Doctor Archive
Thread: CU about to start on public TC... Medical profession details here
MyT_Chicken
Fri Apr 01, 2005 8:49 am
#144
mwhaha /hi5
UmmonPrime wrote:
Did you just call him a Democrate
Zulu_Dawn
Sat Apr 02, 2005 1:45 am
#145
vortexala wrote:
MyT_Chicken wrote:
vortexala wrote:
Be careful how you state your dislike of 'magic based' healing... you may have a Dev come and call you greedy.
MyT_Chicken wrote:
I actually love the changes, it sounds like it just what I was looking for. I however don't like the fact that we will have no consumables to sell / use. I don't care if I can craft.....but I personally don't like "Magic Based" healing.
Greedy?
I can neither confirm nor deny that the above scenario happened or not.
But, if it did happen, it may have been due to the fact that certain parties believed I/we were against the crafting changes/move because we are/were/will be buffbots and merchant docs who craft and not heal.
I am against the crafting changes because I am a merchant doc ![]()
Am I greedy? Quite possibly, but no more so than any Chef/AS/WS/other crafter or loot hunter that sells their goods to other players with the intention of making a profit.
I haven't been crafting all that long but I've always tried to make the best meds that I can & sell them at a reasonable price. I have spent many millions of credits on resources & experimentation CA's to enable me to do this.
With the CU, even if I pickup BE crafting it doesn't look like there is much left to craft. GG SOE.
Luckily (and to further prove that Iwas never a 'real' doc to all the 'healers'
)I am an alt account, so changing professions to something completely different is always an option.
jwalls43
Sat Apr 02, 2005 5:35 am
#146
woohoo, i was a doc since beta and in never crafted, i hate crafting anything.... lol.. i finally dropped doc when the buffs started cause i wont sit in the space port and buff ppl.. now im going back to doc to be a healer again..
yvettee on kettemore
carpenter-medic
Sun Apr 03, 2005 6:21 am
#147
you also we need to be a scout 15pts. and one roll of hunting 14pts to be a B.E.
IvowoPawe
Tue Apr 05, 2005 11:43 am
#148
I am with you on this. I worked hard to be a MD and I think it sucks to take what I have worked hard for. I did not grind my way. I did it the right way. I go around healing people and trying different meds. Yes I buff. However, I do it to help me get more resources or to pay for my factories. I have TKM to help me hunt and novice scout to help me harvest meat , hide and bone. I love the crafting. I was working on fs so that i can get better crafting percentages and possible jedi but not enough sp for that. Now im being told that i will have to work on BE to craft meds that i have earned the right to make. This does not seem right at all.
Feareredden
Wed Apr 06, 2005 12:32 am
#150
One of the real beauties of SWG --was-- the crafting system. It was a challenge to assemble the best possible resources and craft them for best results, whether for Stims or Buffs or woundpacks. It is a great shame and loss to the game that these challenges will disappear.
To those doctors who did not care to craft--I never saw a shortage of med or buff packs on any server. I do not understand why crafting is being removed. No player was ever forced to craft; many enjoyed doing so.
I've no intention of resigning from SWG entirely, but I'll be shrinking my account family size rather radically I suspect. For me, the non-combat aspects of the so-called CU are not just a disappointment, they are a disaster.
To those doctors who did not care to craft--I never saw a shortage of med or buff packs on any server. I do not understand why crafting is being removed. No player was ever forced to craft; many enjoyed doing so.
I've no intention of resigning from SWG entirely, but I'll be shrinking my account family size rather radically I suspect. For me, the non-combat aspects of the so-called CU are not just a disappointment, they are a disaster.
Darksfallen
Wed Apr 06, 2005 12:34 am
#151
Crafting is not being removed. It's being moved to BE, it's still there, things will still be made, resources will still be needed to be gathered.
Feareredden wrote:
One of the real beauties of SWG --was-- the crafting system. It was a challenge to assemble the best possible resources and craft them for best results, whether for Stims or Buffs or woundpacks. It is a great shame and loss to the game that these challenges will disappear.
To those doctors who did not care to craft--I never saw a shortage of med or buff packs on any server. I do not understand why crafting is being removed. No player was ever forced to craft; many enjoyed doing so.
I've no intention of resigning from SWG entirely, but I'll be shrinking my account family size rather radically I suspect. For me, the non-combat aspects of the so-called CU are not just a disappointment, they are a disaster.
Saadin
Thu Apr 07, 2005 12:20 am
#152
It sounds as if the Doctors will no longer need to use "reagents" to do many of their healing/curing/buffing tasks... so what demand will there be for items/resources that are now secondary to their job and far less powerful?
So, if the best Enhance Poison Resist Medpack requires Tatt Herb Meat, Beans, Polymer, and Dylinium Intrusive Ore... and those medpacks are no longer being used... any of the supporters of the CU like to buy out my warehouse of resources?
In today's value the bulk of it probably comes out around 30-40 million credits, so I'll take any offers for 15 million credits... LOL... I know this isn't a trade forum, nobody is going to be stupid enough to buy them.
I spent HUNDREDS, HUNDREDS of hours tracking down resources like these (all over 900 OQ) and putting in power and credits, travel fees to Lok, Endor, and Yavin... any ideas on how SOE is going to ease my frustration?
I'm all for updates and change, but if they eliminate the value of these resources... they will alienate ALOT of players of this game!
Inkanissen
Thu Apr 07, 2005 6:41 am
#153
So much for all those carefully harvested resources. I think I was the third Doc on my server, I have been harvesting resources for Meds ever since I learned the schematics - approaching two years now. The fun being collecting good resources as they spawn, making better and better meds, and to use those top of the line meds myself. I cannot count how many hours I spent hunting herbivore and avian meat, I used to hunt until the spawn ended gathering as much as I could. Same thing placing harvesters on floras and minerals. Now they take all that away from us, we get "skill based" healing. No more fun collecting to perfect your meds, no more fun hearing "Wow, what did you put in that?!", no more fun crafting action buffs to hit almost identical duration as the other five (using avian/gas) and get higher enhance. I worked hard to be able to make those good meds, now they take that away. Am I amused? No. Will I stay in this game? I was going to, but now I am not so sure anymore. 
As I see it now: If they want to break the game they are heading down the correct path. /sigh
As I see it now: If they want to break the game they are heading down the correct path. /sigh
Tevyn_Bria
Thu Apr 07, 2005 10:25 am
#154
Looks like I am cancelling one account. I'll wait before I cancel this account. I have two docs, so I know one is useless now.
Deornwulf
Sun Apr 10, 2005 9:29 pm
#155
I just became a Master Doctor today. I prolly could have done it a year ago and been sitting on millions of credits by now. Oh, well. Life will go on. I tried to give some buffs away but there were no takers. (My buffs were 100 points inferior to the ones being sold and we all know how important those extra 100 points are to a durni!)
I will not be logging onto TC to check things out. I refuse to grind that which will soon go poof. I will wait until CU goes live and then I will judge it. I was a Shaman/Druid/Cleric player in EQLive and am interested to see how the group experience in SWG will compare to it.
If my role as aDocin a post-CU group is interesting and desperately needed, I will remain a Master Doc.
BTW - If you think doctors are "getting the shaft" and will be totally "unplayable," well, welcome to the world of Shipwrights and Architects. We peaked out several publishes ago.....
AboveTopSecret
Mon Apr 11, 2005 3:03 pm
#156
Ok my 2 cents worth.
Combat - Besides the bugs i dont havea problem at the moment.
Medical - This is one of the things Im not happy at the moment with. I have a master Doctor and Master TK toon. She makes stims and buffs and takes care of our guild. And if nessecary is a healer during large group missions. The main reason I chose doctor because it was an all in one profession, self contained I have TKM because sometimes I like to enjoy combat sometimes with the guild. Now I have to acquire another profession to be able to craft meds? Yes we can still do medic and doc and somebe but what I fail to realize is that you can not take full advantage of the professions skill mods etc. If Im going to maximize the experimentation etc I need to master medic, doc and be. Which off the top of my head may not be possible escpecially to add a combat profession. And also in order to enjoy armour I need to novice a hybrid profession just so I can wear armour (Armour is another story). I have spent millions of credits and months of time to find rescources and refine my stims and buffs and acquire skill mods and now they are virtually useless to me.
Also why turn doc into a combat medic when there already is one. And hey lets overwhelm the BE even more while we are at it. They already work with Tailors, Chefs, Creature Handlers etc.
This is not a whine post just my right to say what I like or dislike about CU and Medic