Doctor Archive

Thread: Don't want to take artisan just for survey/sample? Read this.

Oofa
Wed Sep 17, 2003 9:39 am
#40

Well when the last time you went to a doctor or medic and he had to craft all his medical instruments and pharmaceutical supplies? It just doesn't happen. Not even in Natural Healing Clinics. The doctors 99% of the time buy the herbs and medicines already made from suppliers. Some herbal doctors may grow their own herbs but this is rare. And who works for nothing. Just as bad with the ent. musicians and dancers. There are plenty of functional ways that this could be handled but it is up to the game programers to figure this out what they want to do. No point in me making a suggestion that one they might not like and two their getting paid to dream up.
Scorus
Wed Sep 17, 2003 1:02 pm
#41

The concept that this group of devs will treat anyone as well as they treat Creature Handlers is absurd, I'm afraid. If you were in beta, you remember where they got rid of schematic revocation for everyone except medical professions? The 'rules' apply very differently to different professions and no one else gets coddled like the CHs.



Scorus
Laradrion
Fri Sep 19, 2003 4:55 am
#42

This has been some quite intresting reading, even though I'm actually not a Medic...


I believe that the survey/sample skill should stay strictly Artisan. I can accept that Creature Handlers can heal their creatures with Medics helping them with the stimpacks or whatever.After all they are creature handlers.


I would suggest a different medical survey/medical sample skill instead. Somewhat limited though, to resources more connected with Medics. I believe that Medics should have the advantage of finding both organic and inorganic resources, but I don't think that Medics should be able to find a good ore spot for example purely by using their Medic skills.


This will probably demand some rethinking and recoding by the devs, but it's a better way if possible, atleast I think so.


I'm not sure how the datasheets look for Medics, but another possibility would be to allow the Medics to use the standard Survey/sample skills but limit their ability to see the quality to Overall Quality and one or two more qualities that tend to affect the Medics.


Thus the Medics can find the resources, but they can only value the resource from a Medics perspective.




Laradrion - Infinity server
Zarlor
Fri Sep 19, 2003 6:00 am
#43

I think I would suggest that only a form of survey be given to Medics. Something like a /medicalsurvey command that allows medics to survey (perhaps at a reduced range). We woud still need artisan created tools to accolmplish the surveying. Perhaps this skill would not even occur until a level 1 or 2 skill step up one of the branches.


As mentioned, however, surveying is not very useful without being able to check stats. So either the tool need to be able to provide only a few of the stats required by displaying them directly (just OQ, PE, UT at Medic level, for example, while DR would need to be added for Docs, and CMs... well they'd need at least Cond thrown in as well.) OR perhaps allowing a /medsample skill that will only ever pull up 1 resource at a time, or sometimes no resources, limited on what level of concentration you can even pull from based on your /medsurvey skill level, like artisan surveying is. There would still be the chance of pulling up no samples at all, but you'd never get more than 1 when you did sample.


THis woudl greatly limit the viability of Medics as any kind of competition or replacement for true surveyors.


However, we must still consider the need for some kind of /medicalforage command in order to help get novice medics going into the profession. So either that foraging would need a revamp (Holo made some suggestions to this back in June on this very forum) or that surveying would have to become available at the novice level to some extent in order to accomplish this.


It would take a good deal of sampling time for a novice medic to get thos 8 org and 8 inorg to make even 1 stim A, but it's a far sight better than the random organic only pulls that /medicalforage uslessly provides now.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Blastmaster007
Sat Sep 20, 2003 6:20 am
#44

P1mp1 wrote


"Look, I'm several things, medic, Droid Engineer and starting medic... If you need resources just look around for any artisan, chances are they they have the material you are looking for. Send them a tell saying how much you want and how often. Or go to the bazaar and see who is selling exactly what you want, don't buy from the bazaar but send a tell to that person. Chances are that if you talk to them and can become a steady customer, they will give u a discount (i know i do, it is worth it for alot of miners/farmers to know what wemine is going tobe bought and we will usually give a lower price if we know for a fact someone will buy it, you can prolly get some stuff for 2-3 credit this way, its how i do it) this game is supposed to be a community, try to make it that way"



umm...did you by any chance even bother looking at our advanced schematics before you posted? there is no chance that they are going to carry anything we need since all the components are gathered from all different planets,and nobody else uses the same things that we do. and since most medics are fairly poor the Artisons and surveyors aren't going to bother to travel to all those planets to collect them...(~1800 credits one way to LoK anyone just to check your harvesters?....) unless they just feel like catering to the medical professions since not many would do it. in order for them to make a profet they have to first cover their travel expenses. then they have to tack on # credits per resource. most people would just stick to thier own populated planet and caters to the smiths since they know that with them they can grab just about anything they want and sell it. because that is where the money is.


it would be nice to make it a good communtiy but our resources are just too spread out around the galaxy. IF we didn't have such specifics like we do, i don't think we would be having near as much problems as we do with surveying. it would be very viable to look around for artisons selling and buy from them.


so i would say that instead of surveying (if they want it to be surveyer's only sorta thing) they should get rid of planet specific resources. i wouldn't mind buying resources if they ,let say for example: they made Lokian wild wheat into needing just Wild wheat. i'm sure we would find quite a few suppliers then, since they won't have to go so far out of thier way, cost wise, timewise,and dangerwise as well, to supply us with our needed resources. it would create more of that community effect, and also make a bigger market for surveyors, because us medics won't have to go with the "if i want the right stuff, i'm just going to have to do it myself" attitude, that we are presently doing.


so to make a long story short, i would have to say that with planet specific resources , we need a surveying skill. since for most medics it will the only way we can get our hands on what we need. if it wasn't planetary specifics, i would see no reasonfor having Survey, since it would be pretty easy to get a friend to survey for you, or hire some one to find a good spot. plus there would be a bigger market for buying/selling.



Bram Starrunner


Master Doctor/Master Combat Medic of Starsider


gweth
Sun Sep 21, 2003 12:52 pm
#45

I'm forced to craft as an artisan but not provided the tools to gather the materials I need to craft. Put simply medic is broken.


Giving Novice medic the ability to use the survey tools at the basic level is a no brainer. Some body tell the code police that allowing Novice Medics to use survey tools without having to take Artisan will not break the game.


Also please tell me why Ispend 20 minutes healing a 10k pet for no xps? If its a matter of balance make pet healing a fraction of normal people healing xp/point damage. But give me something.


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