Doctor Archive
Thread: The change I would like to see most for Doctors in the combat revamp
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Mmaxx
Thu Sep 30, 2004 12:16 am
#14
making Doc buffs similiar to entertainer buffs isn't required nor would it be good for the profession. Docs have 1/4 of their profession and 1/4 of their prerequisite profession dedicated to crafting. Entertainers have none of this. They cannot craft so their product is based on skill level and tapes. Docs can craft and so the quality of the product should be based on the quality of the ingrediants. Do you want doc buffs to be equilavant tosmuggler spices? Smugglers are partial crafters (but no crafting pre-req) and their spices are all exactly the same. A lot of docs take pride in their craft. The same cannot be said for smugler spices and that is what you would be making buffs into if you were to take the entertainer route. You want to see crates of buffs on the bazaar for 6k like you do pixie?
Maybe we should make armorsmiths more like tailors while we are at it. All composite armor has the same stats...with experimentation only on the number of sockets.
Lets just remove all experimentation from the game all together. Lets kill all crating dificulties we can come across so there is more time to kill things. Make all weapons are exactly the same except for loot drops. Make all armor the same except loot drops..... mmmm starting to sound like every other game out there.....
Sorry for comming across so sarcastic but I personally beleive that doc is about the only well made prof in the game. Destroying it to make it simpler would ruin the game. Every other prof has more bugs then doc and has less to contribute to the other players.
If you have doc in your template, be happy because at least that part of your template is working as good as it can.
Marzuk147
Thu Sep 30, 2004 11:53 am
#15
"2. It takes away from one of the key factors about the game, dabbling. It would promote thinking into players minds that master is the only way to go, because anything less only gets to use crap (even more-so then it already is thought of)."
Uh, the change wouldnt mean that you would have to use crap, only that you could not take a few boxes in medic and heal in most cases as well as a master doctor.
Imagine if you could make a CDEF pistol at 1.5 speed with 75-180 damage 30% wounds. What would be the point of having a cert for higher weapons?
Glad I got one starred for a fairly innocent idea on the nature of wounds as well, apparently someone didnt understand its purpose, beats me.
Uh, the change wouldnt mean that you would have to use crap, only that you could not take a few boxes in medic and heal in most cases as well as a master doctor.
Imagine if you could make a CDEF pistol at 1.5 speed with 75-180 damage 30% wounds. What would be the point of having a cert for higher weapons?
Glad I got one starred for a fairly innocent idea on the nature of wounds as well, apparently someone didnt understand its purpose, beats me.
Orbac
Thu Sep 30, 2004 2:48 pm
#16
I just think people should get wounds from being buffed, like a hang-over'ish thing, but wounds . that would be a way to have more wounds to heal, and make it more...real?
Rolassk
Fri Oct 01, 2004 12:33 am
#17
Marzuk147 wrote:
"2. It takes away from one of the key factors about the game, dabbling. It would promote thinking into players minds that master is the only way to go, because anything less only gets to use crap (even more-so then it already is thought of)."
Uh, the change wouldnt mean that you would have to use crap, only that you could not take a few boxes in medic and heal in most cases as well as a master doctor.
Imagine if you could make a CDEF pistol at 1.5 speed with 75-180 damage 30% wounds. What would be the point of having a cert for higher weapons?
Glad I got one starred for a fairly innocent idea on the nature of wounds as well, apparently someone didnt understand its purpose, beats me.
Catjusha wrote:
Interesting points, but why not make MU requirements dependant on the strength of the heal/woundpack?
Healthpacks could be MU = Healpower / 20 which would equal in low grade 100 hit B stims being able to be used by novice medics
Woundpacks could be MU= Healpower / 10 which would equal in low grade 50 hit B wound heals being able to be used by novice medics
I'm not fixed on the numbers here, it's just an idea.
Cat
Rolassk wrote:
I believe that the power of Stim B's and Wound B's along with a Novice Medic MU of 5, are hurting non-Novice Medic/Doctors serviceability in the field. You don't need a Doctor at all to come with you for PvE/PvP (1% decay isn't a big deal, and rarely are you poisoned or diseased so badly that you have to stop and find a doctor to heal you)
I believe that the power of Stim B's and Wound B's along with a Novice Medic MU of 5, are hurting non-Novice Medic/Doctors serviceability in the field. You don't need a Doctor at all to come with you for PvE/PvP (1% decay isn't a big deal, and rarely are you poisoned or diseased so badly that you have to stop and find a doctor to heal you)
I see you are trying to disagree with me for agreeing with you (*insert rolleyes smiley)
I understand what you are trying to say with the CDEF Pistol, and I think my MU proposal would go along way to improving our serviceability in the field (did you read it?)
Med Use should be increased for the most part, but should not become a formula based on power... I 100% believe it would lead to a custom orders only and agreater micromanaged crafting system then we already have. I want to makethe BestStim B I can, put it on a vendor and know that anyone with a set Med Use skillcould purchase it. Not have to make a Stim B for this guy because he can only use X level based on a formula, and make another Stim B for the next guy because he can use Y level. I really think you need to picture what your 'change' would do the all crafting for public sales docs, like myself.
P.S. I gave your original post 4 stars just now.
P.S. I gave your original post 4 stars just now.
Message Edited by Rolassk on 09-30-2004 03:36 PM
Marzuk147
Fri Oct 01, 2004 12:51 am
#18
Na Im not really disagreeing with any kind of change to the med useage system, just that limiting people would automatically make it all or none. If they implemented a more structured med use set up not based on power, Id be all for that too.
I read over the system you proposed, and think it makes far more sense than the current MU system, and is probably better than something formulaic based on power, that was just more of an idea to demonstrate the problem than anything.
I read over the system you proposed, and think it makes far more sense than the current MU system, and is probably better than something formulaic based on power, that was just more of an idea to demonstrate the problem than anything.
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