Doctor Archive

Thread: New CU Patch (4/2) = No reason to heal anymore?

Sunakk
Sun Apr 03, 2005 9:38 pm
#40



Kyreal wrote:
well my suspicions are confirmed, SW:G is going to become just another game like Eq2 or WoW or Ultima Online.
sigh, docs not getting xp for healing outside of combat. MOST RIDICULOUS change i have ever seen. part of the immersion is for a doc or a medic to come into a medical center and heal people, now there is absolutely no point in ever doing that again for you get no benefit out of it other than a few generous people dropping a few credits into your bank......
i guess Role Players will still do so but you should be able to get xp in OR out of combat for healing....
im really saddened to see the way docs are being treated in the CU, i can understand some nerfing such as buffs etc, but this is gone completely stupid.



Since elite professions are currently turned off on Test Center, we have no idea how wound healing will work. I would imagine you would get medical experience for wound healing, just as in live. It will be an important role in the SWG world, especially with Novice Doc required to have the ability. And with the exp increases that went onto test center with the medical exp changes, it won't take THAT long to get through the branches of Medic in order to qualify for Novice Doctor. It's similar to merchant: they have to grind through some crafting for a branch, but after that they have other means to get experience. We'll have to wait a few more days or so to find anything more about Doctor.



_________________________________________________________________
CANOM ACI, Twi'lek, Chilastra -- Master Bounty Hunter, Master Pistoleer
GROZOMERO, Wookiee, Valcyn -- Master Doctor, Combat Medic
Contributor to SWG Wiki -- a great SWG Information Source
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vortexala
Sun Apr 03, 2005 10:57 pm
#41

First:




TarMangani wrote:





SantosL wrote:

I just hope all of you finally shuts up regarding the complaint that doctors are being forced to group now...


Sure we don't HAVE to group, but we only learn IF we group...


Walking ambulance duty here we come!






Just because you don't find the profession to be combat related doesn't mean we shouldn't have a combat role.

If you don't want to leave the starport or med center, that's your choice. But we should not all be restricted to that role.



You miss the point, if I don't want to leave the starport or med center it's my choice, but i won't get any XP anymore for it. That means those who aren't really interested in doing ambulance duty to fighters in a combat role are the ones being restricted to that role, not the other way around...







QFE.


What you seem to be ignoring there, Santos, is that not everyone wants to have a Combat Role. Yes, it's a good thing to have a profession that has multiple roles. What's bad is when one role is selected as the only choice for advancement.



Second:





MyT_Chicken wrote:


I really fail to see how this has anything even remotely close to dealing with how I feel about the CU. There is a lot that I don't like about it, but I'm not gonna run around hereand cry like a little school girl about it. If people want to compair SWG to everyother MMO on the market then whatever. But think about this....had SOE originally came out with the game as it is in the CU would you play it? I would assume yes. The playerbase in this game is unlike that of any other MMO on the market. It doesn't matter what the code is....









This game was different then every other MMO on the market. That's simply a fact. The reason I came to it was the Star Wars name. The reason I stayed was because it was fun and something I truly enjoyed. I have tried other games on the market that have similar(if not the exact same) systems as the CU will bring, and they have failed to retain my interest the way SWG had. If SWG had started out the exact same way, then I would have quickly become bored with it and wouldn't still be playing it.



As for the 'schoolgirl' comment, really... just because someone disagrees with you and dislikes the CU, there's no need to condense their criticisms to 'crying like a little school girl'. That is as uncalled for as if someone were to call you a 'fan-boy' or some other idiotic label. You like the CU, others Don't. Leave it at that, discuss the issues alone, and leave the comments such as that aside.






~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...
Lashida
Mon Apr 04, 2005 3:50 am
#42

I've been playing on TC5 for three days, mostly leveling Brawler. But since I'm a passinonate Doc, I've been leveling Medic on the side (currently 0230).

Since I can't enhance or heal wounds, I can't say how XP for these activities will be awarded. However, I expect that enhancement or wound healing will give XP normally, since they are activities for the time before and after combat anyway.

For the Medic, I think, the new XP system makes sense. Wound Healing has moved up to Doctor, therefore the Medic has been turned into a pure damage healer (which was his speciality even under the old system). And where does one incur damage in the new system? That's right, only in combat. So it does make sense that XP is awarded based on the contribution the medic makes to the success of the group.

And if you think about it the XP has to be linked to the kill. Otherwise, we would soon see one Player let himself be attacked by a creature without fighting back, while the Medic grouped with him racks up XP endlessly. That would be the newest incarnation of the dreaded tumbler.

On a practical note: Leveling Medic under the new system is easy. Medical XP is equal to the XP you would get for killing the MoB under attack. Therefore, find small group close to your own combat level, and make sure you heal your flock in combat. That will maximize your XP gain. Also, avoid fighting yourself, otherwise the XP from the creature will be divided into Weapon and Medical XP. I was in a small group yesterday, fighting yellow-conned Giant Worrts, and I got close to 1k XP per kill. The danger level of these critters also ensured that there was enough healing to be done

In summary, the new XP system is fine for me. I get rewarded for doing the thing a medic should do - being close the action and helping his group survive the fight.



Lashida Ry'lya - Bothan Master Doctor

Serving your medical needs out in the field since 2003.
MyT_Chicken
Mon Apr 04, 2005 7:14 am
#43






TarMangani wrote:



Its never really been a debate, and you and I have reached agreement on this before. The complaint however is that in order to remain a crafting doc we have to give up part of our Master rank in our combat professions. Now without trying to placate anyone with a "well in that case all you need to do is..." response, will you at least concede the point that it's a tough piece of the puzzle to give up if we don't really want to? The crafters are being forced to give up a piece of their game, the healers aren't...


First off if anything I said above when I mentioned your name translated as negative that simply isn't the case. I only mentioned you because you are the first poster that comes to mind who seems to be embracing the CU, that's all.


A typical response if you feel you're being flamed, which you're not...at least by me...


Again it's not about pointing fingers, it's about observing someone on the other side of the fence who supports it. Your support of the CU isn't intended to be a bad thing, its simply a difference of opinion. Many aren't acting like the world is falling either, we're insteadfiguring out how the economy will play out and which moves to take. For the healers it's easy to dive in and embrace the working out of the bugs, so you're at least doing something about it.Thechanges, for you, are defineable, tangible, and something you can see, work with, report bugs on, and attempt to improve. For the crafters we have to bide our time and wait to see how the economy will swing, but only after the switch is thrown. A lot of unknowns add up to frustration and the like, which causes, unfortunately, a LOT of venting...


I know I for one will still be playing and never once said I would quit. I'd just like to get my damn money back...




Currently yes you will have to give up something to be a crafter. But according to thePre-Req's listed in the CU docswe won't.....Now that may have changed to what is in the CU I can't argue that right now. But all I can say is if it has changed from whats listed in the Pre-reqs...lets work towards getting it changed back. A lot of people want to do both, but a lot of people do not.


And again I don't take anything as a flame and frankly I could really care less about what anything thinks about me and what I have to say. But if your going to use my name as a reference atleast point people in the right direction. I know I'm one of the loudest people in here in support of the CU, but a lot of people don't visit as often as you and I. So if your going to use my name link to a post, quote me...do something other that "Oh if your like Chicken then......"


As far as the economy is concerned....it's changing....and honestly until it does live we can't even assume anything at all.....Most of the people on TC are there for one thing....The Blue Frogs in a New System; NOT to actually test the stuff. To compare TC with any live server, even with assumptions is a bad idea. People did it with JTL and they no longer play because their dreams of "getting rich quick" with Shipwright fell thru because they couldn't make anything good and they didn't want to grind anything again.


The CU will hopefully get us out of the habit of "Grind grind grind". They changed how missions work; we no long are targetting 1 specific creater....so no longer do we have to kill pikets all day long. It is encouraging groups, not forcing. I'm quite capable to do same level missions without healing. It takes a while, but it's possible. Healers now have a purpose in life....to heal....which was intended from the begining, not just "conjured" up from thin air like so many believe.


I could go on and on about what is being changed but I won't, I have more threads to read....






h Egri p
§ If you don't know; you'll find out soon enough! §

Traigus
Mon Apr 04, 2005 7:16 am
#44

I'm having trouble getting groups. A lot of trouble.

Since my skill at medic is a novice skill + box mods, most people out there on TC5 seem to have the same, or slightly worse medic skills as I do (0,1,1,0 atm). Everyone I met had novice medic, and doesn't need me. It took me 4 hours to get 0,1,1,0...

It is hard to get in a group with someone that already can heal themselves after a combat with a yellow. Basically if tyhey can beat it, they don't need us, and if they can't (red and purples are insta deaths) then we can't heal fast enough/good enough to keep them alive (as a low level medic anyway).

My free skill can't hold up to real healing (even at low levels), not in any practical way. I only got XP at all, because someone I knew from TC logged on and let me heal scratches she didn't need a healer for (she took a large XP hit to let me do it too).

IU'd also like to mention I absolutley HATE TAT!.. Why must all testing in SWG be on motherloving TAT?



-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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TarMangani
Mon Apr 04, 2005 8:09 am
#45






MyT_Chicken wrote:

Currently yes you will have to give up something to be a crafter. But according to thePre-Req's listed in the CU docswe won't.....Now that may have changed to what is in the CU I can't argue that right now. But all I can say is if it has changed from whats listed in the Pre-reqs...lets work towards getting it changed back. A lot of people want to do both, but a lot of people do not.


I'm not sure I understand what you're saying here. Are you sayingwe need to give something up in the TC now, but it's intended to not be changed by thetime it goes live?


But if your going to use my name as a reference atleast point people in the right direction. I know I'm one of the loudest people in here in support of the CU, but a lot of people don't visit as often as you and I. So if your going to use my name link to a post, quote me...do something other that "Oh if your like Chicken then......"


Good point, I'll do that in the future...








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The_Real_Che
Mon Apr 04, 2005 8:22 am
#46

Ive been playing since the second day of TC5 and I also have been having problems getting groups, mostly because the majority of the people there just want elite templates and are busy deuling, or starting "trench wars". My progress has been slow Im xx2x medic right now. I really dont like the new change as far as how we gain XP. Maybe there was another patch added last night (I logged at about 9PM est), but I was only getting medic xp when healing someone in my group..and I was also in combat.


Most of us here are master docs or near that so we wont really have to worry about getting XP but i really feel bad for the new players. We should be able to get xp from healing anyone...not just in combat. I have been able to test out wounds yet for obvious reasons, hopefully you wont need to be in combat for that.


I though the healers wanted players to come back to the hospitals like the old days, it seems like with this new system there will still be no docs in the hospitals.





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Darksfallen
Mon Apr 04, 2005 10:13 am
#47

Healing while in combat grants the same exp that a Combatant gets weapon exp. We level along with the combatants, a good rate of speed too.



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

Yasmin
Dark Jedi Knight
Reborn
TarMangani
Mon Apr 04, 2005 10:27 am
#48






Darksfallen wrote:

Healing while in combat grants the same exp that a Combatant gets weapon exp. We level along with the combatants, a good rate of speed too.






So what use will hospitals and med centers even serve in the CU if there is no XP to be gained?



JEYHREL FOXAUMER
Iconic Profession Nomad
Because sometimes being ruthless just isn't good enough...
Aspraven
Iconic Trader or soon to be cancelled account
Saving you money so you'll give more of it to me...
Vendors: 200, -3200, SUNS Mall, Kor Mesa, Corellia



Darksfallen
Mon Apr 04, 2005 11:43 am
#49






TarMangani wrote:





Darksfallen wrote:

Healing while in combat grants the same exp that a Combatant gets weapon exp. We level along with the combatants, a good rate of speed too.






So what use will hospitals and med centers even serve in the CU if there is no XP to be gained?



A calm place to "register", Buff, take care of wounds. I would like wound healing to still give exp in Medical Centers. Roleplay. Bonuses to healing if they do it. Where do you expect the Entertainers to go to get healed? We can't heal in cantinas you also can't expect everyone to have a medical droid.




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

Yasmin
Dark Jedi Knight
Reborn
Traigus
Mon Apr 04, 2005 11:44 am
#50

I'm putting in a personal push for self healing XP to be put back in.. RIght now, the only XP we steal that way is from ourselves (or our weapon combat XP to be specific)... with all the tumbling etc. gone. I don't see the importance of no XP for healing yourself anymore.

-T



------------------------------------------------------------------------------------------------------

"We've got a blind date with destiny -- and it looks like she ordered the lobster."

------------------------------------------------------------------------------------------------------
Darksfallen
Mon Apr 04, 2005 11:49 am
#51






Traigus wrote:
I'm putting in a personal push for self healing XP to be put back in.. RIght now, the only XP we steal that way is from ourselves (or our weapon combat XP to be specific)... with all the tumbling etc. gone. I don't see the importance of no XP for healing yourself anymore.

-T




We are basically a combat profession now. Exp as it is now is = straight across with ALL combat professions that I have seen. (All Marksman Trees and All Brawlers.


We have always had the ability to make 100x of medical exp more than any given profession. It seems a little weird to pull in 3-4k medical exp healing someone tanking a NSE and then it die and he get 1180 exp.





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

Yasmin
Dark Jedi Knight
Reborn
TarMangani
Mon Apr 04, 2005 11:52 am
#52






Darksfallen wrote:


So what use will hospitals and med centers even serve in the CU if there is no XP to be gained?



A calm place to "register", Buff, take care of wounds. I would like wound healing to still give exp in Medical Centers. Roleplay. Bonuses to healing if they do it. Where do you expect the Entertainers to go to get healed? We can't heal in cantinas you also can't expect everyone to have a medical droid.






I misspoke. What I should have said was "does anyone really expect healers to be in med centers and hospitals if there are no XP benefits to be gained there?


I understand that we're a combat profession in the CU, however I sincerely hope the devs put rear echelon healing back in the game.





JEYHREL FOXAUMER
Iconic Profession Nomad
Because sometimes being ruthless just isn't good enough...
Aspraven
Iconic Trader or soon to be cancelled account
Saving you money so you'll give more of it to me...
Vendors: 200, -3200, SUNS Mall, Kor Mesa, Corellia



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