Doctor Archive
Thread: What's with the insane amount of different medicines? (Zarlor, pls read)
I've just read Zarlors long list of doctor issues. He also mentions that one of the ways to get things on the list is to post about it. So that's what I'm officially doing here, although I have seen it before in another thread:/
The only thing on the list that is related to this problem is the container window issue. On the list, Zarlor mentions that it would be nice to have the UI remember the size of the opened window containers.
To run around with 20+ different medicines seems rather silly. 6 woundpacks, 6 healenhance packs, 3 stimpacks, 4 healstate packs, 1 (or more) ressurection pack, cure poison and cure disease.. come on, stop giving the doctor a backache. I need a lift droid to carry my medicines around.
One shouldn't complain about something without suggesting an alternative
Ofcourse there are several ways to get around this problem. One of them could be to allow medicines to be usable from inside a pack. That's the "easy" way.
The better way, in my opinion, would be to make medicine packs usable on more than one stat.
Instead of Woundpack Action and Woundpack Health, you could have a Woundpack that worked on both.
Instead of Woundpack Constitution, Woundpack Stamina, Woundpack Quickness, Woundpack Strength, you could have a single woundpack that works on all the substats.
The same could be done for enhance packs. One enhance pack for Health and Action and one for the substats. They'll still be on the same skill level. It's just like Stims. They heal both healthAND action. We don't have Stim-Action and Stim-Health.
For healstate, we could have a Healstate packwhich is usable for healing all states.
Cure poison and cure disease could also be Curepack-A, Curepack-B. It's the skill level in wound treatment that is taken into consideration anyway (you need the ability to cure).
That would reduce the number of medicines by at least half of what we carry now, and it would notupset the balance of the skill tree.
But since this requires an entirely new system, it's highly unlikely something that will be made. Unfortunately ![]()
Regardless, it's something I would like the devs to know about. Who knows, they might agree.
I never did understand why a mmog would work so hard to needlessly bloat their own inventory system. I guess the poor sucker that has to design/maintain the database gets pulled into the design process long after the parts happy crafting programmer does. If eliminating 2 melons from a newb's inventory is a good idea,eliminating 20+ wound medkits off of ours would be a brilliant one.
One type of stimpack for healing injuries, one type of medpack for healing poolwounds, one medpack for healing stat wounds (to keep continuity in the skill levels, if thats worth anything). I really like that idea!
Hehe. You don't have to ask me read something. Reading and correlating all this stuff is what I was asked (or volunteered, really) to do. ![]()
At any rate, the larger issue for that if fully covered in issue #12 if you go past the first paragraph. But I have added your suggestions to the list of possible solutions. Thanks. ![]()
I agree.
I takes me longer to craft the packs that I need to heal someone then it does to craft the wound packs. Not with the corpse running, I have to insure all of the wound packs or risk loosing them, which with the lag, takes a long time to craft more.
I think having two wound packs is a good idea,one for red bars, one for green bars.
lol try being a CM/Doc...now thats a lot of meds...
lets see whats in my pack....
ranged stim A-D, Stim C-E, revive pack, enchance buff, 3 types of poisons...3 types of diseases...Health wound B, C andadvanced C (made with advanced parts for the bad HAMs), Action wounds of the 3 types above, 4 types of substat wound packs (A and B level) and one AOE heal bomb..just because lol...
lol oh and armor, clothes, jewelry,survey tools, 4 crafting tools...and one pistol...
trying dying with all that on u...
Thats precisely why I scrapped my initial plan of being a doctor and CM. No way I was going to put up with that kind of inventory when I found we were capped at 110 items.
I like some differentiation between the health and action stats, but you guys bring up a good point about there being a bit too many medical crafts in the game.
I would rather see the system as follows:
Health Woundpack I works only on the Health Stat. Action Woundpack I only works on the Action Stat.
Health Woundpack II works on any one health stat (Health/Strength/Constitution). Action Woundpack II works on any one action stat (Action/Quickness/Stamina).
Health Woundpack III works on all 3 health stats simultaneously with a single casting. Action Woundpack II works on all 3 action stats simultaneously with a single casting.
And putting the 4 healstates (stun/dizzy/etc) all in one pack just makes sense to me. Call it "smelling salts" or something ![]()
what? give us LESS items to carry around? that's...that's unthinkable!
I LOVE having my inventory full of woundpacks, stimpacks, resources, crafting tools, surveying tools, and crates of components and finished products...
If...if I actually had room in my inventory, I...I don't know what I'd do with it... ![]()
I'd like to see stacking stimpacks, if they're identical and considering a number of mine are...
Its definately one LESS person who loots... ![]()
I avoid that at all cost, due to all the medical supplies I carry out in the field.
"Loot?, You mean me?".."no thanks, I cannot possibly carry another thing"
I would like to see some type of medicine combining tool added that would allow us to combine2 or more like meds. Take a 24 dose, high quality,Stim - B & a 20 dose, lower quality, Stim - B and end up with a 44 dose Stim - B with qualities somewhere between the two.
Just my 2 cr.
Naphtoe