Doctor Archive
Thread: Doctor NUMER ONE CONCERN
Ssauron wrote:
This guy's tone may not be appreciated by everyone, but his points are extremely valid.
I'm afraid that I have to agree. With all of the actual class-crippling bugs Doctors have, our number one concern is *money*? Come on. It just so happens that, just like in every single other class, it's the whiners who want to be able to do everything all on their own forever who are the loudest, and I don't know how to combat that. If anyone has any suggestions on how to shut those people up, I'm more than willing to listen.
Money is not an issue. Go to Dathomir. Pick up some of the $10k missions. Join other folks going to same way, offer to heal them on their missions for free if they'll blow up your lairs for you. If you're not grouped with them, you don't draw aggro, and tahdah, you've got $20k in absurdly easy cash -- as long as you know how to evade the little red dots on your radar.
The only time money is ever an issue is when you want to sit on your little chair in the med center all day every day. Yup, when I was a little newbie medic, that's what I did too -- and I was poor. Very, very poor. That's part of the tradeoff: just don't live beyond your means. Don't buy a house or a factory until you can afford it, or run easy destroy missions if you don't want to brave the wilds of one of the difficult planets.
Pfft. Death by mind shots that can't be healed by anyone, buffs that don't work, factories that can only make 20 stimDs at a time, HAM bars that lock, crafting experience that is out of whack by several orders of magnitude, and our number one concern is that people don't tip enough? For the love God. No wonder the devs don't take us seriously.
BTW, dizzy always has a chance of being a real killer. If you get stuck with the dizzy state there is always a chance that you will simply fall to the ground. No getting up, no doing anything except getting pounded on and likely killed without a Doc around to cure you. You just may not have seenit yet.
And as was mentioned above, there are some pretty nasty diseases out there, too. If you haven't seen the NEED for a cure yet, it's only because you haven't run into the stuff that's bad enough for you to need the cure yet.
I have said it before and I will say it again. In my opinion, giving doctors an easy way to make moneyDOES NOT belong in the top 5.
It maybe a problem for medics and perhaps for novice doctors just entering the profession but after that, if you have a factory and make friends, there are so many customers for factory made bio Cs or Stimpack and Wound Pack Bs that making credits will be the least of your worries.
Braindoc wrote:
I have said it before and I will say it again. In my opinion, giving doctors an easy way to make moneyDOES NOT belong in the top 5.
No but i think a related issue to this money issue does belong in the top 5...
why are artisans and entertainers and scouts getting missions terminals when we are not?
Your point is well taken Elenora.
But honestly I would rather have them fix the huge number of issues with the things that already exist in the gamesuch hasenhancements and such, rather thanask them to introducenew things which again will not work properly and add to our ever-expanding list of neverending woes.
I'm not so sure about that, Traigus. Even if Medic missions only offered, say, 10% XP of what you would get in the Med Center and ALL the medics decided they liked the cash from those missions even with the smaller XP gain, I don't see that it would harm the game very much, if at all. As it is, and as you somewhat pointed out in a different thred, as folks Master they are wandering off from the Med Center anyway (assuming they were there that whole time to begin with). So we have plenty of times where the Med Center is just plain empty.
The more altruisitic souls or those who haven't learned of the benefits of grouping for XP (and consequently, money) willtend to be the ones to hang out at the Med Center anyway, but when they are not around there are still players who've learned to either be patient waiting for the autoheal (snack/bio/chores-break!)or to use the in-game search function to find a healer. In some ways this might even make a medic's services more valuable when they are in the Med Center and prove to be a boon to the player tipping economy.
It would make the med centers even more cut-throat then they are already.
Any time you have to walk to the missions objective, you are losing money, XP or both (depending on what you do normally). it is easy for the money to be better than the money in the average med center, but there is no way for the XP to be better than the average med center (how do you get more XP than a hurt PCs?).. so walking loses XP, and gains money... might as well do deliveries... as the wounds at the end of the walk will never rival a moderately wounded PC (in a well designed mission system).
I'm all for variety though... even if it isn't something I'd ever do as a mission.
-T
Traigus wrote:
If med missions are better than healing people (either in XP, CR or both.. then nobody will heal the players). The med center healing NPC better go in as well on this one, because there will be no medics anyplace near hurt PCs if a good mission is available.
-T
Lol good if this happens...because this will solve another problem...no tipping lol
when people realize that medics can do missions for med xp and money? PCs better start putting up some juice tips to make it worth my time to heal you and not run my missions. Medics would be taken for granted as much asthey are...
Finally all those people who say u dont need tips u get xp, will have to realize the fact that now i can do both. This will most definately help the monetary issues medical professionals have...
in fact thats one of the beauties i see from a entertainer terminal...
entertainers and medics time will actually be worth money (as if it already wasnt)
They have to, or there would never be a need to heal PC's ever.
I was in favor of the NPC healer in med centers, specifically because it would set a base price for healing at whatever speed it healed... they held off on it (becasue many medics ranted and raved).
I tend to stay out of med centers unless I need to train. I tend to train with the NPC's.
Whenever I run into a med center and talk to a doc trainer, medics all run over and try to heal me.. I do often have 3-9 wounds of various types....and it happens even if I am wearing my doc tag.
It happened to me this morning.
They got mad at me for not having a lot of wounds.. They also got mad at me because I would not pay them for the 1 charge of whatever A packs they were using. I gave them a nice lecture about checking to see if people wanted to be healed first etc. etc.
Heal first, ask for money later is dumb... jumping on a guy with 20 wounds spread over 4 stats is maybe dumber.
Also happened to me today:
People are starting to park droids around town and throw heals on other people as they pass. Sending tells afterwards, asking for money, is even stupider... At least if I'm in a med center, there is a decent chance I want to get healed. When I'm on the way to the shuttle, I'm just on the way to the shuttle.
-T
(lol i'm in bad mood now).
well the trade off for lower xp then healing PCs would be the increase in money we could make...it would also function like ur NPC healer and set a rough standard for payment rates/tips for healing
i think its a fair trade off...
on the other hand looking at the combat classes they get just as much xp for destroys as if they didnt do destroys and just killed...
I would also be the first one to agree with you that doctors is maybe after CH (altough it has ben noticed there is no reason to get master CH right now) the most mastered advanced profession. I think thecrafting issue also stems from this we get med xp so fast that it races ahead of crafting xp making crafting xp seem very slow. Hence i would say raise the xp requirements of all the med xp trees CM and Doc...i bet this would bring use in line with the other hybrids...its better to say that med xp is too fast rather then crafting too slow...
Trying to find babies, and the training time, is much higher time-wise than parking with a easily hurt group, or in a town with tons of wounds (either bad cloners, or nasty planets).
All our XP comes to us, if we go in the right places.
One of my Beta characters made Doc is 1 day (5 hours). I could still do it in 1 day (more hours though) with a charater with a big supply of materials... even thoug Xp. costs were raised.
Master Doc would take longer, but I could easily do it in less than a week, if I put my mind to it. I'm 4 boxes into Doc now, 90% of my XP came from survey healing my 2nd character or healing while in a band in the cantina. (Both are action only stimming)... and 80% of those heals were done with stim B's. I got all that XP, not really healing.. in a month and 1/2. I've spent more time browsing the bazzar than healing since release lol.
-T
Well although your tone come off kinda crass (not that you'd care not should) You did bring up several issues that I been wondering about as well.
I don't necessarily think any of them are more important than the top 5, but lets see
1) Stun/Dizzy/Blind - Ooof, this is a tuffy. I normally don't wanna touch anything like stun with 10 foot pole. In MOST mmorpg I've seen, just saying the word STUN will get you immediately voted off the island. I think you are right in that they are not completely "in" the game, atleast I haven't heard anyone yell
"I'm stunned/blinded/dizzy!!! HELP!!!"
I'd like to see this being more of an issue in HIGHER Planet like Deathmoor, Lok but NOT in newbie planet like Tatoonie, Naboo or Corelle. Still, I'd hate to actually see this one get "fixed." Better leave well enough alone. The way things are getting "fixed" lately, I'd hate to come back and say "I got stunned by range mob for 50 second and just stood there watching everyone in the group get killed one after another by Rancor!!!"
2) I think Monster AI at higher level IS kinda screwwy myself. AgainONLY at higher planets, I think many more monster should have some kind of ranged attack which they use while chasing after someone else. What I mean is they should still continue to chase after someone (ESPECIALLY if that someone is Melee profession using their TAUNT skill, otherwise what is the point?) but from time to time they should take a pot shot at someone who been shooting at em for last 20 minutes. I am not sure if Doctor should be a MUST in group, I rather think they shouldn't be especially with a Combat Medic, but I think they should STRONGLY suggest they take one, ESPECIALLY for High level planets. This is somewhat true already. Most High level mobs are in location fairly far from nearest clone center. without someone to rez you, your gorup would not do all that well even now. You can have Combat Medic with Rez skill, but I consider them just Doctor with pistol skill since how much shooting would they be doing you think?
3) Pets - Not gonna touch this one. CH hate me enough as is.
4) PvP & Mind Heal - Not gonna touch this neither except to say Doctor should NOT heal mind more than the mind cost. I.E. If I can heal your mind for 200 points, it should cost me 250 point of mind to do it. So not much of "heal" as "transfer" Otherwise we be next in line for good ol nurfage.
5) My little own "wish" of the day - can Food/chem factory lot cost be lowered to 1?
6) When PvP is finally fixed, I think they should think about how we gonna get faction point in large scale Faction War healing. Last I heard healing don't give you faction points
I think Money IS an issue for lot of Doctors. Many of us can make money selling stimpacks, but not everyone can make money doing it.
well, lowered XP for a healing-specific mission is still better than a delivery mission with absolutely no XP at all.