of the "true" artisans.
However, with medic comes other skills (ever use a stimpack?). A weaponsmith gains no other skills besides the ability to craft weapons. He/she is not able to heal himself or others in combat. He/she gains no combat skills. Doctors and Combat Medics gain these skills as well as the ability to craft items. Therefore, to give medics the ability to survey resources actually makes the game much more imbalanced in favor of the medics, rather then levelling the playing field.
I would like to see a shift in the game which led people away from missions to get their money. Right now, the single largest source of income for most players is missions. When you run a mission, are you really contributing anything to the player economy? No. You are simply adding additional currency to that economy. Lord knows there's enough currency in the economy already. I'd like to see mission payouts drop drastically so that players must look to each other for a steady income. I think that doing so would increase the amount of interaction between classes and enhance the economy. Of course, I'm getting well off topic, but that's just my idea.
Mcglon, just a little thing about your combat skill argument there.
Nobody has even substandard combat skills at the start. We can only use CDEF and that's it, until we pick up Novice Marksman. So, really, to argue against Docs/Medics/CMs getting Survey by mentioning how Weaponsmiths have no way of defending themselves doesn't really fly. If we're looking at total Mastery of Doc vs Weaponsmith, the skill points required are very different. Mastering Doc requires about half of the 250 pool. Mastering Weaponsmith costs, what, 70? It's Mastering Engineering in Novice Artisan, then 50 points or something in Weaponsmith.
If anything, considering that Weaponsmiths have like, 2/3 of their skillpoints left...meaning they can easily go Pistoleer or Rifleman (I hear Carbineer can kill themselves faster than their opponent...heh). Master Docs/CMs, on the other hand, we can barely Master an elite combat class. Mastering Pistoleer leaves us a whopping 18 skill points left, meaning we can only pick up one starting profession, and in my case, that was Scout. Master Doc skill points are so limited, I've been dropping Pistoleer as low as humanly possible to effectively manage CH.
Simply? Giving Docs/CMs a survey won't hurt Weaponsmiths/Armorsmiths/DE...those specialized crafting professions have much more leeway upon achieving Master Status, meaning they have the skillpoints to start a third profession. I just ran a test in a Character Builder.
Master Doc + Master Pistoleer leaves 18 points.
Master WpnSmith + Master Pistoleer leaves 66 points.
Who is at a disadvantage? Giving Docs/CM survey will level the playing field.
Wow to tell anyone the truth..I did not ecpect a single doc to not agree with me. Since some did I will break down the inbalance for u.
Fact.To master any single proffesion out of the artisain tree costs 92 skill pts. To master doc takes 140 skill pts.
That is a 48 pt differece. I can get master weaponsmith with survey up to III, novice marksman up to level III, plus novice med for the same 140 skill pts. What do we have, a master profession that can fight, heal its self and others, and find its own resources vrs a profession that can just heal with abosolutly no other benifits. To be able to get the same abilities as stated before, a master doc has to spend 188 skill pts. On top of that they are expected to heal other players with only a marginal hope of a tip, find all of the resources for meds and mine them(wich is very expensive), put up factories to produce the materials and pay for that.
So if u want to talk about inbalance that is fine. Ill talk all day and i will keep on talking untill this issue is resolved. But dont defend the elite artisain proffesions that make their products easier and don't have the duty that docs have.
My name is kwisatz on the valcyn server
I think your crying over nothing. I'm a Master TK and almost a Master Doc. I have no problem at all clearing out creatures, NPCs, even other faction players. It is true that Master Doc take a lot of point, in order to become MTK and MD, I actuallyhave to drop Exploration on the Scout Tree to get the MTK / MD combo. Guess what who care, I have a pet that can run faster then I can. I agree its a pain to get minerals, but its not impossible. I depend heavily on my Artisan friends to help me out. And in return I keep them health and buffed. Pretty good trade if you ask me. MD isn't suppose to be easy, thats why it takes so long to get there, but if you add Scout/artisan skills I believe it will totally unbalance the the MD profession. Especially if you add those two skills to the Nocive Medic tree. Now you have players that get 3 very unquie skills for the price of one. And to me, that would just suck. MAYBE giving the skills to a MD wouldn't be so bad, but I still don't like it.
Regardless of the Skill Points needed to be a MD, you can still be an effective killing machine that can harvest. I have NO PROBLEM harvesting at the Novice Scout Level, because that just gives me more stuff to kill to get the meat I need for stims. For me thats ok. MD has so much more than CM's can't do. We can Buff, we can Res, we can drag farther away, we can heal MUCH faster, cure posion and disease, AND make the best stims in the game. If I can get all that and still have to ask for help to survey, thats kool, pretty **edit** good trade off if you ask me.
I would have to totally agree with a lot of what was said in the original post. But, I think we're all missing that the Dev's originally agreed with what you were saying Kiernan. DocsandMedics are given the "Medical Forage" command, and while I'm sure that none of us actually use it, I think it demonstrates that we are supposed to be able to get most of the resources we need to make medicines. A simple solution to this problem would be to add a "medical forage" tab to the radial menu on corpses. That way, we would only have the ability to harvest meat (all we need as doc's) and could give up our "scout" profession to save 15 skill points.
The SWG handbook you get with game purchase even states in the Medic section,"Each item (you craft) requires specific resources, which you can acquire from the world..." That just isn't true without a littleharvest ability.
As for the Survey ability... maybe there could be a "Medical Forage Tool" that would only register the things we need for meds... I know this is a little bit of a stretch, but like Kiernan said, a doc can recognize Wheat and know they're on Lok... Itshouldn't be too hard to know where the Lokian Wheat is.
Finally, it says that ”Medics may find themselves reliant on other players for income." Now, it's bad enough to be in a med center with someone spamming a macro thatshouts "be sure to tip your medics and entertainers" every 15 seconds, and I am not one that does that because it's obnoxious. However, the fact is that some medics feel they have to do this, as theyrarely get tipped, and thus can't AFFORD the resources, should say, at least let us have a functional ability to get them on our own...
Medicsand Docs are totally a support profession as it is... Why can't it at least be one that can support itself?
Thanks guys... hope something comes out of this!
MaPS - Valcyn
I agree with the original poster completely.
Why don't they take probably the most useless skill in the game (has ANYONE ever used medical forage more that twice just to see what it was??), medical foraging and make it a survey/sample skill?
Perhaps make it with levels so that a novice medic would have a very small range (comparable to having Survey I) and granting larger range (that of Survey IV) to those medics that hit either Novice Doctor and/or Novice Combat Medic, with Medical Forage II and III (comparable to survey II and III) granted at a certain skill level going up the Medic trees.
I personally think that the resource intensity for doc is so intensive that they deserve the sruvey ability. How many artisans do you know that are required heal in order to craft, or need a friend or guildmate to heal something for money while they craft. We can whine about CMs having Terrain Negotiation and BEs being able to make pet stims and in my opinion those are all valid arguments but I dont think they devs really care about that. I do think however that to require a doc to use resources as specific as an eilte profession artisan would is unfair without giving them the means to acquire these resources...Kwisatz lets make it an even .04 credits...
Shazam
Doctor/CM
valcyn