Doctor Archive
Thread: CU Focus Thread: Med Exp
1B) The Medic must actively participate in field excursions, thus fulfilling a useful role. You can't "grind" it in a cantina or a hospital using Tumblers. Some complain about not being able to hang out in hospitals any more, but that now is the domain of the Doctor anyway
1C) The amount you heal does not reflect in Medical XP, reducing the reward for a "good medic" who often heals during the fight.
1D) Finding a well-balanced group about my level, and attacking yellow Cons. Anything less will not be able to "hurt" the group and result in too little an XP-Gain.
2A) It took me three days to reach my current level of 0230, without really working hard on it. I focused mostly on Combat and healed whenever necessary.
2B) A little longer, compared to the old system.
2C) About the same, if you are in a good group, since it is the same XP as combat XP.
- Group Level is 18 I believe
- Egri (Level 16) [I think I can't even remember]
- Is part of a lvl 16 creature attack
- gets 1.3k max XP (Not exact per the CU but pretty close to the actually numbers)
- Is part of a lvl 16 creature attack
- Friend (Level 7)
- Same lvl 16 creature
- Gets 800 max XP (Not exact per the CU but pretty close to the actually numbers)
- Same lvl 16 creature
So even though we are pulling lvl 16 creatures the XP is based on your toons lvl (Basically making "Power leveling impossible") which is a good thing.
(Sidebar)
- Power Leveling is not possible
- Even grouping with higher levels and then disbanding with high level missions
- Creatures spawn to your level and no longer the groups level.
- Keep the mission loose the difficulty
- Even grouping with higher levels and then disbanding with high level missions
- Tested to some extend, I could be wrong, but this is what I was told by a my friend who is a lower level then myself.
(back on track)
So If Egri (me) is able to get 1.3k max XP, I should have to heal XX time to get max XP....for example
- Before the group changes healing was 4:1 (roughly) Heal for 400 get 100xp.
- If the same was used in the current CU I would have to heal about 13-14 times to get max xp.
- Solution
- Keep healing as is (group based / player max XP based), but rather base xp on the fact that you did heal once...keep the XP we use to get and add it. If we do less then subtract it as so (You should not get max XP 100% of the time unless you actually do enough to get 100%).
- What about Healing and Damage
- Firstly it should *NOT* split 1/2 for doing one of each (1 attack and 1 heal). If I heal 14 times to max out medical XP and attack once, it would display as so.
- IE 14 heals would get roughly 1.4k xp. I attack once doing 54 damage.
- I should get 1.3k medical 100 (in my case) PolearmXP and 10 Combat XP(or whatever the number equate to.)
- IE 14 heals would get roughly 1.4k xp. I attack once doing 54 damage.
- Firstly it should *NOT* split 1/2 for doing one of each (1 attack and 1 heal). If I heal 14 times to max out medical XP and attack once, it would display as so.
Now that may not make sense....perhaps because of my wording, but I know what I'm trying to say. I tried to break it down "barney style" the best I could. There is just so much information, that its hard to just say...."Do this". But I hope that makes sense to someone who can break it down even more.
The_Real_Che wrote:
PaxEternus wrote:
The_Real_Che wrote:
With people being forced into groups, all medic professions will be required in a group so people will seek us out.
<
I don't see that. I see us being forced into finding groupsl, and all Medics having a hard time levelling to get effective. We'll become as hated as Image Designers used to be, because people will want us to heal their wounds, but expect us to do it for nothing.
Good point..didnt think about that
People already expect us to heal for free. Infact most people would like us to buff for free, but we have learned a leason and laid the smack down on them...pay first.
The CU as of right this second is hard for medics/healers. Currently we have to be in a group, and in most cases its hard to find people in our Level range that aren't there for Elite Profession Blue Frog Stacking. Basing experiences in the CU to Live is not a good idea. Most people that are on the TC are there to screw off....not test. So that is why its so hard to get a group going.
If Healers could heal outside of a group, it would promote a glorified tumbler system. Basically, "You get attacked by super mob that can't really kill youMr.Master Elite Godly Man and I will heal you all day long". At first I was against the XP in a group only, but after I began to think about it, I can see exactly why we have to be grouped. XP is based on the Group level and then the Player Level. See my above post.
However, yeah, if we heal outside of combat nothing will have changed much...we will be right back to where we were before the change....Out leveling actual COMBAT players that do actual damage with minimual SP useage. While we are considered "Combatants" now....we are still support, not "fighters" even though we may be treated as so. We are "Close Ranged Combat Support".....CM's are "Long Range Combat Support". Different Roles, different abilities, different templates.
MyT_Chicken wrote:
I'm gonna put this in here because it only makes sense. The below is an explaination as to why XP is borked up currently. Because you heal or attack once you get max XP (assuming you don't lose your mob to an outsider).
From my testing with my friends
- Group Level is 18 I believe
- Egri (Level 16) [I think I can't even remember]
- Is part of a lvl 16 creature attack
- gets 1.3k max XP (Not exact per the CU but pretty close to the actually numbers)
- Friend (Level 7)
- Same lvl 16 creature
- Gets 800 max XP (Not exact per the CU but pretty close to the actually numbers)
So even though we are pulling lvl 16 creatures the XP is based on your toons lvl (Basically making "Power leveling impossible") which is a good thing.
(Sidebar)
- Power Leveling is not possible
- Even grouping with higher levels and then disbanding with high level missions
- Creatures spawn to your level and no longer the groups level.
- Keep the mission loose the difficulty
- Tested to some extend, I could be wrong, but this is what I was told by a my friend who is a lower level then myself.
(back on track)
So If Egri (me) is able to get 1.3k max XP, I should have to heal XX time to get max XP....for example
- Before the group changes healing was 4:1 (roughly) Heal for 400 get 100xp.
- If the same was used in the current CU I would have to heal about 13-14 times to get max xp.
- Solution
- Keep healing as is (group based / player max XP based), but rather base xp on the fact that you did heal once...keep the XP we use to get and add it. If we do less then subtract it as so (You should not get max XP 100% of the time unless you actually do enough to get 100%).
- What about Healing and Damage
- Firstly it should *NOT* split 1/2 for doing one of each (1 attack and 1 heal). If I heal 14 times to max out medical XP and attack once, it would display as so.
- IE 14 heals would get roughly 1.4k xp. I attack once doing 54 damage.
- I should get 1.3k medical 100 (in my case) PolearmXP and 10 Combat XP(or whatever the number equate to.)
Now that may not make sense....perhaps because of my wording, but I know what I'm trying to say. I tried to break it down "barney style" the best I could. There is just so much information, that its hard to just say...."Do this". But I hope that makes sense to someone who can break it down even more.
Sorry, I'm really trying to follow this....are you saying that no matter how many times I heal player(s) I'll still get xp as if I only healed one single player?
Chek wrote:
Sorry, I'm really trying to follow this....are you saying that no matter how many times I heal player(s) I'll still get xp as if I only healed one single player?
Yep! We get the same exp as combatants for killing a creature.
If they kill a critter and get1000 exp and we healed 1 health point on one person, we get 1000 healing exp.
If they kill a critter and get 100 exp and we healed 10,000 health points on20 persons, we get 100 healing exp.
Message Edited by Darksfallen on 04-04-2005 04:43 PM
Marrow1 wrote:I would lke to get your feedback on the CU changes regarding Med Exp.1. Method: A. How do you like the new system that gives out xp much like combat xp is given out?B. ProsC. Cons.D. What was your most effective method?2. Time: A. How long did it take you to get your first line of medic finished?B. Longer/Shorter than you expected?C. How did it compair to the time spent getting a combat line?As I see peoples replies I may add more focus questions on this topic. I will be adding other topics.
I dislike the new system because I picked doctor so I wouldn't be forced into combat because I liked the idea of a video game offering non-battling profs, such as doc, that could always go and help in a battle if they wanted.
The only pro I see is there will be almost no doctors anymore, lowing the population and making it a rarer profession.
There are many cons, for example, it will lower the population making it a much rarer proffession, lol. It will also ruin the experience of many docs who picked up the proffession much as I did to be allowed to live the star wars universe as a doctor. This game was designed so players could live like people would in the star wars universe, it seems odd that all docs would be out fighting!
I have not fully tested the medic proffession since the new xp change, however my little bit of time on it was very annoying. I had to search out a group to help me battle, and if I couldn't find anyone I couldn't get xp. Med centers seem almost usless now.
I was actually enjoying the other parts of the CU, for example I welcome all the changes to Combat Medic, but now that doc is being forced into battle there seems to be no reason to keep it, that's what Combat Medic is for.
This statement is fine for most of us here as we are Doctors already, but for someone starting out this is wrong, forced grouping is not the way to go for the Medic profession.
Marrow1 wrote:
Try to keep in mind that just because you have to group get exp that does not mean you have to play your toon that way once your a doc.
Often folks grind one way and play a different way. I for one have not made a lot of stims by hand, for example, like I did when I was getting crafting exp.
Once you aredoc you can do as you please.
Is it possible that they were missions from before you grouped everyone? I know if we all had level 12 missions and then added somone to bring our combat level to say 20, we got like 15xp for each kill. We went back got new missions and got 800 per kill. Just an observation.
Chek wrote:
More Feedback
I would lke to get your feedback on the CU changes regarding Med Exp.
1. Method:
A. How do you like the new system that gives out xp much like combat xp is given out?
Healing xp was fine in smaller groups and where we didn't train skills as we got the xp. I took a solo mission, then grouped with another person and got 325 xp per kill/heal. When I joined a full 8 person group, xp was slashed to the 50's per kill/heal. I also think that those pure crafters (non-combat) out there will die trying to run their factories when trying to produce goods for the combatants.
B. Pros
No /tumble in the CU so no more afk medics.
C. Cons
I don't like only being able to gain med xp via combat. Especially for those who are working for FS xp, buffs were a pretty good way to get xp. I hate watching the kill/rez macro'ers in the village, but this seems to be the only way to get medical xp quickly for FS. Also, if we don't manage to kill the mob, then I get no xp at all, even if I heal for an hour. I will miss not crafting, and have no clue how to make an income. Players don't tip for heals, especially since they can heal themselves now. No way for novice medic to heal wounds is bad, and since docs don't get xp for healing wounds while not in combat, doubt we'll get many heals.D. What was your most effective method?
Try to use the messed up group gui to determine players stats/healing and alternating between healing and shooting.
2. Time: A. How long did it take you to get your first line of medic finished?
I'm still not done with more than 3 boxes. XP is really messed up, if I'm grouped with another, a kreetle is lvl 4, if not it's a lvl 20 ?
B. Longer/Shorter than you expected?
Too long. Most groups won't want a novice or low level medic in their group for long enough to allow them to get their xp.
C. How did it compair to the time spent getting a combat line?
Weapons xp is = healing xp for me, but still way too slow. In a lvl 20 group, 59 xp per kill/heal will take a hellishly long time.
PaxEternus wrote:
The_Real_Che wrote:
With people being forced into groups, all medic professions will be required in a group so people will seek us out.
<
I don't see that. I see us being forced into finding groupsl, and all Medics having a hard time levelling to get effective. We'll become as hated as Image Designers used to be, because people will want us to heal their wounds, but expect us to do it for nothing.
Good point..didnt think about that