Doctor Archive
Thread: Fan Fest Medical Forum
Personally, I think the pre-req is the best route. That way it even makes more logical sense - it's a cybernetic replacement you get installed as a shortcut (to jump to MDoc abilities), but not as a complete bypass. If you gave me a cyborg arm, I don't think I could bring someone back to life. If you gave it to someone that's fairly familiar with the process, but not an expert, they could probably do the job.
Okay, lame logic justification, but it does make sense to keep it in the family. I know I'd love to have that arm, since I'm TKM/Doc 4000 - it would make me a bit more useful in a group....
SioBabble wrote:
This exchange gives me no hope at all for the wound situation.
Someone, anyone, find the dev who gave these answers and hit them upside the head with a lightsaber.
The PROBLEM with "free XP" as the devs so lovingly call it NEVER was one that involved wounds. It involved damage. The classic method of getting med XP without being in combat was to heal entertainers in cantinas. Another method was to heal a surveyor as they sampled.There were players who would take disease to aquire wounds that needed to be healed, but this was minor compared to the AFK tumblers who crowded out the medical facilities to the point where getting your wounds healed in a medical facility was almost as frustrating as it is now, because the medics and docs would be so busy healing tumblers that they wouldn't stop to heal players with wounds.
Since they'e totally changed the way damage affects a player, by removing the action bar as a healable bar, and removed the tumbling skills from the ranged support tree, the previous method of "free XP" has been removed without changing how wounds are dealt with. These people, again, do NOT UNDERSTAND the issues, are acting in haste and ignorance, and in general just toss up their hands and offer platitudes instead of directly addressing the situation they have created due to their haste and ignorance.
The solution is simple, and the devs need to face up to the fact that the seriously screwed up in taking XP for wound healing out of combat out of the game. The problems created by making medical facilities empty buildings far outweigh the "free XP problem" the devs are so eager to deal with.
Or, they can create NPC doctors in med facs who will heal wounds for credits. Viola! A way to deal with all these wounded players staggering around with half their health bar black from death in space AND a money sink.
First thanks for the info Egri. I was just wondering what came about from fan fest, this was a great read.
Im glad that they're going to fix the aggroing, the amount of healing we do vs jedi, and the status/combatant thing.
Im upset that they're already planning another expansion and the fact that they have no idea what they're talking about as far as wound healing. This post right here pretty much sums up the wound healing issues. Marrow you should bring this exact point up to the devs (unless you already have). These devs need to work on these issues instead of adding more stuff. Fix the problems we dont need another expansion just yet. *end rant*
Thanks for the info Egri
SioBabble wrote:
This exchange gives me no hope at all for the wound situation.
Someone, anyone, find the dev who gave these answers and hit them upside the head with a lightsaber.
The PROBLEM with "free XP" as the devs so lovingly call it NEVER was one that involved wounds. It involved damage. The classic method of getting med XP without being in combat was to heal entertainers in cantinas. Another method was to heal a surveyor as they sampled.There were players who would take disease to aquire wounds that needed to be healed, but this was minor compared to the AFK tumblers who crowded out the medical facilities to the point where getting your wounds healed in a medical facility was almost as frustrating as it is now, because the medics and docs would be so busy healing tumblers that they wouldn't stop to heal players with wounds.
Since they'e totally changed the way damage affects a player, by removing the action bar as a healable bar, and removed the tumbling skills from the ranged support tree, the previous method of "free XP" has been removed without changing how wounds are dealt with. These people, again, do NOT UNDERSTAND the issues, are acting in haste and ignorance, and in general just toss up their hands and offer platitudes instead of directly addressing the situation they have created due to their haste and ignorance.
The solution is simple, and the devs need to face up to the fact that the seriously screwed up in taking XP for wound healing out of combat out of the game. The problems created by making medical facilities empty buildings far outweigh the "free XP problem" the devs are so eager to deal with.
Or, they can create NPC doctors in med facs who will heal wounds for credits. Viola! A way to deal with all these wounded players staggering around with half their health bar black from death in space AND a money sink.
I agree fully. It's rather upsetting that they don't see what they've really done, but rather are concentrating on what was an issue pre-CU. There is no way to create "free" wounds to make enough difference in this, at least. Heck, the only way to get a ton of wounds is to die in space. Then you also have a lot of bf that needs taken care of first, or healing wounds takes forever. Like it doesn't already enough without the bf. If someone wants to go up and die over and over to give others "free xp", I say more power to them. At least they're playing the game! Not like they can AFK macro that. Not doing anything different other than letting themselves be killed, either, and not as easy as tumbling was.
If setting up an AFK wound healing macro is the concern, why not get rid of the ability touse AFK macros! This shouldn't ever have been in the game in the first place. For any profession, not just docs.
Going the easy route by taking away something from those of us that actually play the game isn't what they should do, though.
SioBabble wrote:
The PROBLEM with "free XP" as the devs so lovingly call it NEVER was one that involved wounds. It involved damage. The classic method of getting med XP without being in combat was to heal entertainers in cantinas. Another method was to heal a surveyor as they sampled.There were players who would take disease to aquire wounds that needed to be healed, but this was minor compared to the AFK tumblers who crowded out the medical facilities to the point where getting your wounds healed in a medical facility was almost as frustrating as it is now, because the medics and docs would be so busy healing tumblers that they wouldn't stop to heal players with wounds.
" We don't want to give them the option to try, because the bottom line is, if we open that gate, they will go through it,"
I'll go a week with 500 or so wounds , no worry -- I just pve anyway ... 4000 CM is more than enough healing for me in pve, Sadly, with my template the only doc i could get in was novice.
Message Edited by Nema0879 on 06-06-2005 11:00 PM
Nema0879 wrote:
I don't know what sampling radioactive does now, but thats a possibility
I got curious and tried that the other day: took a little damage but no wounds.
SioBabble wrote:
This exchange gives me no hope at all for the wound situation.
Someone, anyone, find the dev who gave these answers and hit them upside the head with a lightsaber.
The PROBLEM with "free XP" as the devs so lovingly call it NEVER was one that involved wounds. It involved damage. The classic method of getting med XP without being in combat was to heal entertainers in cantinas. Another method was to heal a surveyor as they sampled.There were players who would take disease to aquire wounds that needed to be healed, but this was minor compared to the AFK tumblers who crowded out the medical facilities to the point where getting your wounds healed in a medical facility was almost as frustrating as it is now, because the medics and docs would be so busy healing tumblers that they wouldn't stop to heal players with wounds.
Since they'e totally changed the way damage affects a player, by removing the action bar as a healable bar, and removed the tumbling skills from the ranged support tree, the previous method of "free XP" has been removed without changing how wounds are dealt with. These people, again, do NOT UNDERSTAND the issues, are acting in haste and ignorance, and in general just toss up their hands and offer platitudes instead of directly addressing the situation they have created due to their haste and ignorance.
The solution is simple, and the devs need to face up to the fact that the seriously screwed up in taking XP for wound healing out of combat out of the game. The problems created by making medical facilities empty buildings far outweigh the "free XP problem" the devs are so eager to deal with.
Or, they can create NPC doctors in med facs who will heal wounds for credits. Viola! A way to deal with all these wounded players staggering around with half their health bar black from death in space AND a money sink.
Thanks!
I was there but didn't make it to the medical prof. I appreciate the notes
Wow, nice coverage MyT. Very nice.
It wasgreat to not just get thier reply be a feel for what their goals apear to be.
I was also glad to see that they were aware of nearly all of our key issues, even if they my not agree to change them to our liking.
Marrow1 wrote:
Wow, nice coverage MyT. Very nice.
It wasgreat to not just get thier reply be a feel for what their goals apear to be.
I was also glad to see that they were aware of nearly all of our key issues, even if they my not agree to change them to our liking.
Doctor is my bread and butter, so anything I can do to help will be done to the best of my ability.
Revek wrote:
Firstly, there is no timmer on items so I guess I can technically spam heals using items.
The timer is there, you just can't see it if you have your UI set up to use an enhancer from a toolbar slot.
Secondly, is it not the users responsability to only have those itmes they are prepared to use in hand, alternately let the system use the highest rank and if you want to use a lower one, then you can actually "use" that item by having it in a tool bar.
Pre-Cu I once looted a "invincability" instant stim, +150 to health action and mind with 100 odd charges. I used up a few charges before I realised that I had it in my inventory. Once I moved it to my backpack and assigned a macro to use it had great fun with all the mind heals in PvP, had I burnt through all the charges I would be pretty upset.
The devsshould either simplify binding keys on your keyboard to enhancers or at least recognise the fact that it is possible and is the most efficient way of deployingthe various enhancers and then advertise this method of using enhancers to players.
Finally, idea to kill two birds with one stone, What is in the Doctor Bag is usable meds so when it is in there, it uses that for the skill, instead of skill alone. Way to control what is being used?
Everyone should go to modal chat and assign macros to use enhancers from the toolbar and bind them to keys. It's the way of the future!
Once again, love your work.
Dr Revek Ramins
Lowca
Once a Doctor, always a Doctor.
Finally some answers!! Thank you so much for posting these and for asking all the right questions! It's so nice to see what they're thinking, and that they KNOW how badly we need some changes.
I really wish they'd give us wound healing in Med Centers. But at least we'll be getting better heals and Jedi won't be the uber healers anymore.
I'm glad to see the Rez arm addressed as well. Giving it a pre-req seems like the best idea.