Doctor Archive
Thread: Top 10 questions query thread (Feb 2 2004)
I don;t really want to go into the whole survey debate here, it's nt really the thread for it. Suffice to say that the arguments present on both side of the issue are fairly sound and I consider myself very well versed in all the arguments, if I do say so myself. I would, however, reccomend checking out the Medical Resources Issue (I think the very latest one is probably the one I have on the Medic forum issues list) and following the links listed therein, in particular. That should kind of give you a lot of different angles, on both sides, to view that issue from.
I will say that we have a very strong majority viewpoint in all 3 of the primary medical professions (Medic, Doc & CM, leaving out BE as more of a secondary medical profession, which is not in in any way meant as a slight to that profession) that clearly claims that seeing some kind of balance to how we gather resources and how all of the other crafting professions gather resources is handled. (And yes, Smuggles and Musicians are included as having balancing modifiers to their crafting needs in that statement.)
So, the medical resources issue is not one either of you would list as a question here. So, to get us back on topic
, what WOULD you list as some burning questions you have always wanted to ask the Devs that are related to the Doctor professions?
Nerj wrote:
1) Why are we the only crafting proffesion without access to the survey skill?Probablly a DOC/Medic question?
If you want survey so bad why not spend the points?
What if every combat profession turned to us and said they wanted medical skills without spending the points?
Part of the challenge of the game is mixing and matching skills to make a template that does what you want. If you really want survey I am sure you can find the points for it
DoctorGriggs wrote:
If you want survey so bad why not spend the points?
What if every combat profession turned to us and said they wanted medical skills without spending the points?
Well, there are two responses relavent to that question. The first would be that there is a decent level of support, and this is WITHIN the medical community, to make Some form of Stim A universally available. (And there are plenty of arguments for whay that would actually be a good thing for us.) The second would be that they already have ways to heal themself without turning to the Medical professions. In particular slow heals are available in camps, medical centers and certain player buildings, temporary damage healing (like stimming) is available in the form of Chef foods and Smuggler Spices (yes, those are also buffs, but if you are low and need a quick "stim", even though it will go away in time, that can be one way to do it.), and a what is often a primary tank for many groups, pets, can be healed by anyone through the use of pet stims, the trick command and feeding. So our skills already exist in other places.
Traigus wrote:
My personal top 2
1.) When does BF actually start affecting healing and how much does it do so? The threshold for this has always been in question. The amount was stated as 10% per every 100 BF. BF affects the mind costs of stuff like DNA sampling and healing as well... I'd love to dee the % or numbers on that... but don't think it uwll happen.
2.)Why do we gain Schematics for poison and disease cures (as well as A buffs) so far before we will ever have the med XP to use them (Cure Poison A is at novice doc)? Many schematis are never used, because by the time we get the medical XP to use the "/ skills" (/curepoison, /curedisease and /healenhance.. .especially /curedisease) we can usually make B/C packs of the appropriate type. We know that we need skills higher then in the I boxes of doc... but this is a bit silly. level 6 critters can poison (diseased vrelts) but you need a doctor with a IV skill box to cure it withthe schematic you get at novice doc? Can this be fixed?
We could replace the higher skills with other skills /healfire (please please please add this) at a IV box and lower /curepoison and /curediseaseat least. /healenhance is closer to rational, at a Box II with a Box I crafting requirement.
(Ok I broke my own rule with an issue...)
-T
I looked at the CM board, and I didn't see an official list of top 10 questions there, so hopefully this isn't a duplicate.
Why are the XP levels for Combat Medic significantly different than those required for Doctor? A single branch in the CM line costs a total of 125k medical XP. A single branch in the Doctor line costs a total of 150k medical XP. However, unless I looked at the numbers wrong, Doctors need less crafting XP per skill box. Combat Medics must earn a total of 125k crafting XP, while Doctors only need to earn 96k. Doctors need to earn an additional 75k medical XP to master the profession. Is there a reason for that?
Are there any plans to let us in on the formulas that determine how effective we can be? i.e. How buffs are calculated and all the factors that affect them and also some greater transparency on crafting and failure rates. Actually, may want to make that two questions...
I know that both of these are threads that are currently being discussed and I think that if we had more information, direct from the devs instead of rumours, we could be more effective and be less dissappointed when things don't work.
Obviously buffing is a big concern as it is one of our primary skills. How come I buffed some guy in Coronet last night with 818+ packs and had 4 numbers hit below 1000? He was less than amused, to be sure.
And for crafting, its more than just a crit fail issue. I know that if I get anything less than a great success, at anypoint during the crafting process, the med is garbage, particularly if its a buff pack. Why do moderate successes (the key word is success here) make the item WORSE?
Whether or not buff variance will change or crafting fail rates will change is a different issue. My specific question would be, 'Will we ever get any solid information on how they actually work?'
Zarlor wrote:
I don;t really want to go into the whole survey debate here, it's nt really the thread for it. Suffice to say that the arguments present on both side of the issue are fairly sound and I consider myself very well versed in all the arguments, if I do say so myself. I would, however, reccomend checking out the Medical Resources Issue (I think the very latest one is probably the one I have on the Medic forum issues list) and following the links listed therein, in particular. That should kind of give you a lot of different angles, on both sides, to view that issue from.
JasonK wrote:
Nerj wrote:
1) Why are we the only crafting proffesion without access to the survey skill?
Probablly a DOC/Medic question?
We're not. Smugglers craft and can't survey.
Ok then,
1) Why are we one of the two crafting professions without access to the survey skill?
DoctorGriggs wrote:
Nerj wrote:
1) Why are we the only crafting proffesion without access to the survey skill?
Probablly a DOC/Medic question?
If you want survey so bad why not spend the points?
What if every combat profession turned to us and said they wanted medical skills without spending the points?
Part of the challenge of the game is mixing and matching skills to make a template that does what you want. If you really want survey I am sure you can find the points for it
Why do other crafting professions,except Smuggler, not have to spend additional skill points (Novice Artisan - 15 skillpoints) to be able to survey?
MyT_Chicken wrote:Rangers cant survey.....but yet they need metal for traps. We can't survey but we need resources for our stuff. Musicians can't survey, but they need resources to. Smugglers can't survey but they need resources to.WE are NOT the only profession that is missing survey. Get over it spend the points if you want it...otherwise stop freakin complaining about it.
Smuggler was an elite hybrid profession from marksman + brawler + artisan, until the very end of the beta, so he had survey. Dev remove artisan soon before the release and didn't have lots of time to make something great with this profession...isn't it why we've a smuggler revamp now?
And you forget an something really important: wich profession you quote deeply rely on quality of their stuffs? An 19 OQ metal don't make smuggler spice worst than a 999 OQ, do you want a buff from 19 OQ-based components?
Do you have charges with an instrument, that limits the number of ppl you can heal?
Do the ranger camp mainly focused on resources they can't gather by themself? (don't forget they got a patch to reduce the inorganic from their shematics)
Medics get /medicalforage, so I guess the dev tought we deserve something to help in our resources gathering. Am I guessing right? Do they realise this skills is useless? Do they intend to tweak/fix it? (well, maybe I should post this in the Medics Top 10 questions).
We don't really want an abilities to survey our resources, but more something that can help us to put down harvesters.
My doc questions:
I feel like doctor is mainly focused on 2 ways
- Greatest overall healer
- opposite part of the CM (acting like a counter)
Do the dev feel the same?
Right now CM can heal mind damages, and we can't. It's really painfull for us, we're useless in lots of cases on the battlefield or in the wilderness due to this lack (specially when a friend is incapacitated from mind damages, we can only wait). Do you intend to give us something to heal mind damages, or to reduce time of incapacitation?
Some MOBs have special attacks with annoying states (like nighsisters's Force Choke, that temporarly decrease your max HAM - acting like a debuff). Will we ever get something to counter this?
CM can poison and disease multi target at once with their AoE stuffs, we can only heal one ppl at once (so not acting like a counter).
Was it intended to requier like 5 doctors to counter a CM? Will we get some AoE cures? (ranged cure is out of the question since CM need ranged support abilities from marksman, we understand it)