Doctor Archive

Thread: My #1 Doctor change Request

Traigus
Fri Jul 25, 2003 1:13 pm
#14

lol tip your medic.

Give it a shock prod.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Elenora
Fri Jul 25, 2003 2:36 pm
#15

the guide must be wrong then...said that smugglers needed engineering 4...my bad...


**edit** guide




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
slippyC
Fri Jul 25, 2003 2:39 pm
#16

It is no problem, just lettin ya know.



I heard someone else in another thread say they had read that in a guide too(think what someone finally said it was that way sometime in beta, I wan't in beta though so just assume that is right).

Traigus
Fri Jul 25, 2003 2:54 pm
#17

Yeah there was an ENG IV requirement in beta.. probably because Han always repaired the Falcon ...

But with no space ships in the game yet... it really didn't go anyplace (not really a prereq for spices).

All it did was make the smuggler buy 3 15 point novice skills.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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HoffaFett
Fri Jul 25, 2003 3:38 pm
#18

I would be happy to survey for a high concentration of a resource for you, and sell you the necessary harvester, for a reasonable fee. I split my time between Naboo, and Tatooine, so just send me a /tell, or an email, and we can discuss terms.






Hoffa Fett
aka Vozalo
Prospector to the stars....
Coronet, Corellia
Raymundus
Fri Jul 25, 2003 11:42 pm
#19

I agree here. I think that since medical forage is now useless it should be replaced as follows:


1st box allows use of mineral survey tools (for survey only, not sample)


2nd box allows the use of chemical survey tools (for survey only, not sample)


3rd box allows the use of water survey tools (for survey use only,not samples)


There is precedent for such tool usage. The wind survey tools allow for surveying without sampling, no reason why that same idea cannot be applied to medics in regard to the above mentioned tools for surveying only. It would at least let us place harvesters by ourselves... And breaking it up as such would finally add some incentive for lower level characters to actually start putting points into diagnostics before all their other branches are maxxed.

DarkWraith65
Sat Jul 26, 2003 12:03 am
#20

A novice medic should have at least the same ability as a novice artisan to survey and sample for materials. It would be almost impossible to find anyone willing to help you hunt down the good quality resources needed to make meds. Honestly how many people are going to enjoy trancing around an area to help you lay out the minimum of 5 harvesters needed to make meds. And at higher levels it's even more because they start getting specific about what they want.




Chiirynotarr--Jedi--Chilistra
Holocron professions All Done......
Nohup1
Sat Jul 26, 2003 12:51 am
#21

Easy there killer...

This wouldn't be as much of a problem if they hadn't axed the miner profession late in beta.

Imagine having a whole group of people devoted to selling you resources in quantity. Heck, there might even be way to buy those fungi some of us with Combat Medic have to gather.

Hopefully some people on the servers will start seeing the market for our special-needs resources, and start selling them.

My suggestion, Get Artisan/SurveyingIV. Do all your grinding, when you need the points back drop it. Hopefully, the market will be more in place by then.
Xtremegene
Sat Jul 26, 2003 3:33 am
#22

I would love at least some skill for medics to be independent of the artisan profession, or at least share some similar skill so we wouldn't HAVE to depend on them in some form or way. I'm currently not an artisan, and yet I have a few harvesters from friends and buyingI set up to make getting resources a whole lot easier...when the (supposedly drastic?) resource shifts come to Starsider, if it already hasn't, I'd like to be able to re-place my harvesters in good spots so I wouldn't *have to depend* on another profession doing the boring work for me.



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Xtremegene
Medic going on Doc
Rebel Pilot in Ragnarok 9

No forced interaction (in an MMORPG?), but hey, the expansions sure seem forced.
Zarlor
Sat Jul 26, 2003 6:51 am
#23

I gotta gree. This level of dependence for Medics (EVERY Miedcal class has an entire branch of their tree dedicated to crafting and as a requirment for Mastering that profession) on Surveying is tough. Gettgin Survey to 4 is a LOT of skill points and I just can't see a way to give it up, even though for some templates, like Elenora said, we'd have to give it up.


It seems s bit askew to consider giving up a skill that is the lifeblood of your profession.


I think many of us thought it was rather funny that Holo kept mentioning in Beta that he couldn't understad two things about Medics. Why they didn't all just charge for their services, and why some folks would complain about the crafting requirement when they could always just buy theie medicines off of some other Medical professional.


Shortly after in Beta there was a "Midcal Conference" of folks who decided that, for them. they would try to set a standard fee (as well as other things) and they got chided and derided like you wouldn't believe. I don't think Holo ever understood the mindset of the average gamer in this respect and I doubt he expected to see that kind of response, although he never did comment on it it or otherwise change his stance. Heck you'll even notice at one point he stated on these forums that he was worried about folks making too much money because on of the team waas making 15k a day, playing straight, and making that money as a, get this, Medic! We he WASN"T making money as a MEDIC, he was making money as an ARTISAN, by selling resources from harvesters.


By the same token I think Holo has never fully realized why playres see the strong advantage of Mastering a tree as opposed to be a jack of all trades. As such taking things outside of a tree is just standard parctive (and we tned to do a bit of that anyway). The problem comes in where Elenora pointed out, we ARE a crafting profession. Like the artisans we have at least one entire brach in 3 (2 branching off of Medic)seperate trees that are stictly dedicated to nothing but crafting.


Holo has stated that he does not like the idea of giving Medics surveying because then they would be competitive with artisans. The skillset would be too redundant to have among two seperate trees. Pehaps a bit more thought should have gone into this, IMHO. While I like the idea that we can buy the things we need from Artisans, rarely do they ever survey for the resources we need (I say rarely as some folks do, as can be evidenced by one of the posters above).


Here's where the moentary requirements and the surveying requirements meet hand in hand. Catering to the Medic community is not particularly lucrative, because focused Medics (and there are MANY of them) do not tend to be big money makers and are not a driving force in the economy, except through sale of Stim Bs. Their is an interalted connection between Medics generally being relatively poor and their need to be self-sufficient in gathering their own resources to stay competetive in the lone market they do have, selling Stim Bs to fighter-types who have taken Novice Medic. So we have one product that can make us money with only a select group of individuals. Sales of medical supplies to those less-focused medics who can afford to buy supplies without having to worry about crafting needs is very much a secondary and niche market.


This then leaves us with few alternatives but to to the best we can with being forced to use as many skill points as we think we can possibly spare to keeping Artisan and the Survey branch.


FIrst we need to see if the Devs would be willing to acknowledge and/or accept that this is how many Medics really want to play the game and how they have FUN doing it. Second we need to provide them with solutions. How can we get the resources we need, have ways of having other classes supply them to us if they wanted to, and how can we also supply ourselves with those resources without being in a position to cut out the abilities of another profession.


Somehow I'm starting to wonder if we could ever get to see a metric on how many Master Medics (and advanced medical professions) have Survey at least at level 2. I bet you'd find that a very high percentage of us do. It's one skill I think many of us feel like we simply could not live without. Too bad I don't have any really crative answers right now.


I do like the idea of having surveying skills that let us only sruvey, but not sample, as a possible solution. Other possibilities might simply ionclude letting us be a more lucrative market by giving us moe saleable items, such as making A level packs usable by anyone. Or even just Stim As usable by anyone. Even then a 1 product market might be too competetive (as I fear the Stim B market will become soon enough) to be fully viable. Any other suggestions?




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Sat Jul 26, 2003 6:53 am
#24

BTW, let me add that I like the idea of interdependencies. Truthfully think that we still ahve those even if we didn't need to rely on artisans for resources. We'd still need arti's for harvesters, factories, houses for use as medcenter/stores, and so on. SO I don't think the interdependencies will suffer, if for no other reason than because I don't see too many medics relying on other artisans for resources now anyway.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Raymundus
Sat Jul 26, 2003 10:38 am
#25

Let me just add on to that survey-but-not-sample notion, we will also still need artisans to make our tools for us in the first place.


If nothing else, thishelps everyone bygiving low level artisans one more thing to sell. And they get pretty good crafting xp for making those tools too.

Arrow11
Sat Jul 26, 2003 5:58 pm
#26

Quick clariftication: I've discovered where the confusion over what is required for Smuggler's comes from:


Excerpt from Star Wars Galaxies Adventure Manual that was included with your game:


"Requirements: Pistol Specialists (Marksman), Business IV: Business Diversity (Artisan), Unarmed Specialist (Brawler) & Engineering Specialist (Artisan)"


Looks like they forgot to update the manual before releasing the game -_-




-----Drift Ria-----
Member of Shadowed Resistance and Dragon Guard
Friend to the fallen
Master Doctor, Pistoleer, Scout
Kettemoor // Corellia // Coronet


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