Doctor Archive

Thread: State of the Profession: November 11/06/2003

Zarlor
Fri Nov 28, 2003 6:41 am
#14

Well, those cloths never worked to begin with. So when they did finally fix it so that skill mods did work was at the same time they decided to remove that attribute from those cloths. The cloths are still very usegul, though, because they still have their modifiers for Wound and Injurty Treatment.


The biggest reason to make sure they never worked has to do with letting folks use much higher and far mroe powerful Meds and skills for very, very little cost in terms of gameplay balance. It was simply far too unbalancing because it offered a HUGE advantage. After all you are alreadey at 100 at Master Doc, those tapes would be useless to you sincenothing has aMed Use higher than in the 90s. So theclothes gave the advantage to non-master, but didn't help Masters at all.


Admittedly it was not as big of an advantage on the plain Med Use side as it was on the Combat Med Use side from those looted skill tapes. Since ranged and AoE heals just use the standard /healdamage command that meant you could, as a Medic, use Ranged and AoE heals without ever having to pick up Combat Medic to begin with.


As for the Med Use levels of Ds... not sure on that one. There really are 3 issues there. The first is no patch note on the change, but the answer there was that in fixing our Med Use experimentation they didn't know it would affect old enhance packs that way so they didn't know it was something that would have to be added to a patch note.


The second is that old items in crates, when pulled form the crate, have their med use raised a good 20 points invalidating the crated items, in effect. This was wholly unintentional as well and has been acknowledged as a bug, but an extremely difficult one to fix while still allowing us to experiment on the med use levels of our packs.


The third is how the change effectively flipped the med use levels on new packs. The 70s should have been the levels we were getting when we experimented the heck out of those packs with awesome materials, instead it was what we were getting on the lowe end. Everything was reversed from where it was supposed to be. So in effect the 90s is probably where we wer supposed to have the Med Use on these packs starting out, and truthfully tht makes a lot more sense than they way they were coming out because in most of the other crafting systems the packs tend to come into use around, or at most 1 more level above, in med usage of when you get the pack. Of course this causes the other problem of that's not how it had been and how folks had gotten used to playing. More than a few Docs actually support, strongly, the concept of leaving Med Use on NEW D packs (not already created ones, just the new ones) in the 90s.In that way it kind of works like certifications for weapons. There is definitely some merit to that idea. That's also why it is a seperate issue (I believe under the Balance list) for voting on. Still wasn't in the patch notes, of course, but they didn't expect the change when they made the fix, so not much to be done about that.


The first issue is done with. All they can try to do from there is hope they get some indicators sooner of the ramifications of these changes. (Go makes a Doc on TC folks! That'll help us all out a lot since I didn't get much chance to test anything over there this last go around and there aren't a lot of Docs on TC at all.)


The second issue is the one we're trying to hash out really hard with the Devs right now to see if they can get us a fix. It'sa thorny problem, though, and they simply can't give us any kind of ETA on it because of that. (And because we screwed ourselves out of getting ETAs when this game first went live because we complained too much if they gave us an ETA range and they didn't meet the very first date of that range or we decided to take what was obviously worded as a sof date as a hard one and tried to rip the Devs a new one every time it happened. So now they don't give any ETAs if they can help it.)


The third issue is likely up for some discussion,I would think. I do not think it is being directly looked at with the same priority that the second issue is. This one is more of a gameplay issue than a bug so it's hard to say how things will fall out on it yet.


As for the best place to post this stuff.... the best place for an existing issue is probably in the discussion threads where that issue resides when we have them, or in the voting threads if we are int he voting cycle (at the botom of your vote, though.) If you are pretty sure it's a new issue, then starting a new thread and seeing if some of hte other Doctors support your position is how to get new Issues added to the list. Of course if there is already a discussion thread about an issue, then feel free to just jump in on that one with your thoughts. Otherwise just have fun!




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Mahabret
Mon Dec 01, 2003 2:23 am
#15

I actually have a medic on TC. I'll make master BE LONG before I make master medic, and I've about given up on making doc without using the tumble exploit.


The reason? There's not enough people to heal and most of the dancers SEEM to be afk macroing their dancing/healing experience, so they're not incurring a whole lot of damage to their action bars with /flourish.


So, if you're going to make a character on TC, I *highly* recommend pairing up with someone that will be on around the same time. Otherwise, expect to spend a LOT of time running delivery/survey missions so that you can shuttle to "x" location for 200 XP.


And by the way, although I'm frustrated with the slowness of advancing medic on the test center, I do NOT believe character copy is the answer. If you ONLY want to have Enhance D's and Stim B/E's tested, then it's fine. Most people won't bother copying any mid-range characters - they'll either copy their masters, or they'll create a new character (or both, since you can have 3 characters on TC). Either way, you get only high-level/low-level characters, unless you're willing to put a great deal of time in on the test center server. You can tell right now who those people are - they're the ones wearing the Master "Elite Profession" title. So if you DO go over there, be nice to them - they've put up with a WHOLE lot for a LONG time and paid for the privilege.




I look like a squid, but I taste like chicken
Scoooter
Tue Dec 02, 2003 11:24 am
#16

Surveying and Harvesting


I have spoke to many docs and it us a game breaker for most.


I have yet to find an artisan that will survey for me (for money of course..couple the money issues). Because lets face it. Surveying is not fun.


Given that Doctors cannot come close to mastering another profession which pretty much every other class can. This in itself causes much of the money woes if you choose to be a Doctor that is not a STIM vendor. Deailing with that would help address a portion of that issue also. Because Doctors could then get high enough in a combat related profession to get decent missions.


And I am one of those that have had to take off the title of Master Doctor because all that people expect is that doctors are med vendors or are there to heal/res for nothing in return. Good call in pointing that out.




Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
ChaosAD00
Tue Dec 02, 2003 11:55 am
#17

Ya I have dropped artisian just so i have some skill pts so i can survive in wild on my own. And i too drop the master title most times because ppl expect handout heals/enhances for nothing or hardly nothing in return. Or they thin ksince you doc all u do is walk around and want to heal ppl lol. Then these seem ppl turn around and rape us on selling meats/supplies/surveying in return. Nice huh lol.

I'm currently playing around with CH and see how that fits into my grand scheme. I am lucky enuff to have some friends that help a lil with survey, but i def do miss being able to survey. It a shame i had to give it up just to survive while others can master 2 prof hehe.



ChaosAD - Master Doctor / Master Pikeman [RECON]
Ungoliant - Jedi [RECON]

-RETIRED-
Mavadoe
Thu Dec 11, 2003 3:04 pm
#18

Now that you can be married in the game I think they should institute STD's. I mean since we have to deal with "bugs" with this game. Why not have to deal with real bugs in the game. That would through a whole new spin in the Doctor profession and spice it up a little bit. What do you think? Crabs all around!



_______________________________________


Save trees - eat a beaver
AlainnNoquisi
Fri Jan 09, 2004 9:00 am
#19

Was wondering...it looks like it stated that medics would be able to get vendors. Will we be able to get them without having to get the 3rd level in artisan in order to even use them? With some of the other posts I have read stating that us Doc's don't make crap for money and have to spend a fortune in buying decent resources..which I have seen the price set for 10cpu on stuff that is hardly ever available.


Also read something about the resources being less specific...what is the status of that? I know..trying to get Lokian resources is very difficult when the place is full of reds and I don't have much of any combat skills to protect myself long enough to survey for something. Also think it would be wonderful if Medics could survey since the doctor profession does take up a lot of your skill points and its 15 points just to have novice artisan.


It would be nice if I didn't have to rely so much on my wonderful guild mates(who have helped me quite a bit with this).

babyskintattoo
Sun Jan 11, 2004 11:46 pm
#20

ZARLOR


I don’t think that medical survey will be the Godsend that all seem to think, sure it would be nice don’t get me wrong, but I don’t think it is necessary.


I have been a Master Doctor since perhaps July, I think if you / we / us were looking for a quick fix I would suggest to remove the requirements of all creature by-products in medical production / crafting. If I were given the choice of Scout over Artisan, I would choose Artisan by a long shot.


For Scout harvesting you get 4 to 6 units here and there, move up in Scout and you and get 10 to 20 units ... big deal.


With Novice Artisan it is just a pain and takes more time to find the materials, it does not relate to what or how much you can get. I have been going up and down from survey 1 to 4 and dropping and pick up Novice Artisan all the time.


If one would just take a few weeks with Artisan - survey 4 they can horde tons and tons of stuff. I have not had a need to set up harvesters on Lok for wild wheat for weeks and weeks and I still have well over 300 000 units of it just as an example.


Avian meat on the other hand, very much a different story, I pretty much use it as I get it and the little I get ( compared to mining ) takes about a week solid and not much to show for it.

Wista
Mon Jan 12, 2004 3:00 pm
#21

Hi everyone. I'm a new doc and thought I would read the forum a bit to see if I could pick up some tips. I saw the following in this thread and I have a question.


13.Droid Med Module Rating Overrides Location Ratings


Should this really be something doctors/medics would want changed? If you bought a droid that has a 110 rating wouldn't you want to be able to use it? Most camps have a horrible rating, all the way down to 55% I believe. If the location rating took priority over the droid rating you would have to call your droid in a camp and then leave the camp to heal. If you bought a droid that has a rating lower than than the location you are in I would think you wouldn't call it.


As I understand it the medical rating is compared to the effectiveness in a medical center. So no location will be better than 110%.


If I am missing something please let me know. Thanks






~ Wista Eti ~ Jedi Padawan
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~ Lexxy ~ 12 Point Architect
{ Mirage , Tattooine . Tempest Server }

Zarlor
Mon Jan 12, 2004 3:31 pm
#22

I thought the wording I had made it clearer in the details on that issue (check out the Complete List of Doc Issues thread), but in case it doesn't, the issue is for the less than 100 modules. Basically what is being asked for in that issue is that the highest modifier is used, instead of always the droid because there are many times where a droid with a lower level med module is out and screwing up heal rates that would otherwise be better (like in a Med Center.) Or where that 110 module would override the +25 (giving a Master Doc a 125 modifier) in a factional base with a registerable med center.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Cloudmaiden
Thu Jan 15, 2004 5:33 am
#23

Zarlor thanks for posting that list, i agree with a lot of issues on it


I'm sorry (one of my first times posting, kinda newbie) I don't know if anyone else mentioned it but was anything said about the crazy modifiers when using buff packs? If all my packs are the same rating how is it that i can get a 2900 buff out of one and a 900 buff out of the other? It seems quite imbalanced to me (don't know if this was on the balance issues or not).


Another thing i'm having issues with is that the doctor profession is that i feel that medical droids are taking away some of what it means to be a doctor. It is possible for even the lowest medic to have a med droid and this combat person with +5 med use gets to pull out his droid where ever he wants and heal his own dmg instead of seeking out a med centre to do so. I feel that the med droid negates the usage of the medical centres because everyone has a portable med centre. I feel that the profession should go back a step and should be about those dedicated healers who spend a good deal of time in a med centre, like it was back when the game went retail. Perhaps usage of medical droids should be reserved for those with master medic or pharm 4 or something. Just an idea.


Cloudmaiden


-Master Doctor in Mos Drakon, Tatooine on Ahazi


thanks for reading guys

Zarlor
Thu Jan 15, 2004 5:06 pm
#24

THat "cray modifiers when using buff packs" is the Enhance Pack Variability issue. You can get the details, including things like dev responses, on all of the issues listed above in the Big List of Doc Issues thread, but the response on taht one is, efectively, that we should be getting overwrite abilities for buffs in the future. I suggest reading the issue, though, for the full details.

On the med droid thing... I don;t know that I would really consider that much of an issue. We do know they are going to be making some droid changes, though, that may give med professions some extra abilities with med-specific droid models.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Ghismo
Sun Jan 18, 2004 10:01 am
#25

What about PC's asking medics for healing(then creating a "Medic Group",with, for example a FIFO policy with the medic healing only the first in the queue).So that it's easier for PC's to tip the medics (only beeing healed by one instead of 10 like in med centers). This would help with the problem of not beeing tipped... And btw, i don't understand why the medic is the only class which can offer its services without beeing asked? This cocerns also the buffing problem, where novice docs buff players with low-grade buffs.... Overall i think there should be a command in the radial menu like "request heal" or something, quite like the watch or listen commands for entertainers... Please tell me what you think of this.




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vortexala
Sun Jan 18, 2004 2:59 pm
#26

The reason we can heal anyone is due to the fact that our advancement is dictated by others. We can not advance alone(save crafting, which is only 1 branch, and often requires us to depend on others for resources).


As for the buffing without consent, that won't be an issue once we receive the change to buffs which will allow a higher level buff to overwrite a low level one.




~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
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