Doctor Archive

Thread: ALL DOCs CU UPDATE!!!!!!! BUFF INFO INCLUDED READ READ!!!

LaserDood
Thu Mar 24, 2005 4:01 pm
#105

Eliminating buff requirements is also going to make clone zerging, while still very annoying, much more viable.


As a former doc, and nowformer future doc, I find all of this very dissapointing. I think the dev's have finally lost it.



Igei Ieblebeu
Shadowfire
Tigok Ahazi-Shipwright, Vendor wp 1102 -5821 In Legionnaire City on Rori
DoogieHozer
Thu Mar 24, 2005 4:27 pm
#106

I personally do not care about losing the resources I've accumulated. I've never bought resources at rediculously-high prices, and to be frank, my avatar is filthy-rich anyway.

What I do care about is getting kicked out of the crafting market, and pigeon-holed into a certain role.

The attempt seems to me to be to ensure that Doctors have only one role in-game, and that one is combat support. As a roleplayer I simply don't spend 99% of my time in combat (does anyone?).. what am I supposed to do the rest of the time? Twiddle my thumbs? Crafting, to me, is a fun extra game, that gives me more things to do IG. Do BE's really need more things to craft? Why not make their crafted products more useful and viable?

Another thing to consider is that since Health increases in CU are now a function of mastered combat professions, by default your Doctors in combat will always be running around with rather fewer Health than a two-prof enemy, since you will also (that I can see) be unable to even master a single elite profession, given that Doctor requires Master Medic. Even if one can master a single prof, having 2000 health vs. 3000 on the enemy is a vast disadvantage.

--doogie
atat9619
Thu Mar 24, 2005 8:41 pm
#107

DEVs should create a Pharmaceist profession



^4Battlefield SF>SWG
puppykickeris
Fri Mar 25, 2005 6:11 pm
#108






atat9619 wrote:
DEVs should create a Pharmaceist profession





They have, its call Bio-Engineer, lol.



(pre-CU) Dr. Danwain Liverpool, M.D.
(post-CU) Danwain Liverpool, Ph.D Mining
Anti-Hologrinding since 12/27/2003
"GOD no im not british, im bloody australian. For the Queen's sake look at me boomerang!"
CEO - Liverpool Enterprises
"We give you the supplies you need for everyday items"
degrah
Sat Mar 26, 2005 5:31 am
#109



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


PowerHammer
Sun Mar 27, 2005 1:13 am
#110






Skurr wrote:
According to the cu update Doctor is one of the professions with additions/deletions of skills and as of yet they have not explained in detail these said changes other than a few key aspects. Doctor, it seems, will also be included in those proffessions in which players are allowed to re-spec their skill points. So not too much to worry about





re-spec skills?




Verdevan Estreight
Neutral Smuggler
Starsider



TheJediDoc
Sun Mar 27, 2005 10:25 pm
#111

As far as I can tell the status of doc is being reduced to near usless. My entire profession is based around the medic and unless something changes I may quit the game due to this update. Months of work will be gone but I will be reduced to being useless in this new update. COME ON!! THERE IS MORE TO VIDEO GAMES THAN FIGHTING!!!!

Message Edited by TheJediDoc on 03-27-2005 11:27 PM






Teldenon Tenton
Co-Leader of the Hyperspace Outlaws
Master Doc/Master Combat Medic
awentwor
Mon Mar 28, 2005 3:08 am
#112






MasterNerfSlayer wrote:

This is why myself and other correspondents have been dancing round many questions for some time. Now you know.






And you didn't argue tooth and nail for this? What has been mapped out is that you will no longer see a single doctor in the game. I know if I feel like being a healer, I'll be switching to Combat Medic instead.




Kypp Darksider
|| Teras Kasi Master || Swordsman || Doctor ||

Vacine
Mon Mar 28, 2005 9:15 am
#113

To be honest, I just don't know if I'll still be a doc. I just love the crafting too much. Being out in the field just doesn't appeal to me. So, depending on how things go, I'll probably just go BE and craft all meds. Someone's got to make stims, Yes?



Daxx Vacine - used to be a 12 Point MasterDoc/Rifleman

~~~~~~~~~~~~~~~~~~~~~~~
King's Library Hosting
http://www.kingslibraryhosting.net
Hosting...the way it's supposed to be.
DrTierra
Mon Mar 28, 2005 1:07 pm
#114


I am very upset at the thought of this happening. I run a city on Talus and being a Doctor is how it keeps going I may as well tell my citizens to pack up and go elsewhere because the city will have no money coming in. This really trips my trigger. I didn't spend hours on end on becoming a Doctor in the game just to be told "Sorry your no longer needed". I will be ticked if i wasted hours on grinding xp and hours and millions on resources in fact for me it would make me leave the game. I don't appreciate being dumped on for my hard work and thats exactly what these changes would do.


Tierra
Darksfallen
Tue Mar 29, 2005 1:04 am
#115






Kryxal wrote:





Rowlyyk wrote:




Kryxal wrote:


Here's a question, though ... if people now heal their own damage only, how does a Medic level besides wound healing? Also, what point to Doctor as direct combat support if you can't heal damage to keep somebody alive in a fight?






Who says people heal their own damage (only)

The way i see it, everybody gets to use the equivalent of, say, stim A's or B's to heal themselves. Whereas Medics/Doctors will still be able to use the HIGH-END stims not only on themselves, but on others as well IN THE FIELD.

Everybody being able to use stims on themselves may sound bad to you docs, but I bet non-medics will NOT be able to use the really good stuff. It's more an emergency thing. They certainly won't remove the ability for doctors to heal others!

It's just a shift in the role of doctors, from crafters to BEs and from buffers to in-the-field healers...

Adapt, adopt, and get over it.







Who says? The Devs do. From the initial post in this thread:


"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 read this as stims being like the current stimpacks, except combat skill determines stim use, NOT medic, and nobody can use one on somebody else. This is the only damage healing mentioned.



It's also possible that these personal stims will have a cool down to them. And by the looks of them right now can only heal up to 10% of their health at a time.




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

Yasmin
Dark Jedi Knight
Reborn
Cometinia
Tue Mar 29, 2005 5:53 am
#116

Well the way i see it is that combat medics (though i haven't seen their forum) will be able to heal anyone, due to them being COMBAT medics and needing to heal them. though as a doctor i'd rather not have to take up be, and by the sounds of it will need 2 accounts just to be a half decent doctor.

The 30k deeds seem to be an attempt to just drain cash away, they probably made them tradable knowing we'd sell them, knowing we'd spend countless millions on them. which drains the cash away and after the cu will probably not make anything cheaper, but that is the attenpt.
Next thing they're probably going to do is remove weapon decay *roles eyes*

i personally only ever went for doc. And that was because i saw it as the most fun, now this revamp makes us sound like a quick vendor.
Feels like the devs screwed us over, nicely.

Message Edited by Cometinia on 03-29-2005 04:54 AM



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Alornia Comet, Taken a leave of absence for ye oldie medical stuff, and now very likely back for a spell in the world.
Darksfallen
Tue Mar 29, 2005 2:03 pm
#117

You have a few months to make a profit, which is pleanty of time where buffs are concerned. But as the CM correspondant mentioned. "With every inventment there is a risk."


We know buffs as we know it will go away, period. But we also know that existing items will be changed into useful items presumably serving the same purpose if that purpose exists in the new system. We have no information on what if any resource requirements the class (Doc/Medic/BE) will have after the changes.



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

Yasmin
Dark Jedi Knight
Reborn
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