Doctor Archive

Thread: Top 5 Doctor Issues (week 3) (Not sent by Dev Request)

Zarlor
Mon Aug 11, 2003 6:50 am
#14

First off, since this is in a thread I started as a correspondent, let me just say that the below are my personal opinions. As I've mentioned before I'm just a glorfied, volunteer,data collector of your opinions of issues on the game, so my personal opinion has absolutely no more pull with the Devs, or anyone else for that matter, than any of yours. Just wanted to make that clear.


Suey: Actually Rangers and Smugglers are both non-Artisan classes that are NOT able to get all of their needs from within their own class. Ragners need Metals and Polymers for trapsa nd camps, and smugglers also need metals and other stuff for spice. I wouldn't mind seeing some basic survey ability for all of them for the same primary reason I would like to see it for the Medical classes, their needs are not always the same as the needs of the Armor/Weaponsmiths who, even if they were the same, would be capable of outbidding them for resources 20:1, every time.


Psychomagus: Just because people express an opinion about a percieved problem or inbalance in the system does not mean that they are "whining". We all know, all too well, that this game was released before true final testing and balancing was able to be done on the game. Those of us who were in Beta are painfully aware of that fact, when we had to watch some of our insistence on the importance of some issues get shoved aside for the need to squash any "game breaking" bugs.


And actually I would be happy to have other classes whine about not being able to stim damage or heal wounds. It might actually make a market forA packs which, IMHO, would far outweight any minor ability at stimming and healing the other classes would gain by it.


However I will agree that interdependency should be an integral part of the game. As such I am not, necessarily, for the idea that the Medic professions acquire full Artisan survey skills. It's one thing for me to have to rely on an artisan or an architect to make me a harvester to get the resorucesI need, a factory to compile those resources in, a house to store product and resources, a vendor that they, or a merchant, rent to me to sell product, a weapon to protect myself when finding where to put my harvesters, the tools I use to find where to put my harvesters, and so on.


The interdependency is already there. The ability to survey, with only the ability to sample, say, 1 resource per sample tick would ensure that we need to buy those harvesters, because sampling by hand would then be far to inefficient. I think it impoves the Medic to Artisan interdependency, not detracts from it.


As to "point" of Master Doctor, first f all it's just 1 point. What does that have to do with the 15 it costs for Novice atrisan? Second, Enchance D & E packs. If the Docs you talked to do not understand the incredible usefullness of THOSE, then I don't know what more to say. I'm floored, frankly. Those Buffs alone let myself, 2 other players and two pets (not even close to Rancor level pets, mind you, just medium level pets) take on a Krayt Dragon last night. Without the buffs on us and the pets, we'd have been dead in 1 hit. Obviously tactics play a part in that, but you can't always cover for that. The unexpected happens. For example I was using Stim Ds (I really needed Es in this case, of those who keep wondering what the use of them is, I found that use!) and had to get in close to keep the pets up who were tanking for us. That Dragon aggroed on me a LOT, But I could still take the one or two hits it would throw at me while I was healing the pets before I could get out of the fray.


I have really poor comat skills, but with a Health and Action buffed to 2800+ and secondaries buffed to 1500+ you regen so fast and have such activity costs you can still solo things you thought you probably never could. Give that ability to a whole party and there's nothing in the game you can't take on with the right skillset and tactics, Buffs ARE what a Master Doc is all about, IMHO. And it's WELL worth it.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
skylynx19
Mon Aug 11, 2003 12:27 pm
#15

Hi I am a doctor soon to be combat medc. I would also like to put in a vote where doctors can at least survey without artisan but not sample. I f we could at least survey without artisan we would still be able to tell where to put harvesters and thats good enough at least I think so. Those 15 pints used to get novice artisan are very valuable to use secially if we could get better combat skills or whatever with those extra 15 points. Hope to see this change.


Sincerely,

Oriak
Zarlor
Mon Aug 11, 2003 1:05 pm
#16

It's a big one for me, too, but it didn't make the Top 5, unfortunately. Check out the Big List Thread, though, and vote for it there. I know i will be.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Renairdor
Mon Aug 11, 2003 1:17 pm
#17

I'll have to check out that list. A few more items, which should be a simple fix:


Ranged Stim E's require *13* Chemical release components. Pretty sure it's meant to be 3 *grin* They are not that much better then D's . Pretty much breaks ranged E's, which are quite nice for keeping a Rancor fighting, or healing buffed members.


Factories- I agree speed should increase. I've seen guns sold for 200k (T21's) but even a single Stim E will sell for about 1500, or 3000 with the advanced parts. Doctors and Chefs need fast production for their wares, as they are consumables.


Med/Large Flora: Definitely should be fixed. I'd expect it to be fairly easy to fix up the schematics.


Good arguments on the Vendors. Once they fix vendors to work the way they are supposed to, it will be fine. I can pass items to a merchant, I already have a couple buddies peddling my wares but even3 factories doesn't let me produce that much, and right now I'm in a pretty large PA so not selling to non-members anyways for a while. Moot point for me, once a few more fixes get in it should be fine.


Renairdor


Master Combat Medic/Master Doctor


Sanctuary PA, Naritus


Zarlor
Mon Aug 11, 2003 1:22 pm
#18

Ranged Stims are a Combat Medic item. You won't find that issue on the Doc list.


I added factory speed to the newest wording of the Factory issue already (it's on the Big List now)




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Neyland
Mon Aug 11, 2003 2:17 pm
#19

Might I still add (slip it into the que issue if you must) the timer on heals does not report correctly. Waiting 4-5 seconds AFTER the timer has gone down to throw the next damage heal blows chunks. Big ones.. you know the kind.....



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AmidEpoc
Mon Aug 11, 2003 7:06 pm
#20

I would think addressing the problem with curing bleeding damage not scaling with skill to be far more important than #5 (heal queuing). It can often take up to 6-8 applications of first-aid to stop bleeding damage. This is the same for the novice medic as it is for the master doctor.
Shuey
Mon Aug 11, 2003 7:26 pm
#21

Zarlor,


I'm not saying any clas out there is completely self sufficient without artisan skills, I said they could advance thier skills without artisan skills. A medic cannot realistically /medicalforage enough resources to craft his way up a couple of skill blocks but a scout can harvest enough hide and bones to make master easily. A bio-engineer can sampleDNA enough to level up to master without any other resources.


They won't have the best resources available to them by no means, but they have the minimum skills required if they so choose to play that way.


Thats all I am saying =)


And I totally agree with you on the /survey thing. If I could survey and get a single sample so I knew where to setup my harvestor I would have no issues at all.




Murashu
DiverBuoy
Tue Aug 12, 2003 12:58 am
#22

HUGE ISSUE:Crafters are unable to manufacture - Medium and Large Micro Flora Farm Harvestors & Moisture Vapor (water) Harvesters. This is a HUGE issue for Doctors/Medics.


To be self reliant until some decision is made to fix the artisan/forage issues we must continue to be Artisans in order to Survey/Sample. This is among my top 2 issues- fix the darned bugs on making deeds, once fixed we can generate some serious supplies to last a while, and not have to spend all our time micro managing harvestors.




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Gallion
Tue Aug 12, 2003 4:49 am
#23






Shuey wrote:

Zarlor,


I'm not saying any clas out there is completely self sufficient without artisan skills, I said they could advance thier skills without artisan skills. A medic cannot realistically /medicalforage enough resources to craft his way up a couple of skill blocks but a scout can harvest enough hide and bones to make master easily. A bio-engineer can sampleDNA enough to level up to master without any other resources.


They won't have the best resources available to them by no means, but they have the minimum skills required if they so choose to play that way.


Thats all I am saying =)


And I totally agree with you on the /survey thing. If I could survey and get a single sample so I knew where to setup my harvestor I would have no issues at all.







While a scout can advance pretty far without any artisan skills, they're not going to get anywhere without combat skills, eitherranged or melee. There is a reliance for every novice tree in some fashion or another with the possible exception of entertainers.

Zarlor
Tue Aug 12, 2003 10:56 am
#24

Neyland: Thta's issue #16 on the Big List thread.


AmidEpoc" That's issue #8 on the big thread. Think it hosul dbe in the Top 5? Start some discussion on the topic an dget folks interested in it and feeling the same way. When we do our next topic vote (hopefully very soon after the patch and word from the Devs on our previous issues), then maybe you will have convinced enough folks to see things your way and vote that topic higher. The current list order on the Big List is the order they were voted into from last week, to give you an idea.


Shuey: I didn't mean to sound confrontational, or anything.I just felt it appropriate to point out that, unlike your statement, we really weren't the only class affected by that problem. We're probably just the set of professions the MOST affected by that problem.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Slimjim_Iapkre
Wed Aug 13, 2003 12:03 am
#25

I'm not sure if this has been addressed in the 'big patch' or not, but how about making the non-action enhance pack's duration based on stats that the required ingredients actually can have?


I've never found avian meat or reactive gas with heat,cold, or acid resistance. Poof, there goes 75% of my duration stats. Maybe the move that they're doing to make duration increasablethrough 'experimental effictiveness' also changed the resource stat requirements, but I haven't heard that anywhere. Anyone play on TC and know how this is gonna work?




SlimJim Iap'kre

Quality Stim shop selling 400+ stim B's and 600+ stim C's
In Mos Nihil, Tatooine at 275, 5365
and in Sanctuary, Corellia at -1591, -4626
Zarlor
Wed Aug 13, 2003 12:14 am
#26

The patch is SUPPOSED to reduce all of our schematic requirements down. We'll know for certain tomorrow after the patch, so please be sure to test and report on it for us. The new schematics are supposed to ahve all been boiled down to:


Effectiveness: 66% Overall Quality, 33% Potential Energy


Charges & Ease of Use: 66% Overall Quality, 33% Unit Toughness


BTW, for your current stuff, sure Avian meat doesn't have tht stuff, but your Inorganics DO if you use something like a Metal. So it is in there if you can get it fit in.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
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