Doctor Archive
Thread: Crafting Focus Thread
Kyreal
Sat Mar 19, 2005 7:59 pm
#27
i have posted in a few threads my fears on this.
to put crafting in with BE is just ludicris. true enough alot of docs dont like to craft, but they all need the meds to heal. SOMEONE has to make those meds and to make it where the crafting doc has to give up combat effectiveness to craft is cutting himself off from parts of the game that he rightly deserves to live WITHOUT having to pay more cash on an extra account.
i swear this game started out with a focus on 1 account but with time has moved from that to where you virtually are FORCED to spend hard earned cash on extra accounts to fully experience the game. This is pure greed and i wont fall for their trap.
there were problems with the combat system true enough, what hurts is a years worth of playtime, gathering resources, etc etc are going down the drain and everyone is going to be started over.
might as well do a clean sweep, start everyone all over again with 1k creds and the newbie melon.
HoboBilly
Sun Mar 20, 2005 3:02 am
#28
I was just thinking...
1. Does the Combat Medic crafting fall under BE now? If not, this is grossly unfair to doctors.
2. I am guessing that we will get 5 experimentation points from medic and the other 5 will be up a BE tree, so any meds thatwe make will be at a maximum of 7 exp. points. Any chance of making quality meds would now have to be provided by BEs.
3. Can the people in the sandbox speak now or are they still gagged? I would like opinions from the actual testers on how doctors are still vital to the community.
4 If BEs are now creating High end meds, High end creatures, High end food additives, and who knows what else( CM poisons?), isn't that going to be unfair to the professions that rely on them. BEs will now be the billionairs of the galaxies single handedly.
5. Will the only way a Doc makes money now be the 20% buffs? We have had money making issues since day one. You can craft or you can buff, or both. Now we can only buff. Who will want the cheesy buffs?
I suppose i could go on, but I would really like more info. These teasers are just kinda stupid. They give you a hint of what's to come with very little detail. I felt I was much better off not knowing at all.
Traigus
Sun Mar 20, 2005 8:17 pm
#29
NDA is still under effect. We can only talk about the stuff in th documents you can see.
Yes CM crafting is in BE too.
-T
Yes CM crafting is in BE too.
-T
Giftmacher
Mon Mar 21, 2005 1:43 am
#30
Well I'm not happy, I can understand and accept we're losing ub3r buffs, but crafting and a sizable portion of healing too? We've been hit with a big stick, where's the carrot? What are we getting to compensate for our profession being gutted?
If we don't get decent compensation, at very least I think I'll drop doc by the sounds of this, at worst WoW is calling...
Hell I don't sell buffs, or sell stims, I just try to keep my PA friends healed and alive; I enjoy doing that, and to have so much of it taken from me bites hard. People are saying lets wait and see, well I think we shouldn't be waiting, this is being handled like a government press leak; don't give us half the story and hope to soften it up later, give it out all at once, even if that means a delay. All this has served to do is upset people.
Anyone in the CURB beta, tell me Doc is still worth playing?
Gift.
Message Edited by Giftmacher on 03-20-2005 01:06 PM
MataHairy
Mon Mar 21, 2005 7:32 am
#31
Actually I can understand why they are putting Med crafting in BE. Interdependence is really a big deal in the eyes of the developers. Doctor crafting was the ONLY crafting prof that doesnt require components from other professions (except when they added fire blankets needed synth cloth and then added Disp Mechanisms to Area Cures). I wouldnt be surprised if we ended up with even more convoluted crafting requiring supplies from Artisans or some other profession.
I think that the changes in the buffs (20% max) and the way buffs are done, mark an end to the elite medical crafter (regardlessif in the doctor or BE line). When a mediocre vs. excellent enhancepacks makes a 50 point difference in buffs, who really cares?
I'm also hoping that the 1000 point max does not apply to special components, and that you will be able to exceed this cap using janta buffs, medical centers player cities, etc.
TFA_Maverick
Mon Mar 21, 2005 7:44 am
#32
Having all our crafting abilities and advantages removed is absurd... Being able to craft and use all of the different state and wound heals is one of the big parts of being a doctor as far as I'm concerned, especially the non-buff-bot kind like I have been. This simply makes BE an even more versatile and useful profession while leaving us completely out in the cold... And don't get me wrong, I'm not crying about buffs getting the heck nerfed out of them, but taking away these other abilities is a joke.
And so far I've read the stim issue as there being a NEW kind of stim that can be used by anyone, but that we would still have 'normal' stims to heal other people... or are they actually changing it where it's impossible for non-CM's to heal anybody else...?
Don't take our crafting =P
Jirob1
Mon Mar 21, 2005 7:48 am
#33
though I didnt really like crafting it made me a living, withouth having to play 24/7.... bah
/boing to trade forums and sell off my stuff now.
RaybonerSix
Mon Mar 21, 2005 8:00 am
#34
I posted in another thread already, moving the crafting into a crafting profession is a good idea. The big caveat is howerver: will there be anything worth crafting? If the new medicines are as useful as the chef food before the patch then the crafting doc is essentially dead. So I hope that there is something that is needed in combat and not just for outfitting your med-center.
Next big fear is that all my resources I gathered over the last year will end up being more or less useless since the new schems will call for new resources and that stash of Dantooine Berries, Dolovite Iron, Hervibore Meat, Liquid Petro 4, Lokian Wheat,Avian Meat, etc.will be just a mediocre stack of grind material. Also what's going to happen to the Crafting Suit? Will all Doc experimentation be converted into BE experimentation or will the new line keep the same skills / tapes? These are the biggest issues for me and I assume most crafting docs that invested in making the best meds on the server have the same issues.
MyT_Chicken
Mon Mar 21, 2005 8:29 am
#35
Until I can see what BE's are going to be crafting I will not comment.
I'm really POed are how SOE released this information, or lack there of. I think poking the hornetts nest is a very bad idea. And releasing the information the way they did left more questions then answers.....most of with will probably be answered a little later. Which p!sses me off even more.
On the subject of crafting, I don't know. I have no idea what exactly BE will be taking from Docs, and I have no idea what Docs will be given to make up for it. I will say this....I spent 7 months getting the best resources on my server. And I'm going to be very upset if that 7 months goes unchecked. Not to mention the Year I spent getting resources on Gorath.
But I'm going to get out of this thread before I blow a gasket.
VTmoon
Mon Mar 21, 2005 8:32 am
#36
Traigus wrote:
I8TheWorm wrote:
Skurr wrote:
Not much to say here..sigh. Docs are gonna have to relearn our profession after the Cu to see how it will work out.
That's probably the most rational statement I've read regarding the first CU announcement.
There will be more to come before it releases, but you're right. There will definitely be a learning curve, and one that I'm going to take on full steam before I make any decisions about my template.
I like being a doc. Not for the credits, as I'm not a buffmonkey, but because I like helping people. I think that will still apply.
The same is true of pretty much every prof in the CU btw. All the uber templating and special spamming is going away too. The combat players are gonan be in the same boat for relearning how to do everything in their profs.
It is basically a whole different game.
-T
yeah, that is what I've been trying to say... not worht it to cry about spilled milk until we can understand what is going on with everyone not just us...
Giftmacher
Mon Mar 21, 2005 8:56 am
#37
Gift.
MataHairy wrote:
Actually I can understand why they are putting Med crafting in BE. Interdependence is really a big deal in the eyes of the developers. Doctor crafting was the ONLY crafting prof that doesnt require components from other professions (except when they added fire blankets needed synth cloth and then added Disp Mechanisms to Area Cures). I wouldnt be surprised if we ended up with even more convoluted crafting requiring supplies from Artisans or some other profession.
Yes I see where you are coming from here, however increacing interdependence, ought not to mean having a whole crafting tree taken from you. The way I see it, I already have to rely on artisan and rangers/scouts for resources, and the aforementioned tailors + CM's. Now if people don't think that is enough, then by all means make it so I require some BE tissues etc. too, but why o' why take the whole damn crafting tree? What exactly is it being replaced with? As far as I can see Doctors will now be dependent on their medic skills for crafting with no benefit from mastering Doc, coupled with all the old dependencies + BE and now Chef too for buffs by the looks of it. I mean where does it all end? This is interdependency over kill.
I think that the changes in the buffs (20% max) and the way buffs are done, mark an end to the elite medical crafter (regardlessif in the doctor or BE line). When a mediocre vs. excellent enhancepacks makes a 50 point difference in buffs, who really cares?
I agree, but we've still had a quarter of our tree wiped out, along with the associated game play, we ought to be given something in return. It seems a harsh penalty to bear otherwise.
I'm also hoping that the 1000 point max does not apply to special components, and that you will be able to exceed this cap using janta buffs, medical centers player cities, etc.
Giftmacher
Mon Mar 21, 2005 8:58 am
#38
VTmoon wrote:
yeah, that is what I've been trying to say... not worht it to cry about spilled milk until we can understand what is going on with everyone not just us...
As in misery loves company? LOL ![]()
Gift.
Rere
Mon Mar 21, 2005 9:14 am
#39
RaybonerSix wrote:
I posted in another thread already, moving the crafting into a crafting profession is a good idea. The big caveat is howerver: will there be anything worth crafting? If the new medicines are as useful as the chef food before the patch then the crafting doc is essentially dead.
That is definitely what I'm wondering too.
And as it is,something tells mewe won't lke the answer by the time we get one.