Doctor Archive

Thread: Need some help understanding.... (CU)

Rere
Sat Apr 02, 2005 1:37 am
#27






QuiGonWindu wrote:






DoctorBill wrote:


I am pist that I cannot spend an evening crafing like I used to, I will be losing 70% of my ability to craft, yeah that gets me really excited about the changes!


I like the money but its the fun of making things for people that has kept me here this long, losing that may take away the one thing I really love, I hope the other things take as much time to craft, but only making 30% of what I used seems like it will only take 30% of the time as I make everything.






Believe me, I'm as skeptical about the CU as anyone else, however I'm a bit confused buy the resaoning of "I lost 70% of my ability to craft" ...


Have you looked at the OTHER stuff a BE can craft? While I have not gone down the path of BE (yet), it has always intrigued me... the DNA aspects of it alone are enough to make me want to drop Doc post-CU and pick up MBE. Plus, there are the items that you can craft for Chefs and Tailors.


I personally see the change not only as an INCREASE in the number of things I can craft, but also as an increase in customer base. Now my med items will be able to be used by everyone, PLUS I'll have Chefs and Tailors asking for crates an crates of components.


I'm also interested in seeing whether or not the pricing of Chef foods will change post-CU. I'm hoping they won't, because it means that we'll be able to charge the same price, seeing as the enhancers/stims are now basically like food: they are consumable goods that can be used by anyone. (The chefs I know justify their price with the argument: "you can use food anywhere, at any time, but Doc/Musician buffs have to be applied by someone of that profession")






DOCs lost 70% of all items they can craft, thats a fact.


Yes, now you can craft Tailor or Chef items if you choose to master BE. Hell, if you want you can also just totally change profession and craft 20 or so new types or Armors! Or become a DE and craft all sorts of droids!


Yes you can still craft lots of items IF you choose to change your profession. But the fact remains that if what you like to craft are Meds, you've just losted 70% of the possibilities you had once the CU hits live.



Nothing worth doing is completed in our lifetime,
Therefore, we are saved by hope.
Nothing true or beautiful or good makes complete sense in any immediate context of history;
Therefore, we are saved by faith.
Nothing we do, however virtuous, can be accomplished alone.
Therefore, we are saved by love.
No virtuous act is quite a virtuous from the standpoint of our friend or foe as from our own;
Therefore, we are saved by the final form of love which is forgiveness.

~ Reinhold Niebuhr

Marrow1
Sat Apr 02, 2005 1:40 am
#28






Darksfallen wrote:







Maybe it would help me if you could explain why the new system is for real for you than the old system. How is it that the new system improves your emersion in the game?




__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
Darksfallen
Sat Apr 02, 2005 1:46 am
#29






Marrow1 wrote:





Darksfallen wrote:






Maybe it would help me if you could explain why the new system is for real for you than the old system. How is it that the new system improves your emersion in the game?




Sure! Thanks for asking!


See in this game and all other games we have to give up certain logic to play. When we see two plus two we say four or look for a calculator. We read the discription of our healing skill and and look at the icon and we see what can only be what it refers to "a bacta device."


It's just like DND and profession kits. If build a theif and take the starting package you get a Theives Kit, it's basically a kit that has all the trivial stuff that a thief needs, tools, and so on. All nontrivial things cost money and require other things.


Doc is just like this. You start the class assuming you have the very basic things that make you a Doc, I mean how are you a Doc without your basic healing ability? (Umm I left them in the bank...) So you have what is assumed to be the essentials to be a Doc, all Doc nekkid are on equal footing. Now you want to be more, that's not assumed, it required effort and hard work, crafting, building your own subcomponents and giving them to a BE to craft enhancers to set you apart from the rest, he crafts them and you are set. Or you become a BE yourself to be the best you can possibly be.


That's how I see it.

Message Edited by Darksfallen on 04-01-2005 12:50 PM



Miriam
Master Doctor
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Yasmin
Dark Jedi Knight
Reborn
Darksfallen
Sat Apr 02, 2005 1:48 am
#30






Marrow1 wrote:


Maybe it would help me if you could explain why the new system is for real for you than the old system. How is it that the new system improves your emersion in the game?



Oh and I never ever claimed it was more real to me. Just that I can easily explain why it is the way it is to me, and this I personally don't have an issue. I'm not telling anyone not to have any issue or anything like that I'm just saying. And trying to understand. You are painting a good picture for me, but I need more, perhaps Vort can wight in too.




Miriam
Master Doctor
Master Shipwright (10/27, 10:54am)
134 Badges Hero Of Tatooine

Yasmin
Dark Jedi Knight
Reborn
Marrow1
Sat Apr 02, 2005 1:49 am
#31






Darksfallen wrote:





Marrow1 wrote:





Darksfallen wrote:






Marrow1 wrote:

In our current system meds play an important role in the effectiveness of our skills. This fact makes for a large part of the emersion or feel of the play style for many docs.


Which is now the enchancers, so I'm confused as to your view still, constructively. It will take skill to make, you can be better than other people and you can make them youself with the freed up points from Medic.


Meds do two things. First they enable the skill to be used. Second they all a quality to that skill that makes up a very large chunk of the effectiveness.


Enhancers do not enable the skill. They simply add 10-30%.


Very different.


The role is just reversed is all but the functionality is the same. Before the enabler was in the item and the modifier was in the character (progression through Doc) now the enabler is in the Doc and the modifier is in the items. Still seems to similar to matter to me.


In the current system there are two enablers, the docs skills and the med. In the CU system there is only one.


In the current system the modifier was both the docs skills and the med. In the CU system there is one very strong modifier and one very weak one.


I like the old system better.


Meds give a doc the same feel to the game that a weapon does to a fighter. It adds planing, pride, a sense that they are different than thier peers, etc. These things are what help one to suspend disbelief.


This is what the enhancers are now. And you have to admit that combatants and Docs are completely different. Thepower no longer lies in the item and moreso the item isn't needed anymore, it's like that reloading you are assumed to have to do but never do in combat. Of course I know you don't need them (enhancers), but if you want to be one of the best you won't work without them.


Docs are considered combatants.


Granted but my point was is that they are not weapon certed combatants, so you didn't really address my statement.


In the current system a doc is a med certed healer. Same idea. In the CU sytem they are simply certed but for for the use of no item.


Also, quoting other issues with the game such as the anti decay kits does not bolster support that a different issue is not an issue. It just points at other issues. It is like saying, well, we have cut off your arm so now that we are cutting off your leg is ant so bad. I would argue that we should fix the arm and not cut off the leg. (ie we should fix the anti decay kits and not remove meds).


I don't feel there's anything wrong with the kit, i'm just using it as an example. The same goes for the self powered harvesters we just assume there is some invisible technology out there that powers it. Hydro or Geo whatever it now gets power, but we never know how?


If you do not have such crutches to help us suspend disblief then the game becomes nothing more than a large chat room.


You have no such crutches in any other case, not a single one I listen, why should this be any different, I still don't understand.


again, pointing out other issues does not justify adding new ones.


These are not issues they are dismissed processes that allow us to enjoy the game, put safeguards in to ensure playability and fairness in PVP, they are not issues on any level. Every movie, book, game and everything have these. Adding another is not adding an issue it's using that system to make the game playable and fix into the mechanics of the game.


My point is that where one does not have to manifest just simple "majic" to allow the belief one should not. In any good sci fi they try to take as much science as you can and then twist it. I say that in this case we could add more science to the game by keeping meds. Thus adding to the believeability and fun.




You don't have to humor me, I try to get it but I guess I'm just stuck, I'm not usually so close minded not to see some kind of difference... I'll reponder.


Message Edited by Darksfallen on 04-01-2005 12:16 PM





















__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
Darksfallen
Sat Apr 02, 2005 1:56 am
#32






Marrow1 wrote:





Darksfallen wrote:





Marrow1 wrote:





Darksfallen wrote:






Marrow1 wrote:

In our current system meds play an important role in the effectiveness of our skills. This fact makes for a large part of the emersion or feel of the play style for many docs.


Which is now the enchancers, so I'm confused as to your view still, constructively. It will take skill to make, you can be better than other people and you can make them youself with the freed up points from Medic.


Meds do two things. First they enable the skill to be used. Second they all a quality to that skill that makes up a very large chunk of the effectiveness.


Enhancers do not enable the skill. They simply add 10-30%.


Very different.


The role is just reversed is all but the functionality is the same. Before the enabler was in the item and the modifier was in the character (progression through Doc) now the enabler is in the Doc and the modifier is in the items. Still seems to similar to matter to me.


In the current system there are two enablers, the docs skills and the med. In the CU system there is only one.


In the current system the modifier was both the docs skills and the med. In the CU system there is one very strong modifier and one very weak one.


I like the old system better.


Too minor for me to worry about It doesn't mean it is for anyone else though.


Meds give a doc the same feel to the game that a weapon does to a fighter. It adds planing, pride, a sense that they are different than thier peers, etc. These things are what help one to suspend disbelief.


This is what the enhancers are now. And you have to admit that combatants and Docs are completely different. Thepower no longer lies in the item and moreso the item isn't needed anymore, it's like that reloading you are assumed to have to do but never do in combat. Of course I know you don't need them (enhancers), but if you want to be one of the best you won't work without them.


Docs are considered combatants.


Granted but my point was is that they are not weapon certed combatants, so you didn't really address my statement.


In the current system a doc is a med certed healer. Same idea. In the CU sytem they are simply certed but for for the use of no item.


Granted but how did you suggest they do it now that there is no MU?


Also, quoting other issues with the game such as the anti decay kits does not bolster support that a different issue is not an issue. It just points at other issues. It is like saying, well, we have cut off your arm so now that we are cutting off your leg is ant so bad. I would argue that we should fix the arm and not cut off the leg. (ie we should fix the anti decay kits and not remove meds).


I don't feel there's anything wrong with the kit, i'm just using it as an example. The same goes for the self powered harvesters we just assume there is some invisible technology out there that powers it. Hydro or Geo whatever it now gets power, but we never know how?


If you do not have such crutches to help us suspend disblief then the game becomes nothing more than a large chat room.


You have no such crutches in any other case, not a single one I listen, why should this be any different, I still don't understand.


again, pointing out other issues does not justify adding new ones.


These are not issues they are dismissed processes that allow us to enjoy the game, put safeguards in to ensure playability and fairness in PVP, they are not issues on any level. Every movie, book, game and everything have these. Adding another is not adding an issue it's using that system to make the game playable and fix into the mechanics of the game.


My point is that where one does not have to manifest just simple "majic" to allow the belief one should not. In any good sci fi they try to take as much science as you can and then twist it. I say that in this case we could add more science to the game by keeping meds. Thus adding to the believeability and fun.


Fair enough. I just make more allowances I guess. No better than anyone else.




You don't have to humor me, I try to get it but I guess I'm just stuck, I'm not usually so close minded not to see some kind of difference... I'll reponder.


Message Edited by Darksfallen on 04-01-2005 12:16 PM























Message Edited by Darksfallen on 04-01-2005 12:57 PM



Miriam
Master Doctor
Master Shipwright (10/27, 10:54am)
134 Badges Hero Of Tatooine

Yasmin
Dark Jedi Knight
Reborn
Rere
Sat Apr 02, 2005 1:58 am
#33






Darksfallen wrote:





Rere wrote:


I'm sorry but they did made all of us into a bunch of little Merlin's full of magical abilities.


If you like that, great for you.


But the thing is, I don't and neither a lot of other Docs here. Nothing you say or post will change that. So I really don't see how this thread can be construtive in any way.


Move on and accept the fact that people have different opinions.





Of course there are always differing opinions, I for one think it's important, at least for me, to understand the other side. That's why I'm tring to do here.


You pose no reasons why you accept everything else and not this. The only conclusion that can be made given some statistics I have been keeping is that you are angry because you think you will not be able to make the money that you once could.


I'm not trying to convience anyone of anything here.








You really make me sound like a broken record here, but I'll try ONE more time and hopefully you will get it this time ....


We LOST 70% of the schematics we could craft thanks to the fact that everyone has magical abilities to heal now.


How hard is that to understand? And I'm NOT talking only about buff packs. And if you think ANY Doc can make TONS of money selling rez packs and cure packs you obviously never been a crafting Doc.


The point is there is very little left to craft. I, as so many other crafting Docs here, loved the crafting part of being a Doc. Stop being so narrow-minded and assuming it's all about the money.


If you ever been a large scale med crafter you should know that once you hit 100-200 Mill in sales and yet you keep crafting over and over, month after month it isnt becauseyou want moresilly pixel money. And mind you, I have absolutely NOTHING against Docs who might have done that for that reason ... this is a GAME folks ... if someone decides to overprice his items, or has a large portion of control in a market, or only plays to get more moneywhy would any of that not be a validplaying style? So stop taking this "you're beeing greedy" idea as something unacceptable ...Some people plays a game like SWG with the intention of getting as rich as possible, some other players only wants to develop his template to be the best PvP'er of his server, some do it just to have a Master Dancer so then can interact with people in a cantina. ALL are valid playing styles.


In my case though, I NEVER became a crafting Doc for the money. I loved to craft meds. Simple as that. And now we just had 70% of all we could craft destroyed.


Now really if YOU instead of telling us to open your mind, did the same yourself, you'd perhaps start to understand it doesn't necessary has anything to do with being greedy or not.


But then again, I wouldn't be surprised if you couldn't.



Nothing worth doing is completed in our lifetime,
Therefore, we are saved by hope.
Nothing true or beautiful or good makes complete sense in any immediate context of history;
Therefore, we are saved by faith.
Nothing we do, however virtuous, can be accomplished alone.
Therefore, we are saved by love.
No virtuous act is quite a virtuous from the standpoint of our friend or foe as from our own;
Therefore, we are saved by the final form of love which is forgiveness.

~ Reinhold Niebuhr

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