Doctor Archive
Thread: Doctors: the 5th crafting class
Page 2 of 2
ChromeJedi5
Mon Apr 05, 2004 7:55 pm
#14
P.S. I am tired so sory for the rambaling and inconsistancy, and the bad spelling.
Confusion12345
Mon Apr 05, 2004 8:58 pm
#15
Eh....I'm still against medics or doctors being able to survey....like I said, there's gotta be interdependence.......
Medics get stuff formedicine from artisans and scouts, and people to heal from fighters.
Fighters get healed by medics and entertainers, and get their equipment from artisans
Entertainers get instruments and fancy clothes from artisans
Scouts get weapons from artisans, get healed by medics and entertainers, and have their organic resources bought by others.
Artisans can get most of what they need themselves (except organic resources), but rely on other players to buy the stuff they make in order to make money
Obata
Tue Apr 06, 2004 7:33 am
#16
The real root of this problem IMHO is not that we lack the survey ability, but that we are stuck between the true dedicated crafters (artisan classes) and the other professions that craft things for their own use (scouts, rangers and smugglers). While Ranger camps do require some metal and their camo kits require specific flora ingredients, they can get most of what they need via creature harvesting. Scouts need only hide and bone for their camps and can make almost all the traps with creature harvests as well.
We are in the unique position of needing very specific and often rare ingredients for items that can only be used within our profession or other medical professions, and yet not having the ability within our profession to locate those resources. We will never be able to get all our own resources without investing in other professions, nor should we be. The devs are unlikely to ever give us survey, but might be open to other solutions. Maybe we should work the problem from the other end, the schematics and a working version of medical forage. I think that combining artisan with medic would not only complicate the skill trees (2 paths branching from 1 novice box), but is too big a change to implement for the sake of getting one wish. In other words, the devs would likely shoot it down before it even took off.
We are in the unique position of needing very specific and often rare ingredients for items that can only be used within our profession or other medical professions, and yet not having the ability within our profession to locate those resources. We will never be able to get all our own resources without investing in other professions, nor should we be. The devs are unlikely to ever give us survey, but might be open to other solutions. Maybe we should work the problem from the other end, the schematics and a working version of medical forage. I think that combining artisan with medic would not only complicate the skill trees (2 paths branching from 1 novice box), but is too big a change to implement for the sake of getting one wish. In other words, the devs would likely shoot it down before it even took off.
SurvivorAce
Tue Apr 06, 2004 11:55 am
#17
Doctors are fine just where they are at. Let me explain. You can be a master doc and master a fighting profession with enough skill points to have either surveying or harvesting. Ok so if you take harvesting then you are left without surveying and vise versa. That leaves a whopping one person to rely on. Everyother profession is in the same boat. A hardcore fighter can't make their own weapons and armour and give themselves buffs.
The real issue here is this. This game is meant to be community based. We have to rely on each other. It is what makes this game tick. If you want survey go ahead and give up something else. But I think everything is fine. I have a friend who surveys for me, sends a waypoint and I drop my own harvesters. Easy as that. There is my two cents.
ChromeJedi5
Tue Apr 06, 2004 8:09 pm
#18
Since I don't have to ability to edit my post I thought of a few more professions we were dependant on.
10. synth cloth from a crate ( to make fire blankets ) - tailor
11. be clothing for buffing & healing- tailor
12 mind buffing ( for combat support as in #8 or for quicker buffing, your choice ) dancer & musician.
And thx goto obata for another suggestion to fix the problem. Keep those suggestions comming guys!
Page 2 of 2