Doctor Archive

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

Darksfallen
Mon Apr 04, 2005 11:53 am
#53






TarMangani wrote:





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.






There no reason to be there now. Unless you are doing something cheezy like healing tumblers.




Miriam
Master Doctor
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134 Badges Hero Of Tatooine

Yasmin
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MyT_Chicken
Mon Apr 04, 2005 11:55 am
#54






Traigus wrote:
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





I'm also having trouble getting groups....most people want to hunt nooby stuff....so in the off chance I get in a group I raise the group level so high that I "take XP from people". Most people without Medic are Level 5ish. I'm a level 16 w/ 4/0/0/4 Brawler and 4/4/4/0 medic. Unless people that I know are online I can't really get in a productive group to do anything.




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

Darksfallen
Mon Apr 04, 2005 11:57 am
#55






MyT_Chicken wrote:


I'm also having trouble getting groups....most people want to hunt nooby stuff....so in the off chance I get in a group I raise the group level so high that I "take XP from people". Most people without Medic are Level 5ish. I'm a level 16 w/ 4/0/0/4 Brawler and 4/4/4/0 medic. Unless people that I know are online I can't really get in a productive group to do anything.



I'll go hunting with ya, I have a crate of stim Bs we can try out how well the work in the system, I need some exp . I think I'm 3334 Medic and 0303 marksman.




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

Yasmin
Dark Jedi Knight
Reborn
Traigus
Mon Apr 04, 2005 11:58 am
#56



Darksfallen wrote:


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.






Right... but the difference is, as a pistol user I can get pistol XP by myself. As a medic, I must heal someone else. Self healing was removed because of all the exploits it had. Now teh exploits are gone. I ahve a MDoc, but other people may not. The Current Med XP calcualtion is unfair to new medics. Even Entertainers get some XP over time if nobody is watching them.

They have also been bumping out XP counts up. I'd be happy too ahve a higher XP cost per box (= to combat prof costs) if we got XP for healing ousrselves in combat.

I'm all for grouping, and I'm gonna get a lot of groups with my doc... but a Novice medic can't heal well enough to be in demand at low levels.

-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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Darksfallen
Mon Apr 04, 2005 1:17 pm
#57






MyT_Chicken wrote:


Now that may not make sense....perhaps because of my wording, but I know what I'm trying to say. I tried to break it down "barney style" the best I could. There is just so much information, that its hard to just say...."Do this". But I hope that makes sense to someone who can break it down even more.



That was actually pretty good. And I have trouble sometimes catching on to things... Ummm do what Chicken said!




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

Yasmin
Dark Jedi Knight
Reborn
Traigus
Mon Apr 04, 2005 5:02 pm
#58

I'm nto worried about healer XP in general. I'm worried about novice and pre-2 box medics... no need ot have them in groups at all... they don't bring anything. Now up in the 3 and 4 boxes, and in Doc and CM, they are tons o' useful. Even with soem of the medic level CM heals and the box 4 enhance on the doc medic line...Medic is really empty on skills.

-T



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

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

------------------------------------------------------------------------------------------------------
TarMangani
Mon Apr 04, 2005 6:40 pm
#59






Darksfallen wrote:






TarMangani wrote:


We can do without the smart mouth soundingreplies...


If you consider wound heals, there is a reason to be in there currently...




It was not my intention to sound that way, I'm sorry. Really. People have Droids, there's no reason to be in Medical Centers in general. Some always will be though of course.



It translated more harsh than intended then obviously... no harm done!


I happen to know for a fact that it took me a while as a novice medic to be able to afford a droid. Besides the fact the medical centers/hospitals are havens for healing XP, (disregard the tumbler bots). I know it took me forever to get to Master Doc because I never tumbled, (well, up until my last two boxes, but after three months of casual healing at starports and hospitals, I succumbed to the evils of the fast XP)...


However there are plenty who still would look for wound heal opportunities, plus it's a haven for non medics to come get healed, a central repository of healers if you will. However if there is no XP to be gained within, the level of available healers within, for example, the Mos Eisley hospital will dwindle to nearly zero...and that would be expected.


I say give the novices their healing XP outside combat, but make them WORK for it, (i.e. no tumbling, etc).





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TarMangani
Mon Apr 04, 2005 6:43 pm
#60






Traigus wrote:
I'm nto worried about healer XP in general. I'm worried about novice and pre-2 box medics... no need ot have them in groups at all... they don't bring anything. Now up in the 3 and 4 boxes, and in Doc and CM, they are tons o' useful. Even with soem of the medic level CM heals and the box 4 enhance on the doc medic line...Medic is really empty on skills.



You know there is a certain appeal to that. With artisian you get XP for crafting. In the Elite professions, your XP comes from people actually using your stuff, doesn't it? Couldn't they allow medic XP to be gained both in groups and in the rear, but cause doctor to be a combat XP profession? (Of course I still believe they should get at least SOME XP for curing a disease/poison ina starport, but that's me)...




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



bl00ds0ul
Mon Apr 04, 2005 11:56 pm
#61

I see one problem with this change, I can get combat exp on my own, but not medical exp without a group? FORCED grouping is bad.
MyT_Chicken
Tue Apr 05, 2005 12:00 am
#62






TarMangani wrote:





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?












No what I'm saying....and it doesn't even make sense to me. Is that the Pre-reqs listed in the CU docs is


Bio-Engineer Profession Changes


Pre-requisite: novice medic crafting line.



  • All crafting skill mods and all crafting schematics moved into this tree.



  • Creates a series of enhancers to cause a 10-30% boost to healing abilities



  • Creates Stim-B's (Stimulant packs) anyone can use small heals that are consumable.

  • However in the CU it also requires one line in Scout like it does IG right now. So I'm curious if this is a Bug....or they went back and changed it from what is listed in the CU docs. I'm wondering if because we can't venture into the elites yet...that many they just haven't changed it.


    I mean if they are posting on thing in the CU docs....then they either need to fix it to refect as so in the CU....or they need to update/change the docs.






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

    Darksfallen
    Tue Apr 05, 2005 12:02 am
    #63






    Traigus wrote:





    Darksfallen wrote:





    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.






    Right... but the difference is, as a pistol user I can get pistol XP by myself. As a medic, I must heal someone else. Self healing was removed because of all the exploits it had. Now teh exploits are gone. I ahve a MDoc, but other people may not. The Current Med XP calcualtion is unfair to new medics. Even Entertainers get some XP over time if nobody is watching them.

    They have also been bumping out XP counts up. I'd be happy too ahve a higher XP cost per box (= to combat prof costs) if we got XP for healing ousrselves in combat.

    I'm all for grouping, and I'm gonna get a lot of groups with my doc... but a Novice medic can't heal well enough to be in demand at low levels.

    -T



    From what I see, Doc/Medic/CM (one of)will be nearly required for a group. We won't have much trouble. Even healing ~600 (guess at a stim D) once per 60 seconds, we are needed. Besides we need only heal once for 1 point to get the full exp for the combat, so there is no need to worry about people healing themselves. (In my opinion.)

    Message Edited by Darksfallen on 04-04-2005 12:03 PM



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

    Yasmin
    Dark Jedi Knight
    Reborn
    MyT_Chicken
    Tue Apr 05, 2005 12:06 am
    #64






    Darksfallen wrote:





    MyT_Chicken wrote:


    I'm also having trouble getting groups....most people want to hunt nooby stuff....so in the off chance I get in a group I raise the group level so high that I "take XP from people". Most people without Medic are Level 5ish. I'm a level 16 w/ 4/0/0/4 Brawler and 4/4/4/0 medic. Unless people that I know are online I can't really get in a productive group to do anything.



    I'll go hunting with ya, I have a crate of stim Bs we can try out how well the work in the system, I need some exp . I think I'm 3334 Medic and 0303 marksman.







    Sweet! Hit me up in about 5 hours. IGN Egri

    On that note I think we as a community would get much more done if we worked togather rather then butting heads. We should get a group togather today and just go out and see what works at what doesn't. We can call it our own Focus Testing. Perhaps come up with ideas on what should happen / change with the professions. I think we would get far mor accomplished this way, but its up to you.


    So open invite to anyone that wants to....Send me a tell tonight, I'm usually running around outside of Eisley.





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

    MyT_Chicken
    Tue Apr 05, 2005 12:07 am
    #65






    Darksfallen wrote:



    From what I see, Doc/Medic/CM (one of)will be nearly required for a group. We won't have much trouble. Even healing ~600 (guess at a stim D) once per 60 seconds, we are needed. Besides we need only heal once for 1 point to get the full exp for the combat, so there is no need to worry about people healing themselves. (In my opinion.)


    Message Edited by Darksfallen on 04-04-2005 12:03 PM



    Yup and I don't like it. It should be based on how much you heal....just like XP is based on how much damage you do to a creature.





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

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