Doctor Archive

Thread: CU about to start on public TC... Medical profession details here

MyT_Chicken
Wed Mar 30, 2005 4:16 pm
#105






Chek wrote:





MyT_Chicken wrote:


It's not easy to be a healer....it really isn't, there are a lot of things people don't think about when they base skill on an item. For instance, any joe can get and use a Uber DOT Weapon....and run around claiming they are "god". So I duel them to prove a point...stomp them into the ground, and walk away. What did I just prove? Skill is not based on an item, its based onthe player.





DOT weapons are going away in the CU. It said they will all be removed from the game.


Yes I know that, it was an example


I've been MD since October 2003 and I became MD because of the versatility. That versatility will no longer exist after the CU.


I spent my time and creds getting the best possible resources to make the best meds I could to support my toon. I have Merchant Management 1 so I can sell meds, this is part of artisan so I can place harvesters to get my own resources. I havescout skills so I can harvest my own creature resources and I have pistoleer skills because a dead doc is no good to anyone in a fight.


If the CU goes in as it now stands, I will have no source of income. I am not and never have been a buff-bot or spaceport buff spammer. I am a crafter/healer....or I was.


If the Devs in their naivete, think that docs will be appreciated for their enhanced healing abilities, then they are not being realistic. I spent countless hours in the Bestine med center healing ppl to get to master doc and few if any tip. I heal poisons/diseases for ppl and they often don't even bother to say 'thanks'.


Docs won't have a source of income by moving the crafting (which is the income) to BE. I've got tons of meds in my output hoppers and on my vendors. And it certainly looks like I'm going to have to 'eat' the cost. I have resources stockpiled to make more, but what will I do with them now? Take a loss? And just how many losses can a player take before he/she is broke?


And the poor BE's? They are few and far between on the Corbantis server, and most don't even make pet meds anymore.


I'm glad to see buffs get nerfed in strength, they have been way too overpowered for too long and because of that, we ended up with buff-bots and starport buff spammers. But taking away the crafting leaves no avenue to make income. I have a combat toon, and it's not this toon. I don't want to HAVE to do combat to make creds.


Just my 2 creds


If you are a Crafter and a Healer then pick up Med Crafting in BE. BE will become far more popular now because everyone can use Stims and Enhancers that are crafted by BE's...I understand what your saying....but the honest fact is we aren't crafters....if anything we are hybrid crafters. We are Combat Support healer, it's been that day since day one.


Everyone has spend money and time on resources....and we may have to eat those....however current products are being changed and conformed to the new system. I don't think it will be bad as we think...I could be wrong, I dunno.












h Egri p
§ If you don't know; you'll find out soon enough! §

MyT_Chicken
Wed Mar 30, 2005 4:34 pm
#106






Ledao wrote:



I'm not entirely sure what you're getting at here... Are you saying that there is no difference (or a marginal difference) between two Master Docs using different meds?


Obviously a Master Doc will heal for more than a novice medic with the same Stim -- that's neither here nor there.


My point, which I thought I made fairly clearly on theprevios page, is that right now there is a profound difference betweena Master Doc using the best meds available, and one using non-advanced stuff that he crafts out of whatever resources he can find on the bazaar. Even the difference between someone using the best "store-bought" meds and someone using the best stuff they're capable of making can be enormous. In short, crafting skill plays as much a role in being an effective doctor as the user skill in setting up and using macros, and the avatar skill in the form of modifiers applied to healing rolls.


This difference has been minimized by the over-abundance of inexpensive crafted goods, and was much more apparent in the Fall of '03, but it is absolutely still a difference. And, from everything I've read, it is a difference that will largely go away after the CU.



I don't care who can heal, or for how much, or who are the "Doctors", as you say. What I care about is that the only two professions in this game where real strategic thought came into play are having the primarly element of that strategic play taken away.




I don't know how to put it into words...but yes I'm saying that currently the difference between 2 doctors is small. Having high end meds is good, but if people don't know how to use the correctly its worthless.


The same will apply in the new system....if you suck...you suck...Healing is still going to be very strategic in nature even without the actual items. I guess the best way to put it into words is that having an item and using it incorrectly doesn't do you any good....the same way having a "Skill" and not using it correctly won't do you any good.


Right now we don't know how the Healing is going to actually work....Maybe dispite everything that is being said...in the end Doctor feels the same, Plays the same, and is still strategically the same....but doesn't have items....your just gonna give up because you can't make meds? I know I'm not.






h Egri p
§ If you don't know; you'll find out soon enough! §

Chek
Wed Mar 30, 2005 4:41 pm
#107






MyT_Chicken wrote:



If you are a Crafter and a Healer then pick up Med Crafting in BE. BE will become far more popular now because everyone can use Stims and Enhancers that are crafted by BE's...I understand what your saying....but the honest fact is we aren't crafters....if anything we are hybrid crafters. We are Combat Support healer, it's been that day since day one.


Everyone has spend money and time on resources....and we may have to eat those....however current products are being changed and conformed to the new system. I don't think it will be bad as we think...I could be wrong, I dunno.





Our guild has a BE and we have no need of more than one. Yes, BE will be more popular now than ever. They will be the only profession in the game with craftable enhancers: Tailor tissues, Chef nutrients and now meds/stims. Nothing against BE's at all.


My point is that I don't think docs will serve a very useful purpose anymore. And certainly the profession will no longer be one that is self-supporting. I have will have to rely on the 'good-will' of others to survive in the ingame economy.


Hybrid crafters is a very good term for current profession, but as was mentioned in earlier replies, not many docs will perform this role. Too many docs buy their packs and haven't the faintest clue as to how to make a good one (stims/buffs/heals/etc). But this is one of the challenging parts of doc. The other challenge is learning to protect/support your group in a combat situation. I perfom both roles and will not want to buy meds that I was able to make myself from our BE.


There will be no challenges and no income. There will tons of lost resources at great cost to the crafting docs.


It would certainly help if they convert our existing meds to health packs, but that wouldn't cover the cost of all we invested.


To me it's a huge disappointment to see this happen in this manner and if my other account was tied to this one, I'd definitely let it go. Maybe the character transfer service would be a viable option at this point?




Myralana
Master Spy
Outer Limits Emporium
Theed, Naboo (-4987 5323)
MyT_Chicken
Wed Mar 30, 2005 4:55 pm
#108






Chek wrote:





MyT_Chicken wrote:



If you are a Crafter and a Healer then pick up Med Crafting in BE. BE will become far more popular now because everyone can use Stims and Enhancers that are crafted by BE's...I understand what your saying....but the honest fact is we aren't crafters....if anything we are hybrid crafters. We are Combat Support healer, it's been that day since day one.


Everyone has spend money and time on resources....and we may have to eat those....however current products are being changed and conformed to the new system. I don't think it will be bad as we think...I could be wrong, I dunno.





Our guild has a BE and we have no need of more than one. Yes, BE will be more popular now than ever. They will be the only profession in the game with craftable enhancers: Tailor tissues, Chef nutrients and now meds/stims. Nothing against BE's at all.


My point is that I don't think docs will serve a very useful purpose anymore. And certainly the profession will no longer be one that is self-supporting. I have will have to rely on the 'good-will' of others to survive in the ingame economy.


Hybrid crafters is a very good term for current profession, but as was mentioned in earlier replies, not many docs will perform this role. Too many docs buy their packs and haven't the faintest clue as to how to make a good one (stims/buffs/heals/etc). But this is one of the challenging parts of doc. The other challenge is learning to protect/support your group in a combat situation. I perfom both roles and will not want to buy meds that I was able to make myself from our BE.


There will be no challenges and no income. There will tons of lost resources at great cost to the crafting docs.


It would certainly help if they convert our existing meds to health packs, but that wouldn't cover the cost of all we invested.


To me it's a huge disappointment to see this happen in this manner and if my other account was tied to this one, I'd definitely let it go. Maybe the character transfer service would be a viable option at this point?








I don't know how you can say that. Mobs are being readjusted...they can now use *all* player skills and then some. So technically they can probably rez fallen members also. Combat is totally changing, soloing is going away even more then the payout fix. To say there is no challenge is...silly. We now have Cooldown timers for probably the majority of every skill we have.


If the resouces are no longer used by BE....so what, sell them atleast that way we will be able to make some money back. Someone will buy them. Items will be converted. It's not the end of the world...and the healing system is still fuctioning as it is now..with some minor changes.





h Egri p
§ If you don't know; you'll find out soon enough! §

Eeliva
Wed Mar 30, 2005 5:48 pm
#109

These changes are rediculous! Free us from crafting damn it... some of us became Doc's to craft and rather enjoy it.


I have to imagine now that they are making tons of copies of WoW after reading this. I really would have prefered a gradual evolution. These wholesale changes will kill this game for sure.
MyT_Chicken
Wed Mar 30, 2005 6:04 pm
#110






Eeliva wrote:

These changes are rediculous! Free us from crafting damn it... some of us became Doc's to craft and rather enjoy it.


I have to imagine now that they are making tons of copies of WoW after reading this. I really would have prefered a gradual evolution. These wholesale changes will kill this game for sure.






So...umm...pick up BE so you can craft.




h Egri p
§ If you don't know; you'll find out soon enough! §

Ashet
Wed Mar 30, 2005 6:11 pm
#111

Healing without components is well, a cleric.


The best part about being a doctor is teh crafting - but I will have to drop that or merchant so I can pick up crafting.


neither is an option, so I will cancel as soon as I sell my inventory.


MyT_Chicken
Wed Mar 30, 2005 6:42 pm
#112






Ashet wrote:

Healing without components is well, a cleric.


The best part about being a doctor is teh crafting - but I will have to drop that or merchant so I can pick up crafting.


neither is an option, so I will cancel as soon as I sell my inventory.








Thats on you...dunno why you wont even give it a chance....but whatever.




h Egri p
§ If you don't know; you'll find out soon enough! §

TarMangani
Wed Mar 30, 2005 7:30 pm
#113






MyT_Chicken wrote:

You don't have to give them up...thats what I'm trying to explain...You can still do all three. But your not going to be doing all three with a Master Combat / whatever profession. If you enjoy all three, its still there if you choose to take it.


Come on man! Don't treat me like this is a new revelation... You read the whole post, so you saw at the bottom where I said "and in order to maintain it, I have to sacrifice a part of my Elite professions SP." I know what's involved with keeping all three, the objection is having to give up the Master Elite profession...


Such is life though....but to say that the current "playstyle" is lost is incorrect. It's not....it's still there only you have to make that choice to pick it up or not...and honestly thats not something I'm going to debate. Thats not my call.


I know you say:


Such is life though....but to say that the current "playstyle" is lost is incorrect.


Yes it is. To get it back requires a sacrifice, and that is reason to be upset.


It's not....it's still there only you have to make that choice to pick it up or not...and honestly thats not something I'm going to debate. Thats not my call.

Don't lose focus on what we're discussing. This isn't me trying to get people to debate and/or sympathize with the predicament, you know for a fact that I've said from the beginning "the devs are going to do this and nothing we can say will get them to change their mind..."


This discussion started only because you said "I like crafting, got no problem doing it, but I'm not gonna get all worked up because I can't do it anymore. And I guess I just don't understand why other people are."


I am telling you why, that's all...


I dunno how the resources are going to work....will find out today hopefully. However, all items existing in the game today will be converted to conform to the new system. Nothing is being deleted or marked as "worthless". I don't know about resources....but I have millions invested also, so does probably everyone else in here.....and that is *The only* reason I don't like the crafting change.


Agreed.


You're a good one to debate with MT, I look forward to your posts, (and disagreeing with you)...





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MyT_Chicken
Wed Mar 30, 2005 7:46 pm
#114






TarMangani wrote:




You're a good one to debate with MT, I look forward to your posts, (and disagreeing with you)...







What...you....disagree.....never.


I just try to look at the changes for "The sideline" not as a doctor... I try to visualize all the changes as a whole. As a "Doctor" I'm a little frustrated with the changes, and agree with probably 80% of what has been brought up this far. As a "Player" it's hard for me to grasp why everyone is being the way they are.


As a Player is hard to me to understand my people don't think outside the box at all the changes as a whole. As a player I love the CU in writing and maybe it is just human nature to think negitively anything the "World begins to crumble"....I don't know I really like the concept of the CU.






h Egri p
§ If you don't know; you'll find out soon enough! §

CasualMaker
Wed Mar 30, 2005 8:25 pm
#115



MasterNerfSlayer wrote:
An enabling device that lasts about as long as a weapon with stats that effect your healing in various ways was something I begged for internally but was told it had already been decided that there was not going to be one because it got in the way of fun ... go figure, it would have at least been in line with the way the current game works :/
I tried. Sorry guys




And this is precisely why so many have responded to the CURB announcements with "They say they want feedback about this?! What the @*$& do they want feedback for? They claim that nothing is set in stone, while everything coming out the other side of their mouth makes it flagrantly obvious that everything that really matters already is set in stone, and they have no intention of changing any of it, no matter what their feedback says."



Fooled me once
Fooled me twice
R.I.P. Tortia Quinn
Obata
Wed Mar 30, 2005 8:25 pm
#116






MyT_Chicken wrote:


As a Player is hard to me to understand my people don't think outside the box at all the changes as a whole. As a player I love the CU in writing and maybe it is just human nature to think negitively anything the "World begins to crumble"....I don't know I really like the concept of the CU.





Ah, but the CU is actually very much inside the box. SWG right now is outside the traditional MMO box. I was one of the CU's biggest proponents until I saw this version of it. I am as aware of the problems in the current system as anyone else. That doesn't mean that I think just any new system will be better.This looks like nothing short of applying the EQ engine to the SWG skin.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Obata
Wed Mar 30, 2005 8:26 pm
#117






CasualMaker wrote:





MasterNerfSlayer wrote:

An enabling device that lasts about as long as a weapon with stats that effect your healing in various ways was something I begged for internally but was told it had already been decided that there was not going to be one because it got in the way of fun ... go figure, it would have at least been in line with the way the current game works :/


I tried. Sorry guys






And this is precisely why so many have responded to the CURB announcements with "They say they want feedback about this?! What the @*$& do they want feedback for? They claim that nothing is set in stone, while everything coming out the other side of their mouth makes it flagrantly obvious that everything that really matters already is set in stone, and they have no intention of changing any of it, no matter what their feedback says."





Unfortunately, I've seen nothing to make me disagree with you.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
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