Doctor Archive
Thread: Proposal for healing payment system.
And how exactly would the game curtail this humungous amount of money created from your plan? You forget that this player economy is a very fragile one, money is created by the game but also curtailed by money sinks. You are proposing an absolutely ridiculous amount of money to be created with absolutely nothing to curtail it (or sink it if you will). Every other profession has expenses involved in their money making profession. For fighting classes this expenseis to a large degree the healing process. Without this in place to transfer the money the fighters would become much richer, but also andmuch more importantly the medics would become obscenely rich. Furthermore this money would have no sink except ofcourse for the packs themselves. This would still create far more money than would be sunk and would basically flood the market with money. In lamens terms, impliment this, and watch the inflation skyrocket.
/agree
Shuey's a troll. Nobody can argue with giving medics a medic-specific way to generate credits.
heheh, medics need to "work".... Man, that really set off the troll-alarm.
I understand what you are saying and I obviously did not fully think about how to implement my plan. There would be problems for the economy if a new form of money was introduced. I don't know enough about markets and economy to understand the conquences of my plan from a market stand point. However, I do disagree with some of your statments. You mention that a major sink for the combat profession is paying for healing. We wouldn't be having this conversation if that was true. The majority of combat people do not pay for healing or even cloning because they can get their wounds healed for free. I think the major sink for combat people are weapons and armor, which artisans make. Combat professions are constantly upgrading to better weapsons and willing to spend large amounts of money to get them because they have a large amount of money to spend from doing their job (destory missions).
Furthermore, paying 1 cr per wound (which I suggested, but could always be changed to better balance the game) is not a lot of money. In my example, the medic only made 110 credits from healing. That is less than a deliver mission and less than the sale of stim pack B, although the medic may have only used a couple of charges from a wound pack. I have not been keeping track of the average wounds a player has so I have no idea if 110 wounds between health and action is reasonable. It was merely an example to explain my plan. Some players have more wounds and some players only have very few where it is almost a waste to use a charge from a wound pack B on 10 wounds a player has. I don't think the inflation would skyrocket from this plan, its like most things, it would level itself out and adjust. But again, I am not an economist.
Like Nohup1 said, I am just looking for a way to make money without being Fedex and I was providing a basic solution to the problem. A medic should be able to get money and medic xp for doing their job like all the other professions (except entainters, like I mentioned earlier I don't know too much about their profession).
The proposed plan is nice but a little complicated with the debt thing. They don't have the money, they don't get healed. Just like a weapsonsmith doesn't allow a player to go into debt to purchase a gun. Keep it simple. I was just adding my idea for a solution to the problem, however simple and uncomplete it may have been.
Ogolave
Master Medic/Doctor
Ahazi
There isn't an inherent problem with credits entering the economy. We need that. The reason I and others object to the idea of making med centers another source of ex nihilo credits is that there is already one of those - missions - that seems to be balanced enough by harvesters and other sinks to keep inflation to a reasonable level. Adding a second source of ex nihilo credits would probably break this delicate balance and lead to the AO situation where a basic shirt costs thousands of credits.
I do agree that allowing medics to be paid for their services automatically would be a great boost to the player economy. I recently posted 700 units of Lokian Wild Wheat at Coronet (Ahazi), but I have my doubts as to how well they'll sell. It seems that most people are either so poor that they can't buy what they need or so rich in Artistan skills and harvesters that they don't have to.
You are completely right about the amount of money that passes through the /tip system. I've run missions with people sitting on millions of credits. That means they can buy literally anything the game has to offer, no matter how high quality. The most expensive thing I've heard of are large houses and guild halls, and they're under 200k most of the time.
Shuey wrote:What I think most of you are forgetting is that being a Doctor does not mean you have to sit in the med center. I have people begging me to go on hunts with them. When I hunt with others I do not attack anything, I am there to heal. I get exp and money from playing my role.
Doctors were intended to be played on the battlefield or else they wouldnt have the revive skill. If you are not wanting to leave the Med center maybe you arent playing your class the way it was designed therefore you arent reaping the rewards of your class.
You do not have to be involved in combat to do destroy missions. Find a group, make some money and get some exp =)
Well, you are partially right and partially wrong. Doctors ARE given the revive ability in order to go out with players. I go out on hunts occassionally (I will probably go more often soon - the chief thing that has limited me so far is that I never had enough stims. But, now with some harvesters and a factory, I can get 2 crates of 50 stims in one or two days of play, so that I have enough to last as long as the group.)
But the fact remains that the game was also designed with necessity of players to occasionally go sit in the hospital and get healed by other players (Docs especially since we have the higher-level medpaks).
As people figure out the benefits of clones, we should start to see fewer people with all-black bars. However that kind of makes Medpak D/E rather pointless hehe.
Anyhow, myself I've been spending a lot less time in med centers that past week or two, and I know a lot of my Doc friends have too. For one thing we all need to work on Med Crafting, so we spend a lot of our time grinding at crafting station. But, also, I think people are slowly (at least on Scylla) coming to realize the convenience of having Docs at the Med Centers.
Perhaps we can deal with this issue through education slowly. I know I've been trying; letting people know the situation of my expenses as a Doc, and that I'd rahter be able to spend my time healing than doing other things. A lot of the more clueful players I've been coming into contact with have been getting more generous with their tips. Usually I'll heal someone for free. Usually I also ask for a reasonable fee ( I usually try to estimate their wounds and ask for roughly 1/2-1/3 of that amount). If they insult me when I ask them politely for compensation, I just add them to my ignore list. Those people will probably eventually find it rather difficult to get healing, if they keep insulting other Docs. If they tell me they don't have any credits, I tell them I'll heal them now without payment, and could they please bank tip me the fee within a day or two.
But, at the same time, I proposed the above system because it seems very fair to me. The cost of healing should be in proportion to the amount of wounds a player has, and it allows the players in question to come to a mutually agreeable exchange rate. As for the debt option, that's just because, while some players will be honorable and pay you back later if they are broke, some will decide to outright screw you, and others will have good intentions, but just forget. And it gets hard to keep track of who has payed you and who hasn't, so it's hard to detect who is maliciously screwing you, and hard to remind people who have forgotten.
No matter what you say is not going to change the other sides mind about making money or not.
IF they do add this feature it will be a option most likely. No big deal there.
People that don't want money fine then do your own **edit** thing and heal who ever. You are just the U.S. equivalent to a church missionary or free clinic and live out in the country because they can't afford a big house and have to buy a Yogo for a car. Nothing is wrong with that.
People who want money are just like normal U.S. Doctors that get paid for service and live in or near the city because they can afford it and the big ass house, Benz or Beemer. Unless it’s a HMO.
Come on guys, stop bitching about this subject.
I have no problem at all for putting in a system to allow people to make more money. What I have a problem with is seeing people say there is no method in the game for them to make money and in order for them be successful SOE has to add something designed to cater them. That is what this subject is about.
I seesome peoplesaying the destroy missions are for fighters only yet medics, combat medics, and doctors are just as capable and often sought out for these missions. Right now it is just too easy in SWG to make money. As you can tell by some of the prices, atleast on Starsider, money is coming in at such an alarming rate that certain prices increase on a daily basis. Adding another method of making money is not what the game needs.
There are two main expenses for doctors, training and resources. Training be done for little or no money if you ask your friends and others you meet in the med center to train you. I always tried to find another doctor on in my area and paid around a quarter to a third of what it cost them to learn. The next and probably the biggest expense, because it gets worse the more you play, is resources. Now instead of adding money making quests or missions targeting the medical profession, why not fix the /medicalforage skill already in game? If we had a way of extracting our own resources at a similar rate that artisans can sample I think many people would get their own. This would also allow for us to hunt down specific qualities in resources instead of getting an inventory filled with junk as it is now.
Now if you still want to add a way of making money for medics only, go for it. Just don't say there is no way in game now forus to make money. Be honest and say you don't like the current system designed for us and would enjoy it more if you added XXXXX.
And Nohup, unless you want to be a part of the conversation other than 1 line name calling posts, you are trolling yourself.
I aggree with most of you guys about how to get monney. I love helping folks, and talk to them. Even go hunting with them some times and healed them on the field. But the past 3 days i have done everything else that i dont like, gathering resources, crafthing allot of Stimpacks A and B to sell on bazzar (Just trying to get some cash so i can stop doing Delevery mission.) You know since i started that im not in the med center anymore and i dont like it. lets say if we get1 credit per wounds, that we heals and 1 creditfor eacht damage that we healed from the system not from the player (Onlyin med center).That will be something that willlet me do what i love (talking tofolksand helping them by the same way). It could be we as all the maintenance fees that everyone pays on their harvester and houses could be seen as par mainteance and part taxes to help citys pay their Doctors.
I could be part of the insurances thatthe player takes at insurance terminals. You pay the insurance its good untill youdied. Everytimesa player gets baddly damage if they are insured they donthave to pay the doctors in med center, the system or insurance company pay for it. If the player is not insured they have to paythe fees to the hospital.
But in the fields normally the Docs or CM do destroy mission so no needs to get paid.
Having read a bunch of the posts on this topic, I think anything that puts the burden of payment on other players just isn't going to work. If you think about it, there is nothing in the game at this time that you are 'forced' to pay for other than trips to another planet or cloning / insurance. I don't even count shuttle trips because you can run if you really wanted to ![]()
What I think I would like to see really is the medical mission way to raise money for Medics / Doctors. They already have a system where they know if you are in a medical center or not, so why not create a system where we can get missions from a terminal. This mission would be to use a woundpak of some type to heal people in a medical center. When the woundpak is gone, you get credits for 'serving the Empire / galaxy / etc.". Difficulty can be range by where you need to do the healing (local / remote) and what woundpak you have to use.
Doing that, we would get money for healing, we wouldn't have to spend money on resources negating the money, and we'd still be providing the servive we want to provide.
Let me prefice this with the statement that I am a very low level Medic, with level I or II in every skill line.
I don't like the idea of some sort of secure-trade system for healing is a good one. I don't like the idea of adding keystrokes to healing. I also think that this would be problamatic to program when you have multiple healers healing a single patient.
I DO think that medic missions would be a definate plus. Lower level missions would require you to travel to medical fascilities and perform set number of wound heals while you are there to get paid. Higher level missions would require you travel outside of cities and find players to heal or craft and deliver medical supplies. Player crafted missions woudl also be great so players or offer secure payments for housecalls.
BTW, I have yet to run a single mission with this toon. Running sampling macros while I sleep gets me enough resources so that I have built up a decent supply. Am I in for a rude awakening when I advance further?
fact is that a game system wouldnt work because it would be money injected to the economy ..i bet u if they did a ingame payment system, harvester and shuttle/star port fees will triple.
the only away to avoid inflation is to make transaction for healing a player to player thing...you look at a guy figure out how many wounds u have and then say, it will cost you abut xxx for me to heal you. then the guy pays u and you heal...this works if u wanna run it this way...this will be much easier when /diagnosis comes out...
problem is there are too many people that will heal for free, and you cant stop that...if medic A charges and medic B doesnt medic A is gonna be one bored player...
so its either gotta be a ingame system...when then needs to be evaluated for the effect on the economy or its gotta remain player to player which will most likely mean that people insisting on charging will be bored...
bottom line, heal for free...suck up the costs run destroys..if u wanna be rich be an architect
Very complicated subject.. wish i had something productive to add..
Elenora,
So you are telling me that delivery missions don't inject money into the economy? That people taking easy destroy missions aren't injecting money into the economy? That portion of the system is already in game, and there is no way it's ever going to come out given the amount people rely on it.
By your argument it's our job as medics and doctors to actually take money OUT of the game, by having people pay us so that we can buy supplies to heal them. And, that very well may be the game, given the amount of resources that we consume. Therefore, if anything I see us having a mission as MUCH better than say a delivery mission. At least we would then provide value, which a delivery mission really doesn't.