Doctor Archive
Thread: Crafting Focus Thread
I couldn't agree more
Eskie wrote:
I am currently master rifles / master doc, a template I settled down on after trying lots of other professions. I like it because with rifles I have a good combat capability, and the doc part also gives me a shot at the crafting side (and is useful in combat, also).
I only have 1 account, and I want to be able to fight and craft (on the _same_ server, because income comes more from looting some times and more from crafting other times). If I cant be fighter / crafter with a single toon anymore, I will feel seriously nerfed.
The biggest fear I have currently reading through the CU stuff is that the millions of credits tied up in my resources currently will go poof from one day to another. I pray for the devs (_AND TESTERS!!!!_) to make sure that the resources valuable to docs now will be as much valuable to other crafting professions in the future, should they really take crafting from doc. I worked my butt off to get to where I am now, and if my resources decrease in value, most of the work I put into my doc crafting career (which is a lot) will be wasted.
I myself wont turn any resource deeds into avian before the CU for sure.
I feel the same way you do. Im a Master Doc with some swords and artisan. I like to be able to switch from fighter / crafter / healer I can switch roles for whatever mood im in. With the CU it seems like I will no longer be able to do that.
Why the hell is crafting taken out of the doc tree? I can see buffs being nerfed because they're strong but these new changes really suck.
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
I hate the whole idea. They took a bad combat idea and armor system, pushed it aside, and walked over and popped three shots into the head of a nicely functioning class. In one fell swoop they seem to be trying to ruin my most cherished class in swg.
Arryth wrote:
[snip]
I hate the whole idea. They took a bad combat idea and armor system, pushed it aside, and walked over and popped three shots into the head of a nicely functioning class. In one fell swoop they seem to be trying to ruin my most cherished class in swg.
I'm on the fence on so many levels. Doc was the first profession I mastered in the game, followed closely by TK. The days of being the combat doc were some of the best times I've ever had in this game. I really don't think there was a problem with Doc, per se. I believe the problem is with the structure of other professions and Doc needed to be either combat or crafting to fit into the program. Whether that's a true programming issue or just someone's visionary program in Devland is another mystery.
But, either way, the change is coming and if we cannot adapt I also believe it will be our loss, as Docs. I really want to see something spectacular for making Master Doc, now, whatever that 4th column turns out to be. Before, it was essentially the schematics and 100 med use. Now?
Cafa Asia
Med use is its own line. I think you mean med experimentation.
Cafa wrote:
But, either way, the change is coming and if we cannot adapt I also believe it will be our loss, as Docs. I really want to see something spectacular for making Master Doc, now, whatever that 4th column turns out to be. Before, it was essentially the schematics and 100 med use. Now?
Cafa Asia
Rwhitman wrote:
/applaud ... its called interdependancy... fundamental to a good working team, and a fully flushed economy.
Actually moving the crafting to Medic/BE just changes who does the crafting. As far as Doctor is concerned they will be as dependent as they ever were on other professions, they just get to be dependent on secondary industry rather than primary.
[EDIT] To clarify, (As I screwed up what I was trying to say), those doing the crafting have no change in dependence, and they sell to the same people as before, just now all docs will be forced to purchase their meds in addition to the non-crafting Docs and non-doc StimB users..
E.g. Before Crafters:
Mostly,
Artisan
Ranger/Scout
Then
Tailor
Combat medic.
After:
Mostly,
Artisan
Ranger/Scout
Then
Tailor
Combat medic.
A better system ofinterdependency would be what Chef has with BE now, as it stands Doc now has to rely on another supporting tier of crafters for meds, economically this has more potential for bottle necks than before. More middlemen might spread the cash further, but I doubt it will address the inflationary problems of the current economic system.
Gift.
Message Edited by Giftmacher on 03-22-2005 12:56 PM
Message Edited by Giftmacher on 03-22-2005 01:43 PM
Message Edited by Giftmacher on 03-22-2005 01:46 PM
Obata wrote:(...)Med use is its own line. I think you mean med experimentation.
I guess he meant both - at master you get more med use and more med exp currently
Rwhitman wrote:
/applaud ... its called interdependancy... fundamental to a good working team, and a fully flushed economy.
Cafa wrote:
I'm on the fence on so many levels. Doc was the first profession I mastered in the game, followed closely by TK. The days of being the combat doc were some of the best times I've ever had in this game. I really don't think there was a problem with Doc, per se. I believe the problem is with the structure of other professions and Doc needed to be either combat or crafting to fit into the program. Whether that's a true programming issue or just someone's visionary program in Devland is another mystery.
But, either way, the change is coming and if we cannot adapt I also believe it will be our loss, as Docs. I really want to see something spectacular for making Master Doc, now, whatever that 4th column turns out to be. Before, it was essentially the schematics and 100 med use. Now?
If the new 4th column is cybernetics, that would actually be pretty cool. I would get a kick out of doing cybernetic enhancements on people.
That aside, losing the crafting side is debilitating to the profession and makes it very difficult to remain optimistic for the changes. I'm not one of those "I'm going to quit" types, I will wait for the change to happen, however I'm afraid I can't muster much optimism concerning it...