Doctor Archive

Thread: Survey skill for the Doc (and Combat Medic) crafting line?

Nacireen
Tue Sep 14, 2004 1:18 pm
#14






RedAnubis wrote:

Master Weaponsmith /w Artisan 4032 - 111 pts (allows good survey range, vendor). This leaves enough for the MWS to hold an elite combat profession,medic 0040, scout 1000 for another 138 pts. Total 249 pts.


Master Doctor /w Artisan 0032 - 169 pts (allows good survey range and 1 vendor). This leaves not enough for the MD to hold a single elite combat profession and scout 1000 at the same time.


These difference in skill points is one of the major problems doctors face. We ask for some form a basic survey skill, the response from the other crafting profession spend the points for the skill.


The other crafting professions have a large difference in skill point requirements than Doctors and survey forms part of there initally skillset. And they can still hold medic/scout plus an elite profession where as a Doctor cannot. This is even worst if your a Master Combat Medic and to a lesser degree a Master Bio Engineer.


All I want is a limited use survey tool crafted by a Master Artisan were the range/changes can be experimented on and only usage by either a Master Doctor, Master Combat Medic or Master Bio Engineer.




Oh that's not all I want. I want the stinkin vendor to. It's so messed up that Docs and CMs are the ONLY crafting profs that can't get their own resources or run a vendor without sacrificing the ability to hold an elite combat prof. I'm not saying make us less dependant than other classes I'm saying that without a vendor and an ability to survey then docs are being set aside as uniquely handicapped. If this is to promote "dependance" on other classes then why should docs be the only ones that have such a dependance???




Nacireen: Sunrunner Doc/TKM, and village prisoner.
Poppa Capinya: Ahazi Rifle/Swords/TK dabbler, and one man death squad.
Catjusha
Tue Sep 14, 2004 2:03 pm
#15

BE's have hunting 4 as a prereq for the BE profession, which supplies them with a lot of their needed resources (if they have the sideprof to actually kill the mobs to harvest from).
Obata
Tue Sep 14, 2004 2:18 pm
#16

I was refering to the vendor.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
jdp12
Tue Sep 14, 2004 2:34 pm
#17

Ya I think it is kind of stupid that Doctor's and Combat Medic's who don't have second account's have to sacrifice skill's in order to have a vendor and scouting skill's.

Master Medic Master Doc. Combat Medic 4-4-0-4 Marksman 4-0-0-4 and Rifleman 0-0-0-1

Message Edited by jdp12 on 12-23-2004 12:28 AM

Marzuk147
Tue Sep 14, 2004 2:37 pm
#18

For me the be all end all of this, is something that has been in the game for a LONG time - Medical Forage. Yes I know its a dead horse, but it proves one fact that can not be denied - they felt that medics should have some way of gathering at least basic materials to make medicine. This is huge. It is demonstrating intent.

Personally, I think that medical forage should work kind of like scout and camps do - you should be able to select certain kinds of harvest from a beast that would allow you to craft basic stims and wound packs, and the higher up a med tree you are, the more you have available.

The pros of this are simple - it gives docs who want to PLAY healers a way of gaining enough meds to do just that, while eliminating the possibility of bieng able to actually sell any. The kind of meds gained through this would be at best mediocre quality, wouldnt be able to be run in a factory, and would be all a medic or doc needed to actually be a doc, not a merchant.

As for not bieng able to take an elite combat profession, lets just say you are right (which you are not, master TK master Doc, survey I or hunting I when I feel like it here) and you cant. Guess what, when the combat revamp hits, it wont matter that you cant.

Right now, its possible to make 500,000 easy off of a buff session solo, because of buffs, solo groups, and armor. When the combat revamp hits, solo people are going to be doing pretty pathetic missions, and the feeling for the need to be able to solo will go away.

Im planning on dropping TKM on nerf and go to a full support / merchant type character, which will be welcome in groups and I wont have to fight, making the rest irrelevant pretty much.
RedAnubis
Tue Sep 14, 2004 2:54 pm
#19

Master Brawler, Master Fencer, Master Swordsman, TKA 4003 & Novice Medic.


Unbuffed,78% ubese jacket (enc slice), 80% Kinetic - 70% base Comp helm (enc slice), +420 brandy, food for str/con regen, powerhammer,crate of Stim B's 475 base.


Lok - walk Volcano to Nym's - kill everything.


It's possible even vs kimos. All you need is tactics.


I used to do this with my primary toon, my guildies thought I was crazy, nuts, bent! Now this toon is MC/MBH, if my buffs fail in combat, don't care, adjust my tactics.


I have seen guildies try to burn a River Salt Mynock (there 100% resist to heat/acid) and wonder why they do little damage. I inform do an /exa on the target, find it's weakest and have too. My primary toon is a walking armoury for just this reason.



________________________________________________________
Eryn WarTooth - The Avengean Guard (Lowca Server)
Vendor: New Hope, Lok |3560 -5460|
Master Doctor - Master Combat Medic - Master Pilot
Nacireen
Wed Sep 15, 2004 2:53 am
#20






Obata wrote:





Nacireen wrote:

Oh that's not all I want. I want the stinkin vendor to. It's so messed up that Docs and CMs are the ONLY crafting profs that can't get their own resources or run a vendor without sacrificing the ability to hold an elite combat prof. I'm not saying make us less dependant than other classes I'm saying that without a vendor and an ability to survey then docs are being set aside as uniquely handicapped. If this is to promote "dependance" on other classes then why should docs be the only ones that have such a dependance???







We're not the only ones. BE's don't get to survey or use vendors, and they are crafters more than we are. Again I ask, where would it stop? Once you start down the path of taking skills from other professions, you take away from one of the basic features of the game, deciding how to allocate your skill points. There are those who make a living selling resources, others craft goods for the masses. Doctors are niether of those. We craft things that can only be used by ourselves and medics. The true crafting professions are those that make things that other professions use. I understand where you're coming from. I started a second account so I could have a surveyor and merchant for my Doc/CM.I know that isn't an option for everyone. I still don't think it would be right to take skills from another profession just so we don't have to sacrifice SP in our templates.


I would like to see a merchant skill that allows them to rent vendors out to those who have things to sell. The merchant could place the vendor and give the rentor rights to place items for sale with a cut of the sales (aggreed upon in advance) going to the merchant, and the rest to the one selling the goods.






Master BE has 129 points left AND already has hunting 4 as a prerequisite so can get their own resources MUCH better than a doc.

Master Doc has only 110 points to play with, NO hunting ability yet, not even novice scout, and no artisan for surveying either, despite having a MUCH harder to aquire resource requirement list.



Nacireen: Sunrunner Doc/TKM, and village prisoner.
Poppa Capinya: Ahazi Rifle/Swords/TK dabbler, and one man death squad.
Agent001
Wed Sep 15, 2004 6:03 am
#21

Iam a firm believer that if you want a skill, spend the skill points to get it. Comparing the abilities of different proffessions is like comparing apples and baseballs. Just because proffession X can do this and that, doesnt mean we should be able to have survey skills....
ZeroK0ol
Wed Sep 15, 2004 9:03 am
#22






Nacireen wrote:



Oh that's not all I want. I want the stinkin vendor to. It's so messed up that Docs and CMs are the ONLY crafting profs that can't get their own resources or run a vendor without sacrificing the ability to hold an elite combat prof. I'm not saying make us less dependant than other classes I'm saying that without a vendor and an ability to survey then docs are being set aside as uniquely handicapped. If this is to promote "dependance" on other classes then why should docs be the only ones that have such a dependance???







You do undestand that Dr is NOT a crafting professsion right? Technically its not a whole sale proffession either. A Weaponsmith CANNOT use the items they craft unless they master the other proffession. Armorsmiths can use it, BUT they are useless in combat unless they master a combat profession. Imagine an Armorsmith with no other skills, fully buffed with a stone knife going up against a GDK trying to solo it.


Dr is a proffession that is self sufficiant, SOME dr's have turned it into a pharmaceutical business, which is fine, play the game the way you like.


If Dr's were supposed to have a vendor, then we would have a pre requisite of artisan, same with survey and harvesting. Skills that are supposed to have them, have them as pre requisites



Gods AmongTrolls//GAT//Yoshua Acero\\TAG\\sllorTgnomA sdoG
Bria/Feral
Retired Master Medic/Retired Master Dr-Retired Master Swordsman
{gggggggggggg¡¥¥¥¥ò¡¡¡¡¡¡¡¡ò¥¥¥¥¡gggggggggggg}

Official Response to the CU?
Vendor Located Riverview Dantooine: -3373, 643

RedAnubis
Wed Sep 15, 2004 10:25 am
#23

I am a pharmaceutical business!


I am not counting on the fact that the developers will give us the actual survey skill. But I would like to see a 3-5 charge survey tool only a Master Doctor or Master Combat Medic can use.


This limited use tool would be the perfect hybrid to the Master Doctor or Master Combat Medic as both these professions are part crafter.





________________________________________________________
Eryn WarTooth - The Avengean Guard (Lowca Server)
Vendor: New Hope, Lok |3560 -5460|
Master Doctor - Master Combat Medic - Master Pilot
vortexala
Wed Sep 15, 2004 11:09 am
#24

I've asked about this on the Corre forum. If I get a response, I'll let you know.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
WarFerret
Wed Sep 15, 2004 11:46 am
#25

It doesn't bother me too much that we don't have a vendor ability, since we can always sell stuff on the bazaar (certainly I can dump 25 crates of stims on there and they'll be gone before I log in the following day), but having to invest in artisan or scout to survey and harvest is a bit of a pain, especially for me now that I have to dump points into these damned FS trees if I want the secondbloody character slot (I guess I could invest in the surveying FS tree, but really, have you seen the reqs for the crafting trees ? talk about carpal tunnel syndrome).


what would be nicer is if the novice professions like artisan and scout (and medic I suppose) didn't have the 15 skill point cost, which tbh is really pretty horrific, but were instead dropped to say 6 points each like the elite novice boxes, that way every frees up a few extra skill points.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
RedAnubis
Wed Sep 15, 2004 2:51 pm
#26






ZeroK0ol wrote:





RedAnubis wrote:

I am a pharmaceutical business!


I am not counting on the fact that the developers will give us the actual survey skill. But I would like to see a 3-5 charge survey tool only a Master Doctor or Master Combat Medic can use.


This limited use tool would be the perfect hybrid to the Master Doctor or Master Combat Medic as both these professions are part crafter.









The idea of a limited use survey tool is a very good one id agree with, only problem with ur proposal is that you want it limited to dr's and cm's.


It wouldnt be fair not to give it to the general population. I like this idea though Agent and Tex.








The general populous (non crafters) do not have the same restrictions that a Master Doctor or Master Combat Medic has. Both these professions to master are at the high end of skill point investment.


Master Doctors and Master Combat Medics are part crafters. Master Doctors make and sell limited use stim/wound packs to the general populous and to other Doctors that do not wish to craft. A Master Combat Medic can only sell their wares to another Combat Medic that do not wish to craft.


After investing the points for either profession, as award here is a limited use tool for you to use to aid in your crafting. My concept is that only a Master in either profession should be able to wield the tool.




________________________________________________________
Eryn WarTooth - The Avengean Guard (Lowca Server)
Vendor: New Hope, Lok |3560 -5460|
Master Doctor - Master Combat Medic - Master Pilot
Page 2 of 4