Doctor Archive
Thread: Crafting Focus Thread
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. 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.
*Ding Ding
We have a winner folks! I'm a BE and I wonder the exact same thing. BE's have no skill mods. I don't want BE's to have skill mods. A master BE cannot purchase skills. The master must learn through experience. If medical skill tapes still work, BE's will be able to buy skills. A novice with a skill tape will be able to outcraft a master without one.
On the other hand, if medical skill tapes don't work any longer, what happens to those doctors that have spent millions of credits to get a skill tape? Poof - you're out all that money in one foul swoop.
This is the only real issue that concerns me at this point. The rest I am willing to wait and see.
bah i just find it non-sense (Same with doctor)
I await your reply to the question when you accidently answer someone else asks.
MasterNerfSlayer wrote:
Post your thoughts on all Doctor crafting having been moved to Bio-Engineer here.
Healing/Doctor/CM Changes
- Medical crafting will be handled by the crafting line in Medic as well as Bio-Engineers.
- Doctors will have enhanced abilities that are enhanced with the use of consumables called enhancers.
- Enhancers are on a 1000 point scale - the higher the number the better.
- The quality of Enhancer charges will vary per ability. We are aiming for an average of ~20%.
- We are adding craftable stimulant packs (stims) that can be used by anyone. Stims are one shot consumables that require no skill boxes to use.
- The use of the different stims will be determined by the player’s combat level. (i.e., novice players will be able to use the lower level stims while the elite players will be able to use the higher level stims)
- Players will use stims by double clicking them. Each use will consume one charge. Each use has an associated cool-down time.
- Stims can modify your health ~10%. You can’t use your stims to heal someone else
Message Edited by MasterNerfSlayer on 03-19-2005 11:34 AM
Chawncy wrote:
MasterNerfSlayer wrote:
Post your thoughts on all Doctor crafting having been moved to Bio-Engineer here.
Healing/Doctor/CM Changes
- Medical crafting will be handled by the crafting line in Medic as well as Bio-Engineers.
- Doctors will have enhanced abilities that are enhanced with the use of consumables called enhancers.
- Enhancers are on a 1000 point scale - the higher the number the better.
- The quality of Enhancer charges will vary per ability. We are aiming for an average of ~20%.
- We are adding craftable stimulant packs (stims) that can be used by anyone. Stims are one shot consumables that require no skill boxes to use.
- The use of the different stims will be determined by the player’s combat level. (i.e., novice players will be able to use the lower level stims while the elite players will be able to use the higher level stims)
- Players will use stims by double clicking them. Each use will consume one charge. Each use has an associated cool-down time.
- Stims can modify your health ~10%. You can’t use your stims to heal someone else
I think enhance is used too many times here.
And I think what all this means is that we've all beenconverted toPriests or Clerics .... Bah. If I wanted to playWoW or EQII I woudn't be here in the 1st place.
Thanks,
Perkins
SWG_Perkins wrote:
To obtain maximum medical crafting skill, does anyone know if it will require picking up Master BE, or just the 4 BE crafting boxes?
Thanks,
Perkins
We don't know yet.
Spazzers wrote:
*Ding Ding
We have a winner folks! I'm a BE and I wonder the exact same thing. BE's have no skill mods. I don't want BE's to have skill mods. A master BE cannot purchase skills. The master must learn through experience. If medical skill tapes still work, BE's will be able to buy skills. A novice with a skill tape will be able to outcraft a master without one.
On the other hand, if medical skill tapes don't work any longer, what happens to those doctors that have spent millions of credits to get a skill tape? Poof - you're out all that money in one foul swoop.
This is the only real issue that concerns me at this point. The rest I am willing to wait and see.
Unless my math is wrong:
Novice BE: +10 BE Experimentation
Engineering Techniques I: +10 BE Experimentation
Engineering Techniques II: +15 BE Experimentation
Engineering Techniques III: +15 BE Experimentation
Engineering Techniques IV: +25 BE Experimentation
Master BE: +25 BE Experimentation
Cafa wrote:
Spazzers wrote:
*Ding Ding
We have a winner folks! I'm a BE and I wonder the exact same thing. BE's have no skill mods. I don't want BE's to have skill mods. A master BE cannot purchase skills. The master must learn through experience. If medical skill tapes still work, BE's will be able to buy skills. A novice with a skill tape will be able to outcraft a master without one.
On the other hand, if medical skill tapes don't work any longer, what happens to those doctors that have spent millions of credits to get a skill tape? Poof - you're out all that money in one foul swoop.
This is the only real issue that concerns me at this point. The rest I am willing to wait and see.
Unless my math is wrong:
Novice BE: +10 BE Experimentation
Engineering Techniques I: +10 BE Experimentation
Engineering Techniques II: +15 BE Experimentation
Engineering Techniques III: +15 BE Experimentation
Engineering Techniques IV: +25 BE Experimentation
Master BE: +25 BE Experimentation
Only +25 points max from the clothes. How can clothes make a Novice craft as good as a Master?
FivoAsia
Also, why make BE the only crafting prof without skill tapes? AS, WS, and Chef all have skill tapes.
Marrow1 wrote:(...)Also, why make BE the only crafting prof without skill tapes? AS, WS, and Chef all have skill tapes.
Shipwrights dont have tapes, either.
I would expect (eventually) the BE having no tapes issue would be resolved (unless it did soemthing funny to pet crafting... then nada).
-T
He's talking about Med experimentationnot BE exp.
Cafa wrote:
Spazzers wrote:
*Ding Ding
We have a winner folks! I'm a BE and I wonder the exact same thing. BE's have no skill mods. I don't want BE's to have skill mods. A master BE cannot purchase skills. The master must learn through experience. If medical skill tapes still work, BE's will be able to buy skills. A novice with a skill tape will be able to outcraft a master without one.
On the other hand, if medical skill tapes don't work any longer, what happens to those doctors that have spent millions of credits to get a skill tape? Poof - you're out all that money in one foul swoop.
This is the only real issue that concerns me at this point. The rest I am willing to wait and see.
Unless my math is wrong:
Novice BE: +10 BE Experimentation
Engineering Techniques I: +10 BE Experimentation
Engineering Techniques II: +15 BE Experimentation
Engineering Techniques III: +15 BE Experimentation
Engineering Techniques IV: +25 BE Experimentation
Master BE: +25 BE Experimentation
Only +25 points max from the clothes. How can clothes make a Novice craft as good as a Master?
FivoAsia
Traigus wrote:
Tape system has always been way broken. All sorts of no-good ones are still dropping, all sorts of missing, broken, non-existant skill, and removed from game skill tapes are all over the place.
I would expect (eventually) the BE having no tapes issue would be resolved (unless it did soemthing funny to pet crafting... then nada).
-T
The issue of skill tapes that still drop that do not work could be fixed at a drop of a hat. Simply take them out of the loot tables. poof problem solved. Then make a clear cut announcement that the skills will not be added back in so all those with the skill tapes can chunk them.
So simple.