Doctor Archive
Thread: Give Medical Skills back to the Medics. (rant)
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Traigus
Mon Jan 12, 2004 1:44 am
#27
Bah. i told them over and over to remove /medicalforage after the idea behind stim A changed. People were going to bite them in the ass w/ it until the end of time. The idea behind novice medic changed when they changed Stim A. /medicalforage is no longer part of the Novice medic paradigm. They were to busy to take it out.... and now it just sits there... Trucking it out doesn't prove anything. Look at the / command list (use // ) Youll see a "StartGodMode" (might be GodMode it is in there though) in the list. We can't use that effectively, but it is a command that we expect to use ? Nope.
No Z, you missed the point... a new profession taking material gathering from everyoen else is weird.. I dunno where you got that from as a solution... lol everything isn't about materials. It is far easier to add dependancy through components and other means.
Hell, they don't even have to change the schematics we have. What would a WS do if all the new guns needed components from antoher profession? They'd buy them. the new guns are suppsoed to be higher up then the current guns. All you ahve to do is make new stuff better then old stuff and require outside help to make.
Once those schematics pass a threshold, a single player can't produce them all himeslf (Master Artisan components don't stop a Master DE from taking both professions and doing all his crafting solo).
For example, I'd love to have an optional component slot in meds that we can put dropepd loot and BE booster components in. Every single Doc who kills themselves to get the best materials for buff packs, would but BE booster components EVERY SINGLE TIME... not because they had to, but to make the best.
The same would be true of every other profession...
Some madatory parts.
Some optional parts
Some soloable crafted parts.
Materials for me were easy and cheap before Hologrinders. I'm more for stepping on that system.
Everyone needs medical types... we should have more money then everyone else (EQ clerics were 2nd wealthiest on my server... jsut behind Enchanters). Docs are shooting themselves in the foot, by not charging. Holo said it in Beta... He never understood medics. We're schitzo as a group. 1/2 of us play the way they wanted (and it took a long time of in-game abuse to get this many). The other half are too selfless to survive in an economy.
I've always been meaner then you
I want to take self sufficiency for the best stuff away from everyone ... (BTW Docs only have problems with materials w/ the best stuff... making generic stim B's is easy as hell and cheap... it is making the HQ value-added stuff that is murder finding resources for)... CMs are worse off (experimental points and schematics are unfair to them).. don't wanna get into that here.
I want SWG people to actually playt w/ each other.
peopel don't talk to each toher in game. it is creepy and sad.
Outside my friends, the last few weeks, I haven't been able to even get a "Hi" outa 99% of the people I have met and said "Hi" to. The only people that have talked to me out of noplace are people offering PA membership to everyone walking by (which is weird all by itself).
We are playing a massively multiplayer game, where almost nobody plays w/ other people unless you point a gun at them =p
-T
No Z, you missed the point... a new profession taking material gathering from everyoen else is weird.. I dunno where you got that from as a solution... lol everything isn't about materials. It is far easier to add dependancy through components and other means.
Hell, they don't even have to change the schematics we have. What would a WS do if all the new guns needed components from antoher profession? They'd buy them. the new guns are suppsoed to be higher up then the current guns. All you ahve to do is make new stuff better then old stuff and require outside help to make.
Once those schematics pass a threshold, a single player can't produce them all himeslf (Master Artisan components don't stop a Master DE from taking both professions and doing all his crafting solo).
For example, I'd love to have an optional component slot in meds that we can put dropepd loot and BE booster components in. Every single Doc who kills themselves to get the best materials for buff packs, would but BE booster components EVERY SINGLE TIME... not because they had to, but to make the best.
The same would be true of every other profession...
Some madatory parts.
Some optional parts
Some soloable crafted parts.
Materials for me were easy and cheap before Hologrinders. I'm more for stepping on that system.
Everyone needs medical types... we should have more money then everyone else (EQ clerics were 2nd wealthiest on my server... jsut behind Enchanters). Docs are shooting themselves in the foot, by not charging. Holo said it in Beta... He never understood medics. We're schitzo as a group. 1/2 of us play the way they wanted (and it took a long time of in-game abuse to get this many). The other half are too selfless to survive in an economy.
I've always been meaner then you
I want SWG people to actually playt w/ each other.
peopel don't talk to each toher in game. it is creepy and sad.
Outside my friends, the last few weeks, I haven't been able to even get a "Hi" outa 99% of the people I have met and said "Hi" to. The only people that have talked to me out of noplace are people offering PA membership to everyone walking by (which is weird all by itself).
We are playing a massively multiplayer game, where almost nobody plays w/ other people unless you point a gun at them =p
-T
Zarlor
Mon Jan 12, 2004 7:38 am
#28
Well, we'll obviously have to disagree about how relavent /medforage is to the debate, then. I understand fully the order of the process, I was there just like you, remember? And it was a set of threads I was a lot more intimately involved with because of the issues I knew would be occuring with the simple inability of medics to advance in their profession. In that respect I think it is still very relavent.
As for the removal of resource gathering abilities, I never said it was a good idea or one that I supported. I only point out that in order to make all things equal between the novice profession abilities to advance within their professions, either some method for gathering resources needs to be added into the Medic skills OR that ability would have to be removed from the other professions. I think removal would be the wrong move to make, but I point it out only in that it would make the playing field equal.
As for dependencies on us, I never said folks don't have dependencies on us. But their level of dependncy on us is a lot smaller than our dependency on them.
I also hate seeing words like "fault" and "blame" being bandied about in concern with medical professional making money. They imply a very negative connotation against those who prefer healing for no money. While some of those folks may just be grinders who feel that XP gain is enough of a reward, that was certainly not the case early on and there are still many out there who have very altruistic RP rasons for healing for "free". Why blame them for having ideals? It seems a bit harsh of a stance to take. If you want to assign blame someplace, blame the Developeres who have known for a VERY long time, and were told repeatedly, that when it came to relying on /tips to get credits into the hands of medics they made a very, very poor design choice. Holocron's refusal to entertain any kind of secure trading method for services granted has only come back to bite them with Entertainers and Medics being poorer than they expected and with all of the other exploitation that occurs where smugglers keep loot from containers they slice and so on. Or assign blame to all of thsoe players who felt the need to abuse any medic who ever asked for money for their services, rather than the player of the medic who could no longer handle the constant badgering and gave in to simply healing for free, instead.
Finally on the issue of schematic revocation, I'm fully aware of that concept and how they originally thought it might work, but we've both discussed and agreed that the concept in practice would never have worked. So instead we have the reality of the design as it is, and it is from the current design model that we must work, not from the nebulous model of revocation we had in Beta. There are instances where revocation could work (we've even discussed that in regards to a Universal Stim A type of product for Medics) but overall, the concept just wouldn't cut it in the way they originally designed it.
As for the removal of resource gathering abilities, I never said it was a good idea or one that I supported. I only point out that in order to make all things equal between the novice profession abilities to advance within their professions, either some method for gathering resources needs to be added into the Medic skills OR that ability would have to be removed from the other professions. I think removal would be the wrong move to make, but I point it out only in that it would make the playing field equal.
As for dependencies on us, I never said folks don't have dependencies on us. But their level of dependncy on us is a lot smaller than our dependency on them.
I also hate seeing words like "fault" and "blame" being bandied about in concern with medical professional making money. They imply a very negative connotation against those who prefer healing for no money. While some of those folks may just be grinders who feel that XP gain is enough of a reward, that was certainly not the case early on and there are still many out there who have very altruistic RP rasons for healing for "free". Why blame them for having ideals? It seems a bit harsh of a stance to take. If you want to assign blame someplace, blame the Developeres who have known for a VERY long time, and were told repeatedly, that when it came to relying on /tips to get credits into the hands of medics they made a very, very poor design choice. Holocron's refusal to entertain any kind of secure trading method for services granted has only come back to bite them with Entertainers and Medics being poorer than they expected and with all of the other exploitation that occurs where smugglers keep loot from containers they slice and so on. Or assign blame to all of thsoe players who felt the need to abuse any medic who ever asked for money for their services, rather than the player of the medic who could no longer handle the constant badgering and gave in to simply healing for free, instead.
Finally on the issue of schematic revocation, I'm fully aware of that concept and how they originally thought it might work, but we've both discussed and agreed that the concept in practice would never have worked. So instead we have the reality of the design as it is, and it is from the current design model that we must work, not from the nebulous model of revocation we had in Beta. There are instances where revocation could work (we've even discussed that in regards to a Universal Stim A type of product for Medics) but overall, the concept just wouldn't cut it in the way they originally designed it.
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