Doctor Archive

Thread: Add Hiring +10, Vendor Item Limit +150 and Vendors +1 to Master Doctor box!

Greywulf0
Thu Mar 17, 2005 1:19 am
#66






Nema0879 wrote:


haha, he's hated me for over a year ... I stopped caring a long time ago ... he's just jealous


And ye, and med dispenser is an alternative I'd support ... I don't know what the answer is to be frank, don't really care that much either ... both of my main accounts have merchant ...


screw fighting

Message Edited by Nema0879 on 03-16-2005 01:36 PM






Lol, now I know why my posts agreeing with someone else gets one stared, while the person I'm agreeing with has 5 stars.


/tip hat to Ackew





Do you seek intelligent discussions of MMOs, free from moderating influenced by marketing or advertising? Come to RLMMO.com
--Qilue-UCW--
Thu Mar 17, 2005 1:35 am
#67






GraySeven wrote:

All professions outside of direct combat professions have the ability to craft. Scouts can make camps and traps, so does that mean they should also be able to get Merchant to sell their traps and camps?


No, I look at the itmes worth.. Rangers/scouts Items are traps and camps.. Items hardlyworth selling(I know I tryed). If they do sell them; they are notwoth more then6k per item. But if you go the the bazaar and look for Medical supies you can find crates of 2 stims for 6k.


Medic has the ability to craft meds FOR THEIR OWN USE. That you want to sell them to other Medics is a skill outside of the Medic set.


Not the way I see it.. this game has no.. "Pharmasists" (SP?) there is no separation between a doctor, and a person who makes and sells medical suplies. There for it all falls under one professions and should not require picking up Artisan.







I still Thinkg Medic 0004, Smuggler 0004, and BE 0400 Should link to Merchant



Message Edited by --Qilue-UCW-- on 03-16-2005 12:41 PM



Signed, Kyo'nne Ilhar'dro
K
airn Medical Regiment, Chief Medic
T
aeor Quartermaster

"I want to find something I've wanted all along... Somewhere I belong"

~ J'inx
[Bria] ~ Kaji'ra [Starsider] ~ Qilue [Corbantis] ~ Bell'an [Valcyn] ~

Greywulf0
Thu Mar 17, 2005 1:44 am
#68


--Qilue-UCW-- wrote:

I still Thinkg Medic 0004, Smuggler 0004, and BE 0400 Should link to Merchant


Technically, BE's would already be able to link to merchant, since Medic xxx4 is required for BE. I do like the idea of being able to get to merchant through other professions besides Artisan, but I can live with the current system.




Do you seek intelligent discussions of MMOs, free from moderating influenced by marketing or advertising? Come to RLMMO.com
--Qilue-UCW--
Thu Mar 17, 2005 1:57 am
#69

If I had my way...



  • Merchant would become its own basic skill tree... (Still requiring 63 Skill pointsto master)

  • 4xxx wouldlead to Droid Engineer and Architect.

  • x4xx Would be the same, Leading toChef andTailor

  • xx4x would become a weapons and armorbranchleading to Armorsmith and Weaponsmith

  • xxx4 Would stay the same

But.. thats just me




Signed, Kyo'nne Ilhar'dro
K
airn Medical Regiment, Chief Medic
T
aeor Quartermaster

"I want to find something I've wanted all along... Somewhere I belong"

~ J'inx
[Bria] ~ Kaji'ra [Starsider] ~ Qilue [Corbantis] ~ Bell'an [Valcyn] ~

bluejanus
Thu Mar 17, 2005 6:31 am
#70



Twitchie wrote:

I sortof agree.

Docs do have a way to make money, of course.......sitting in SP buffing away for awhile. However, it's time consuming, can be boring, and limits your gameplay. And honestly, unless it's ALL you do, you're not gonna get rich at it. Figure, too, that that's about all we can charge for, the rest is up to the other player....if they tip you for a heal or not. For a doc to sell stuff in a vendor, we have two choices: Get Master Doc, so we can craft buff packs and high power wound packs, enough of an Elite profession to be able to hunt the tough NPC's we need to kill for resources, plus have enough scout to gather the high-quality stuff we need. Novice scout don't cut it. By the time you're done with that, you don't have enough skill points to craft up to Novice Artisan, so you can get one vendor. The other choice is to go Master Doc, Novice Artisan, and enough Merchant to place a couple of vendors.......which means you have no real fighting skills, no scouting skills, and are totally dependent on other players to supply you with resources.

On the other hand, other Elite professions can get enough skill points to also run a vendor or two, gather their own resources for the most part, craft, sell their stuff, and still have enough SP left to play with. For example, a friend of mine is Master Rifles, Shipwright, Merchant, and low-level scout. This means he can gather most of his own resources, has enough Artisan to place heavy duty harvesters for the good stuff, and rarely has to go to other players for resources. He makes far more money than I do, as a Doc, and had to do much less work to get there.

I think that adding a vendor to Master Doc is a good idea, myself. Still require Merchant to put more than one, of course, but give Docs some other resource to make some credits.

To the guy who said "buy another account", get real. The other skills don't require you to pay $15 a month to place a vendor, why should we? You're talking a difference of gameplay time compared to real-world money, and that's dumb. If you want to go that route, then you'd have to match Artisan to Doc, so those players would also have to pay for another account...........and that would effectively kill the market, nobody would be Artisans or Merchants.

On the other hand (wait........I have three hands???), we can hire a merchant, but then we're flushing money down the toilet, since I don't know of any merchants that will give you a vendor for free. Again, other crafting skills don't have to do that by default (they can, if they want 20 vendors, of course), so it's rather unfair to make Docs pay to sell their stuff.






From the doctors I know, they seem to do quite well as doctors, income-wise that is.

I'm a Master Architect/Merchant/Artisan. It's a lucky week where I'm not slain. Normally I die at least twice per week doing my harvester checks (and any number of incaps). Sometimes I get waylaid at the factories. It's unfortunately the price of this particular template.

Presumably your complaint is because you'd like your doctor to have combat skills and have merchant abilities. Surely you can agree that there should be some trade-offs to different playing styles. No one style should have all the benefits and no penalties.

Having a vendor is a necessity for my crafting template. I don't have the option that doctors do in providing services. I can only provide goods.

I think it's an unnecessary weakening of a profession to give its abilities to other classes.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
Nema0879
Thu Mar 17, 2005 2:14 pm
#71

Just thought about somthing .... what about removing xx4x artisan and inserting a pharmaceutical profession which would include med crafting ... would make all medicmedicinesjust like 0004 medicdoes now... and would also be the pre-req for novice BE instead of medic 0004 .... and then all 4 tiers of the artisan professions would be pre-reqs for merchant ....


Then 0040 Artisan would lead to an elite Pharmaceutical profession that would make all meds in game ... cm ... doc ... and BE ...


BE would get somthing in return but I don't see most of them getting all excited about making pet stims ... most concentrate on tissues and pets anyway and maybe CM could get some fighting skills in return ... dunno about doc though ... hrmm ...


I'd hate to take spices away from smuggler ... but how much money do they make from them anyway ... and wouldn't it make sense to go to one person for all these things?


It has potential though, no?


(I may be completely off base here tell me if so ....)


So you're left with a pharmacutical profession that consists of doc crafting, cm crafting, BE stims, and smuggler spices .... the artisan version of this as well as the other2 trees are all pre-reqs for merchant ....


Smugglers and CM's both get more fighting skills in return ...

Maybe Be's could get more options in the pet crafting field ... or maybe they could add tissues that could be usable in meds ...

and Doc's I'm not sure about .... hrm ....




~~~The only place success comes before work is in the dictionary~~~
~~~~Chibi's Meds and Powerups at : -3997 3708, Theed, Naboo~~
"All southerners, are insane and most especially is the Southern woman insane. The Cult of Southern womanhood endowed her with at least 5 totally different images and asked her to be good enough to adopt all of them. She is required to be frigid, passionate, sweet, bitchy, and scatterbrained -- all at the same time. Her problems spring from the fact that she succeeds."


Greywulf0
Thu Mar 17, 2005 2:54 pm
#72






Nema0879 wrote:


BE would get somthing in return but I don't see most of them getting all excited about making pet stims ... most concentrate on tissues and pets anyway and maybe CM could get some fighting skills in return ... dunno about doc though ... hrmm ...





The reason the BEs don't get excited about making pet stimpacks is because of one thing. The higher end stimpacks require fish meat. Plus, pet stims are only needed if you have a pet but no medic.


There are some people that are willing to spend their time fishing, but I personally hate the system. I actually used to spend all sorts of time fishing in EQ, but I hate the system for SWG. If they revamp the fishing system here, I would be glad to churn out some good quality pet stims.




Do you seek intelligent discussions of MMOs, free from moderating influenced by marketing or advertising? Come to RLMMO.com
bluejanus
Thu Mar 17, 2005 4:07 pm
#73



Greywulf0 wrote:


Nema0879 wrote:
BE would get somthing in return but I don't see most of them getting all excited about making pet stims ... most concentrate on tissues and pets anyway and maybe CM could get some fighting skills in return ... dunno about doc though ... hrmm ...


The reason the BEs don't get excited about making pet stimpacks is because of one thing. The higher end stimpacks require fish meat. Plus, pet stims are only needed if you have a pet but no medic.
There are some people that are willing to spend their time fishing, but I personally hate the system. I actually used to spend all sorts of time fishing in EQ, but I hate the system for SWG. If they revamp the fishing system here, I would be glad to churn out some good quality pet stims.





Well also, the primary users of pet stims are CHs and with that class being heavily nerf. The number of CHs and thus the demand for pet stims greatly diminished. We'll have to see what happens in the CU and any more tweaking of CMs to see if the CH role is improved in combat/PVP.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
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