Doctor Archive
Thread: Doctors: the 5th crafting class
I have to give you some credit here Chrome. it is nice to see someone thinking of actual ways to fix things and bringing them up for discussion. Good to see some thinking going on here.
It does seem to be a very workable solution. But the computer science major in me just cringes at the thought of multiple operands. One skill box that acts as if it were two just does't sit right in making consistant sence.
Maybe a better solution that would not be all that hard either would be to add survey to one of the branches in the medic tree. Hopefully we all know we can go to the skills screen and look on the left side at the my skills and see what modifiers we have. As a player goes up the surveying tree in artisian they get something that shows up there. Like the surveying boxes give surveying +x for each box and that is added up and the total amount is displayedin the my skills pane of the skills window.
The problem I see with this is that it would be possible to go up artisian and medic and get double the surveying. But this can be solved by caping how much is needed for adding each range to the survey and the same for sampling effeciency.
Another solution would be to do the same thing only call the new surveying that is in the medic tree the medical surveying. This isoverloading an operator but from my perspective this is clearly not as dangerious as overloading the operand. I would perfer 2 ways to do one thing rather then 2 things that are done with one name. Of course if you work for Microsoft ignoringboth rules seems tobe a job requirement.
that would mean any novice artisan could use a stim b. not cool in my book.
I think the best solution would be to make surveying something ALL characters could do, artisan would keep the box that allows them to survey FARTHER out, medic would not increase survey AT ALL, and under doc crafting there would be an added +survey stat for each craft box.
- We are combat support (healing)
- We are service (buffing)
- We are crafting (healing)
Given this, should we get the advantages of all of these classes? Shouldn't we get mind healing if we are a service class, like the entertainers? Shouldn't we get terrain bonuses, as we need to keep up with the combat classes? Shouldn't we get survey, like the artisans?
On the other hand:
- Arisans can't do things to other characters, like docs can.
- Entertainers can't heal or buff Health or Action, like docs can.
- Scouts, rangers, and smugglers aren't invaluable inside a dungeon, like docs are.
Given the pro and con arguments, I think that this subject is not so clear-cut as you make it.
Starphire,
How can you be against arts being able to use stim b's without med skills and be for docs having survey without art skills? That seems to be a double standard.
All,
BE do a lot of crafting but have no surevey skills. Are they the 6th crafting prof? How will they react?
Doc's simply don't need surevey enough for us to encrouch on other prof or for the dev's to spend tons of time on this issue. (IMO). If you really think you need survey then spend the points. Even if you master a TK or some other fighter class you still have enough for Novice Survey skills. I have been a doc for 6 months and have never surveyed and am still able to harvest nearly allmy resouces without much issue.
If we get survey what next?
A. Some scout harvesting would be much more useful for a Doc than survey.
B. Will chefs ask for BE skills so they dont need to work with BE to high grade foods?
C. Will tailers ask for BE skills to make skill enhanced clothing?
D. Will AS ask for scout harvesting skills so they can get hides?
I could keep going but you get the idea. Doc's do craft a lot. We are very lucky that we can make all our sub components. When you look at the cost of our resouces those that can be collected using harvesters are the cheepest in the game. Clearly then the supply of these resouces is not an issue or the demand-price would go up.
Medic and artisan have nothing in common, I don't see any reason why they would go together... Same thing, I really don't think that everyone should get surveying, or we should just all get scout and whatnot as well.
The game is about inter class dependency whether you like it or not... Do docs complain that they want some creature harvesting skills as well? Why shouldn't chefs get it too while we are at it? It's going way too far...
Also, I don't think that it's the #1 issue at all as lots of docs and medics are against it. And finally, lots of docs are never crafting and just buying from other docs, who I am sure don't mind spending the points to survey and/or harvest their resources. Crafting for docs is not a necessity.
I think this is a well thought out post that provides a strong argument for why doctors should be given survey skills. However, i am persoannl;y against this because it decreases the dependence of doctors on other players. I think the devs hit it right by making the crafting classes not completely self sufficient. I believe there should be even more interdependency between professions not less, the fact is doctors can choose whether they want to take scouting skills and harvest their own meats, or they can get artisan skills to harvest their own resources, or they could get an elite combat profession and buy their own resources, the choice is up to you!
The possibility exists to master doctor, master swordsman and still have 18 skill points left over to either get scouting or artisan skills. to make doctor have all the advantages of the artisan class would make it far more self sufficent then it even is already which is not good for an MMORPG in my opinion...its a community and the interaction is why i play this game and not my x-box hehe.
Just my 2-cents. But well thought out post!
A craftable/limited chargemedical survey device only used at the level of a Master Medic. This device is made by a Master Artisan.
Starphire wrote:
cause i dont consider surveying crafting. It doesnt involve makin anything. I am not saying it makes total sence, but it makes way more sence then an ARTISAN being able to heal people.
Now i havent been around as much as most ppl but i remember hearing something about like a miner class that was all surveying and harvesting...wouldnt that be interesting....
My 2 cpu Medical Forage Revamp...nuff said.
Now this is exactly why I started this thread. We have a great discussion going on and many good ideas are comming from it.
Lets keep this going shall we. You guys have made great arguments on both sides of the problem. Thats one reason I started so far to one of those sides. Now while I agree with vemagara that we are a hybred class, (but I only count it as crafting/support. buffing and healing both being support in my book) Since we share the same requirements as a crafing class for rare material that we should be given the same abilities as such. I like the idea of working it into the medic/doctor class. Put it in the same line as medicine crafting. Credit for this idea goes to Iporz, guardianhawk, and saphire. Now as far as a cap I think it's already built into the survey tool. It's not rated for anymore distance so if you do take both classes you really would'nt see any more benifit.
Now that being said I hear your worries about interdependancy of professions from a few of you and I would like to post my thoughts on that here and get your feedback. As a bit of background for this I am a tka/doc and I did spend my 18 pts for artisan.
1. meat for crafting- scout/ranger
2. med center- architect
3 harvestors-architect (I have over 50 so you can see I stay broke while he stays rich)
4 droids for healing- droid engineer
5 food to buff with (bivoli) I believe? not sure of spelling.- chef
6 batteries for droids- artisan
7 vehicle- (mainly if you survey, ever try crossing a large mountain with no terain navigation. take you an hour)- master artisan
8 armour- many doctors help their hunting parties or factions while in combat. (a must in my book)- armoursmith
9 mind buff food (brandy and vicipuci) I know the food names not correct! same reason as 8.- chef
To me thats a lot of dependancy. I can't really think of too many other professions that are that dependant on others. It would'nt
really surprise me if we were the most dependant class. Now I want to keep this constructive so really think about it. Is there
anything beter than the one at the top of my reply? If so then post it !
I know there have been other ideas. a tool with charges crafted by artisans, survey droids by de's, Changing the rare items
needed in the schematics. (really don't think they will do that though.)or take the survey out and make it a mining class was also suggested.As far as it being a priority for our class it was votedin the top 5 issues formedic, doctor, and combat medic on the last round of voting. That being said I don't want this to degrade like the other post did. I'm just pointing out it is wanted by a lot of docs and medics . I look at it this way... why did they put a medical harvest in if they did'nt want us to be able to get some of our own resources. Another way of looking at it is most anythng that can be crafted can get there resources themselves. Skipping the obvious ones such as armoursmith, weaponsmith, etc. A ranger can gather materials for making his camp. A b.e. can sample the tissues he needs. Using just our class we can gather no resources we need. And again this is just IMHO. Lets not let the go down in flames like the other post. Just give is helpfull ideas! ![]()