Doctor Archive
Thread: Am I the only one upset about wounds from space being removed?
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Boscohark
Fri Jul 08, 2005 1:20 pm
#14
I agree. the poison and disease abilities are strictly a PvP skill now, unless they fix the NPC's that used to disease and poison.
The_Real_Che wrote:
I 4got about that too
c-mot wrote:
its not only the wounds. there are no more diseases (bugged anyway), poisons, bleeds or states from creatures in the game anymore. this makes half of our skills (x44x) nearly obsolete.
only in PvP when facing a CM those skills are needed sometimes now.
our sole role is to be a healer of 1 sort of damage in a group now - no wonder there is no big difference between a 4000 doc and a master doc nowadays.
this whole game is being simplified with every new patch it seems.
Zef_Gaidin
Sat Jul 09, 2005 6:38 am
#15
i too am upset to hear this.
i know people always complain there is never a doc around to heal, but i'm usually floating around starports. and i tend to check every single person i see to see if they are in need of wounds. okay, true... i do tend to only freely walk around healing my own faction. but i'm always quick to run when i hear someone shouting out "can anyone heal my wounds"
i've met a great many new players, and alot of older ones this way. infact, other then my PA and the few remaining friends from back in the day, it's how i meet everyone. and if it's removed, that will be gone. i'll probably not be meeting anyone new. what's the point in playing a massive multiplayer game if there's no interaction between the players?
sure, the excessively weak wound healing was a pain. as was the fact most of the "noobs" getting their wounds from space wouldn't bother fixing their battle fatigue (which i'm also upset about them removing... as i play as a master ent/master musician aswell). but the amount of time spent wasn't the point. it was the interaction between players.
and yes... i miss the med centers greatly 
Zef Gaidin
omadnay
Sat Jul 09, 2005 8:53 am
#16
Honestly, I thought that the whole Battle Fatigue and Wound Healing aspects of this game were two of it's greatest assets.
It tied the entire player-base together (Though I always thought Crafters should have built up BF from crafting... call it general "Fatigue" if you will).
Instead of improving upon these aspects, they are removing them... and I don't get it either.
I don't understand how we're supposed to simulate any kind of society without these non-combat interactions.
- Omadda Szool
Kauri
It tied the entire player-base together (Though I always thought Crafters should have built up BF from crafting... call it general "Fatigue" if you will).
Instead of improving upon these aspects, they are removing them... and I don't get it either.
I don't understand how we're supposed to simulate any kind of society without these non-combat interactions.
- Omadda Szool
Kauri
willphaser
Sun Jul 10, 2005 12:16 am
#17
The_Real_Che wrote:
We (some of us) wanted (although the Devs said they wouldnt giveit to us) some XP from wound healing, or even just some sort of reason to go out and heal wounds. The majority of people with wounds are new players dieing in space. Rather than giving us a reason to go out and heal wounds and be social, they just remove the new player space wounds.
I dont know I just feel like they couldve found a better remedy. I have interacted with many new players just because they asked for some wound healing and even taught them a couple of things in the process. I havent seen anyone else post about this so maybe im the only one upset that they took the space wounds out of the game.
Ok so I've read this and take the following points out:
1. It's seems good that they've removed wounds from dying in space, since people who die in space have the costs of repairing their ship to cope with and that seems enough (read the rest before criticising this!)
2. Wounds from just general fighing should be made more, i.e. the person who said that they grind for three hours and get only five wounds is absolutely right - if you fight then you should be getting major wounds over a short period of time to encourage you to stop and heal (currently onl incentives to stop hunting are to exchange XP in the village, and to get a new inspiration buff). This would encourage more doctors in the game to heal these wounds.
3. Doctors /healwound power should be sunstantially better so you don't have to spend 15 mins healing people. Perhaps give MD or 4xxx an 'advanced heal wound' to allow for this to happen. I too enjoyed the social aspects of healing wounds, I still go around the starports and Mos Eisley Medical Center healing peoples wounds and find the converstations and the people I meet an enjoyable part of the game.
5. Doctors should get XP from healing wounds. I agree that XP should be removed from healing damage because apparently this was being exploited by people with pets and stuff like that, but I don't see any way that people could farm XP from healing wounds, and it would encourage more people to be doctors.
These changes would encourage more doctors, and also return us to the days where doctors could actually socialise with their patients!
My 2euro.
Haeson Rees
Master Doctor
Chimaera
ext1
Sun Jul 10, 2005 12:28 am
#18
omadnay wrote:
Honestly, I thought that the whole Battle Fatigue and Wound Healing aspects of this game were two of it's greatest assets.
It tied the entire player-base together (Though I always thought Crafters should have built up BF from crafting... call it general "Fatigue" if you will).
Instead of improving upon these aspects, they are removing them... and I don't get it either.
I don't understand how we're supposed to simulate any kind of society without these non-combat interactions.
- Omadda Szool
Kauri
this is the key, many if not all of the things that tied the player-base together, both combat AND non-combat, is being removed brick by brick. The glory of SWG of old, was that it wasn'ta grind, it was a pretty good MMO society, but thats all being stripped away and just becoming a combat grind. NPC everything so the combat classes don't have to look for this person or that person for whatever function. In the meantime, all these classes that are broken, useless or becoming useless are told "oh you just wait, we have great things in store for class X"....well I remember hearing that about many of the professions that were broke in some fashion at launch....and alot of those problems still exist. We keep hearing "BIG PLANS!" but all we see is functionality stripped away little by little with the 'less than courteous nudge' to find our fun in combat....well not everyone is thrilled by that. The sense of community that existed in this game existed because of the non-combat classes, not in spite of them...devs apparently think/thought otherwise, well now we see the results of that attitude:empty NPC cities, ghost town player cities, and professions that once populated these places becoming extinct from the game and the overall playerbase as well.
The only response: "I just don't get it......." - which is being heard more and more across the boards. Welcome to SWG, the Jedi Knight MMORPG... 
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