Doctor Archive
Thread: I dont want ##packs back
But I want to sell you something! ![]()
I've got a real sweet deal on a used Buick!
MsNiL wrote:
VTmoon wrote:
yeah, we can keep using magic to heal rather than packs and stims .
2 years online, and artisans still dont use a shovel for /sample.
2 years online, and entertainers can still create a sparkling show with their hands.
Im carrying my house.
Im sorry. Did you have any point?
2 years online and I still dont shoot flames out of my finger... I have to use a FT.
2 years online and I still dont tellaport... I have to use a shuttle.
Also, you do not carry your house, you carry the deed to your house and it gets built when you place it. ![]()
In general, stating other issues in the game does not make the addition of new issues any more justified.
Marrow1 wrote:
2 years online and I still dont shoot flames out of my finger... I have to use a FT.
2 years online and I still dont tellaport... I have to use a shuttle.
Also, you do not carry your house, you carry the deed to your house and it gets built when you place it.
In general, stating other issues in the game does not make the addition of new issues any more justified.
Like the /sample shovel, you just dont need to see it in your inventory.
MsNiL wrote:
Like the /sample shovel, you just dont need to see it in your inventory.
MsNiL wrote:
Rationalising this game by saying that something 'unrealistic' is magic is a bit narrow, considering how many "unrealistic" things they are about this game...
I mean, flames out of your toes then? Most entertainers can do that... And shuttle travels take 1 seconds... now that is fast.
If you really need to Rationalise the no-item stuff, think yourself a doctors bag. You dont need to carry around with half a hospital to cure people.
Like the /sample shovel, you just dont need to see it in your inventory.
With each item that takes away emersion the game becomes less unique, less "realistic".
Yes, some things like shuttle rides need to be tweaked way from what we would think of as "realistic" in order to make the game run smoothly. However, I dont feel that meds was one of them. I feel that it took a step down in the emersion scale. Likewise, I think that if you removed weapons from the game and just said you needed to have the skill that game would also take a step down in the emersion factor. Weapons enable damage and impact the amount being done. This was the same thing with meds.
The idea of a mount is another example. Yes, it pops up from thin air becuase there is no good way to make a game mech to have it do otherwise. However, the ability to jump on and ride a mount and that while on a mount you can travel faster, etc add to the emersion. If you just hit a button and you could run faster and an icon said you were on a mount but you did not see anything under you it would not be very interesting.
There is a balance between making the game "realistic" and filled with emersion adding items and making it tedious. I just happen to sit on the side that says meds were worth hassle to use in order to add emersion. It appears that you sit on the other side of the balance that says that meds added little to your emersion and were nothing more than hassle.
Marrow1 wrote:
MsNiL wrote:
Rationalising this game by saying that something 'unrealistic' is magic is a bit narrow, considering how many "unrealistic" things they are about this game...
I mean, flames out of your toes then? Most entertainers can do that... And shuttle travels take 1 seconds... now that is fast.
If you really need to Rationalise the no-item stuff, think yourself a doctors bag. You dont need to carry around with half a hospital to cure people.
Like the /sample shovel, you just dont need to see it in your inventory.
With each item that takes away emersion the game becomes less unique, less "realistic".
Yes, some things like shuttle rides need to be tweaked way from what we would think of as "realistic" in order to make the game run smoothly. However, I dont feel that meds was one of them. I feel that it took a step down in the emersion scale. Likewise, I think that if you removed weapons from the game and just said you needed to have the skill that game would also take a step down in the emersion factor. Weapons enable damage and impact the amount being done. This was the same thing with meds.
The idea of a mount is another example. Yes, it pops up from thin air becuase there is no good way to make a game mech to have it do otherwise. However, the ability to jump on and ride a mount and that while on a mount you can travel faster, etc add to the emersion. If you just hit a button and you could run faster and an icon said you were on a mount but you did not see anything under you it would not be very interesting.
There is a balance between making the game "realistic" and filled with emersion adding items and making it tedious. I just happen to sit on the side that says meds were worth hassle to use in order to add emersion. It appears that you sit on the other side of the balance that says that meds added little to your emersion and were nothing more than hassle.
I agree with Marrow, I thought any inconvenience from carrying my meds around was generally offset by it giving the profession a more realistic feel. Also it gave the game more variability in a Doctor's effectiveness since a Doc using server best meds was much more effective at his/her job than one using very basic buffs/stims/woundpacks/whatever. Now under this new Affermative Action-based system we're all equal (and equally equal at that) given the same template. How dull.
Marrow1 wrote:
There is a balance between making the game "realistic" and filled with emersion adding items and making it tedious. I just happen to sit on the side that says meds were worth hassle to use in order to add emersion. It appears that you sit on the other side of the balance that says that meds added little to your emersion and were nothing more than hassle.
VTmoon wrote:
The problems with making healing an innate ability are:
- All docs are the same now, there is no way to stand out of the crowd (and most people play games to be more than just part of a grey monotonous mass).
- A part of the player economy gets destroyed - nobody needs to collect resources for meds anymore, which in turn means less work for scout / rangers, surveyors and crafters. The player economy is the one thing that sets SWG apart from other MMOs. Currently, the only MMO out there that I know that caters to crafters _is_ SWG - there is a lot more than "put A into B" in SWG crafting.
Armour is probably up there now as having the biggest single section of the economy. A lot of crafted weapons can be bested by quest loot, Meds have taken a huge hit with the new "innate abilities", and Armour is so much more customisable and expensive to create.
Food by itself has taken Meds' old place - with new food buffs being more proficient than current Doctor enhancements.
Message Edited by Kyodor on 05-10-2005 01:49 PM