Doctor Archive

Thread: Do You think a Doctor has to Craft 'Too' Much?

Kamat
Tue Jul 29, 2003 3:27 am
#40

Has anyone done any figureing but does doingexperimentation raise the amount of exp earned?
shadok
Tue Jul 29, 2003 3:35 am
#41

Experimentation raises the "complexity" rating of the item which is supposed to affect 1) how long it takes to make, and 2) how much experience you get for making it. Right now "2" is broken - experimentation has no effect on medical XP.

CimTaurus
Tue Jul 29, 2003 6:17 am
#42

All of this medical crafting should have been put into a Chemist profession. Name one docotor today who has ANY part in making his own medicines. Maybe CM could have some small knowledge of how to make the basic meds in the field, but for the most part this should have stayed out of the medical professions. Chemist profession would require Eng4 and Med Org Chem 4...would have been a nice profession too.




Cim Taurus


Combat Medic


Doctor


Pistoleer


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Cim Taurus
Master Pilot
Master Smuggler
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Huwipa Alliance
Elysian Fields, Corellia
Chilastra Galaxy
Zarlor
Tue Jul 29, 2003 7:23 am
#43

Merrin, Oh! You meant going UP one entire branch, not across.I see now.


Well, all I can say is that in beta we had this same complaint come up as well, but the Devs were quite insistent that the actaul standard average was that folks were completing the first level in crafting at the same rate they finished their first level in all the other 3 branches. Myabe the metrics have changed some since them.


As for making any kind of comparison to SWG Docs and Doctors in the modern world, it's not very useful. SWG doctors also need to be crafters. That's just the way it is and has no connection to real life. This is a galaxy far, far away and they just do things different there (like not pay their Doctors, either. )


Truthfully I'm with you guys on the crafting, thing. I LIKE crafting, butI only want to craft because I need/want the product from it, not because I have to to get XP.I'm on my final grind for Doc now andI will be SOOOOO happy when it's over.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
MycroftTHan
Tue Jul 29, 2003 7:59 am
#44

the only thing i dislike about crafting is that i am required to make my subcomponents with the Master Medic Skill in Assembly and Experimentation (i.e. 50) but that is just the issue ofa CM that doesn't have enough skillpoints to go up the Doc crafting tree ,)



P.S.: hey Tex & Kaleyn ,)

vortexala
Thu Jul 31, 2003 9:48 pm
#45




Lucreel:


One thing that a lot of the comments don't seem to take into account is the problem of the 'casual' gamer. I work 40 hours a week (right now during summer). During the fall I'll be a student so I'll probably be working less, but taking classes, so I'll have even less time. My weekends are often taken up (or a significant portion of the weekend), by other 'obligations' I have (family events, plans with friends, student group events), etc. When all is said and done, I have like 2-4 hours per night to play, and maybe 4-8 hours per day on the weekend.

Now, I understand that a casual gamer is going to inherently be at a disadvantage to players with more time to spend in the game. My problem is, it seems to be on the verge of impossible to play a medic profession as a casual gamer. I have to basically spend ALL my in-game time during the week working on producing medicines. This leaves me like one day on the weekend to actually spend grouping with people and healing them. During the week I used to spend my in-game time surveying/sampling, and hand-crafting meds. Now I've "moved up" to harvesters and a factory only to find I've become a slave to the maintenance fees on the equipment. Harvesters and Factories haven't gained me any time, which is what I thought was supposed to be the whole purpose of them.






I bought that up in Beta a time or two...got nothing in reply. Apparently this particular profession isn't for the casual gamer...








Zarlor:


Well, all I can say is that in beta we had this same complaint come up as well, but the Devs were quite insistent that the actaul standard average was that folks were completing the first level in crafting at the same rate they finished their first level in all the other 3 branches. Myabe the metrics have changed some since them.






What the devs actually said was that the ammount of total Medical Crafting XP was roughly 1/3 the total ammount of Medical XP earned server-wide. That did NOT take into account the fact there were loads of people simply grinding through meds to get through that branch in order to advance through the Medic Profession or simply to get to BioEngineer.


The Grind-Destroy mentality wasn't even taken into account, so the metrics were skewed.


And we DID tell them that as well.




~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
NoodleSlayer
Fri Aug 01, 2003 2:10 am
#46

In response to Vortexala at the top of the thread... someone might have mentioned this earlier I only glanced at all the posts...

But you get the Stimpack-D schematic at MASTER MEDIC.

MASTER MEDIC Med Use range is 41-50.

At Pharm IV you have 40 Med Use, at Master Medic you have 50.

This puts 42 med use EXACTLY in the Master Medic Med Use Range, not well below it.

If it was any higher then it would be impossible to experiment the medpack down to Pharm IV, and the reason why most items tend to have Med Use requirements just above a certain level is to make it possible to experiment it down...

In short, doctors are about WOUND HEALING and enhancement not Damage healing, that's why all the Doctor lines are about increasing Wound healing and all the medic lines are about increasing Damage healing, it'd be silly to expect a stimpack given at master medic to be not usable by a master medic. It also would be silly to expect doctors to be given the D stimspacks too considering Doctor isn't about damage healing. That's why we have the C and above wound packs but only the E stimpack.

So right now for med use requirements look at the enhancement packs, which are broken right now because whenever I try to experiment on a B enhancement pack it increases the med use instead of decreasing it.



-Tarchais
Master Doctor/Master Combat Medic

Maple LightSky
Master Musician/Master Architect
New Khatovar, Dantooine
Corbantis
vortexala
Fri Aug 01, 2003 6:31 am
#47

Noodle, yes, I know. Yep, knew that too. Oh yeah, knew that as well.

Really, I appreciate your attempt to educate me in the ways of the medic but there really is no need.

As far as the D-Stim goes, 42 is still well-below the 50 med use you get at Master Medic. It doesn't take much to drop it down. And it was merely an example of the meds that come in Doc whose med use reqs are a bit low. I've never had problems using any of the items in the Doc Crafting Branch(Master) except for the D-Woundpack and the B/C Enhance packs(Health/Action). And all I have is Advanced Med Knowledge, which I only recently obtained.

As for the experimentation driving the med use up, I was of the understanding that that particular piece of nonsense was another bug.

But I could be wrong...lord knows it wouldn't be the first time.

btw, Heyas Mycroft!



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
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