Doctor Archive
Thread: Crafting Focus Thread
Darksfallen wrote:
Good points but I see it this way. If you wanted to be a crafter and this happened, you would warrent a respec, as Docs are not crafters anymore.
Giftmacher wrote:
Last but not least I'dpoint out thatTH said Docs would need to respec, so I doubt what you suggest on the crafting front will happen, because if that were true we'd not need to respec at all.
Gift.
Oh yes I agree entirely, I'm just saying I suspect that is where the crafting is going, as those who wish to continue it will need to respec.
Gift.
Message Edited by Cafa on 03-23-2005 11:20 AM
Wow interesting questions... I would guess if it were me and I was a Medical seller only, I would be a Master Medic, and at least 0004 if not Master BE.
Cafa wrote:
Just thinking, but I truly wonder how someone that wants to be a meds crafting BE will covert over? Will Master Doc meds only require the 0004 line in BE? Will Master BE have schematics for buffs like Master Docs did? If MBE is required, how will someone respecto a profession that required less skill points?
Traigus wrote:
TarMangani wrote:
Darksfallen wrote:
TarMangani wrote:
One more fine example of how the devs are forcing us into playing the game only the way they want us too.
It's like "HEY! You're not specializing, you're trying to sell two of everything! That's not what we intended, so we're going to change the game so you'll have to do it our way! Aren't we just so clever in the way we wield our power???"
No one is forcing you to do anything. They don't care how you weild your power just that you don't have more than was intended, or... later thought better of.
I disagree with you. If a crafter is able to produce "two of everything," and a change is made based on the fact that the devs didn't intend for us to craft that way, then, through the CU, we're being forced to change the way we craft into a specialization. They may not be restricting us into only one category, but we're definitly being herded into a specific direction...
Um.. you have it backwards. Most crafters ALREADY have to face this, hell BE ALREADY has to face this. it is no change really... not for existing crafters of any kind...not for the BEs.
I bet you $1 you don't even make all the types of meds you can make now... When was the last time you sold a stim C? how about a buff B pack?
For all that is probably wrong with the CU, you seem to think the Devs are coming over to kick your dog, and beat your relatives with a stick. Sheesh.
I think I misinterpreted your post. When you said:
With the revamp, a lot of the stuff nobody buys anymore will becoem viable in-game.. So it is actualyl valid (though not clearly so yet). Crafters were not meant to have 2 of everything for sale. Peopel were supposed to specialize.
It sounded as if the devs were using the CURB in such as way as to eliminate people selling everying and making the game more condusive to specializing. In that context it felt forced. Now I realize that if we so chose, we COULD craft two of everything, but it would probably be counter-productive to our business.
Sarcastic, knee jerk response retracted then...
![]()
That's certainly one perspective and we'll truly need to wait and see. I, for one, happen to believe the four columns of med crafting for doctor will be translated 1-1 to BE, and medic crafting will stay the same. That's how I read the CURB release anyway...
Darksfallen wrote:
Lets look at raw numbers a Doctor alone can craft at least 55 items... at LEAST 38 of those items are being removed from the game, perhaps more..
Only17 items that can be made... Mostly status, and Health woundpacks... That is a wasted 0004 line to me only have 17 items...
Why not drop it allto Medic. The new Stim pack so simlar to the PetStims, why not have those self only meds be made by BEs?
I see 0004 becoming our unique enchancing ability...
We will all be Master Medics anyway... what changes?
Darksfallen wrote:
Wow interesting questions... I would guess if it were me and I was a Medical seller only, I would be a Master Medic, and at least 0004 if not Master BE.
Cafa wrote:
Just thinking, but I truly wonder how someone that wants to be a meds crafting BE will covert over? Will Master Doc meds only require the 0004 line in BE? Will Master BE have schematics for buffs like Master Docs did? If MBE is required, how will someone respecto a profession that required less skill points?
I think the level on upset from this will focus on that question if crafting isn't replaced by something else. If master BE does give a med crafting bonus I do think people will feel thay are taking 3/4 of a profession they don't want to craft meds. If on the otherhand it's just 0004 and master doesn't confer a bonus then (the doctors at least) will have a whole lot less to compain about. Personally I do think it's a point worth bringing up with the Devs, when they have a Q&A session.
Gift.
- 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.
...system message...'YOU FEEL ENHANCED'
Come on people...we've already been had. I'm sure you've all looted the "damage" stimpak as well as any of the others.
I notice you continue to post the same text in several posts, including your own. Though somewhat clever and insightful, do you have anything new to say? I'd like to hear your opinions, not a repetition of the same thing spanned over several threads...
degrah wrote:
just two cents...
from the hallowed text "how to boil a frog". How do you boil a frog?
A: Slowly.
"Wow what is this thing I just looted?"...."Cool looks like a stim!"
(use consumable)
...system message...'YOU FEEL ENHANCED'
Come on people...we've already been had. I'm sure you've all looted the "damage" stimpak as well as any of the others.
It is transparent that 'blair' is not interested and has already decided what the plan is.
It was decided, it was coded, it was paid for.
It's a bean-counters decision to combine the coding with EQII and any other cost-saving gyrations that SOE can finagle (as has already been alleged in some other post somewhere), why fix it when we can just cut-and-paste?
Docs nerfed? How 'bout the poor-sod programmer who lost his job because they're pooling their code.
Please somebody run Norton Ghost before Its too late! I would be willing to buy the copy and start a new server if this thing tanks.
I'd sue if somebody screwed my pooch like this and it died.
/endDoomandGloom
TheJediDoc wrote:
ALL I want to know is there any-point in me keeping my MD/MCM template? I need to make money (currently done with MD) and fight in large groups (currently done in MCM). If docs start losing thier point all my work is lost and I will have to go pick something else up. Combat Medic doesn't seem to be TOO effected but are they still going to have ANY advantages after the CU comes out? I must know!!
None of us will know that answer until after they post more info... It's not a guarantee they'll move everything to BE.
SinfulDoom wrote:
Combat Upgrade: Character Healing and Related Profession Changes
Going forward, their healing capability will be based on the use of Abilities granted as they progress through their profession levels. The abilities will be similar to combat profession "special abilities" and have recharge/cool-down timers associated with them.
I read through those documents and found that bit (amongst others) very EQ2 like. Special abilities based as you progess through the profession. Going to be interesting learning Doc all over again as people have said.
No extras needed but to be the best healer you can be - you could decide to pick up B.E. as the "enhancers" they are proposing can be used by anyone - BUT - more effective when used by a healer according to those docs.
Rop.
"All taglines are on hold for the moment"
Message Edited by Roporin on 03-30-2005 12:18 PM