Doctor Archive

Thread: Crafting Focus Thread

HealerChic
Tue Mar 22, 2005 12:59 am
#53

Hobobilly said ...



2. I am guessing that we will get 5 experimentation points from medic and the other 5 will be up a BE tree, so any meds thatwe make will be at a maximum of 7 exp. points. Any chance of making quality meds would now have to be provided by BEs.


3. Can the people in the sandbox speak now or are they still gagged? I would like opinions from the actual testers on how doctors are still vital to the community.


4 If BEs are now creating High end meds, High end creatures, High end food additives, and who knows what else( CM poisons?), isn't that going to be unfair to the professions that rely on them. BEs will now be the billionairs of the galaxies single handedly.


5. Will the only way a Doc makes money now be the 20% buffs? We have had money making issues since day one. You can craft or you can buff, or both. Now we can only buff. Who will want the cheesy buffs?


I suppose i could go on, but I would really like more info. These teasers are just kinda stupid. They give you a hint of what's to come with very little detail. I felt I was much better off not knowing at all.






I couldn't agree more




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The_Real_Che
Tue Mar 22, 2005 1:57 am
#54






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.






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cornellius
Tue Mar 22, 2005 5:18 am
#55

Firstly i dont want to see any BE crafted medicals.

BE can make some new sub components for new medicals in CU and doctors or medics get them and doctors and medics craft medicals. BEs research, sample and craft their own products for other proffession. But the crafting medical end-product have to stay in doctor or medic proffession.


Many docs in this thread (or others) think same dark future.

What willwe do with our huge resource stocks ?

Where will we use our medical experimentation suits?


If CU changes alot of thing in medic or doc proff. it will become a new game.

If we won't use our current ingredients of medical stuff anymore and won't wear our mecical suit, it will be a start and become a new game.



Medics craft abilities can increase and medics can craft more stims, buffs in CU.

But main medical craft have to be at medic/doc side.




Rwhitman
Tue Mar 22, 2005 12:38 pm
#56

/applaud ... its called interdependancy... fundamental to a good working team, and a fully flushed economy.



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Nema0879
Tue Mar 22, 2005 4:24 pm
#57

I have no doubt that none of the resource requirements will change ...


It would serve no purpose on their part and infuriate an entire profession of people. In addition when I ask my curb tester friends their responce is usually somthing along the lines of .... "Its not somthing you need to worry about" ... while they won't answer me straight up ... this in and of itself has made me feel a whole lot better about the whole thing and actually have gotten to the point where I'm looking forward to the changes in the crafting.


In addition to the fact that I have curb tester friends that are NOT going around trying to sell all of their resources. Actions speak louder than words imo.




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Arryth
Tue Mar 22, 2005 4:30 pm
#58



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.



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Cafa
Tue Mar 22, 2005 7:42 pm
#59






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





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Obata
Tue Mar 22, 2005 9:32 pm
#60






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






Med use is its own line. I think you mean med experimentation.




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Giftmacher
Wed Mar 23, 2005 1:54 am
#61








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

Eskie
Wed Mar 23, 2005 2:58 am
#62



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



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12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
Atobusarragra
Wed Mar 23, 2005 4:24 am
#63






Rwhitman wrote:

/applaud ... its called interdependancy... fundamental to a good working team, and a fully flushed economy.






I'm afraid you are misguided! There is no fully flushed economy in this type of game. Any and all comparisons with real life economies are fraught with danger, and end up leading no where. One, rather large, example of how there is no interdependancy is alts.
TarMangani
Wed Mar 23, 2005 5:53 am
#64






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...





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HoboBilly
Wed Mar 23, 2005 6:27 am
#65

I think the nail has been hit on the head....Cybernetics is probably the "great" thing docs are getting in place of our med crafting. The only problem is that they will most likely be crafted by a combined schematic from BEs and DEs, and Docs will install them on people. Just a guess, of course.


If this hunch is correct then BEs will now be producing Bios or meds for:


Tailors

Chefs

CMs

Docs

CHs

and possibly DEs


Wow, what a shopping list that will be! I wouldn't have enough hours in the day to keep my shop running.







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