Doctor Archive

Thread: *looks up from her little Black Bag and gazes at Zarlor

Lewal
Mon Oct 20, 2003 11:57 am
#1

Not sure how you arrange your medical bag, but mine is full at all times:


6 crates of enhancements, 6 individual ones (in hotkeys)


2 Crates of stims (C & D) with individual D & E in bag and a C in inventory (for the /healdamageself)


6 C wound packs


4 E wound packs


4 stat stims


2 packs rez kits


4 cure packs (got caught out on Endor without enough)


Crate of cake to diminish rez effects


My medical enhanced clothing (3 pieces)


In other words, my bag is usually full. With clothing and my trusty Scout Blaster in inventory this is the bare minimum I can carry around. I shudder to think what CM's have to carry around.


How in the galaxy are Medic Professionals suppose to be able to afford to insure everything if this patch is pushed through? When I had to do this in Beta and at release of this game, all I could afford to insure was 1 stim pack and my gun, praying the whole way through the CR........


Have you by change tested to see what insuring all of your items runs now?


Also, I am not sure (after reading forums all morning) how the decay thing will work with our items, any clues?





Lewal ~~ Master Doctor/Squad Leader { Kith }

Klaeli ~~ Surveyor/Dancer { Kith }

Tarquinas
Lewal
Mon Oct 20, 2003 1:28 pm
#2

*nods at Zarlor* while thanking him for the response.


Having been accused of being one of the most optimistic gamers over the past few years, with an inate ability to ride out changes while looking for the "good" in them, this has me scared...


I did some time in Beta, perhaps that helped my attitude also. *shrug* However, when this game was released for the public alot of friends I have made along the way peeked in to play. Now 2/3 of them have cancelled accts and moved onward, going back to DAoC or EQ, whichever they hailed from. Or simply waiting for WoW or whatever. This is dis-heartening to me to begin with, now these proposed changes?


Not tohop onthe "woes be me" bandwagon, after all I chose to log in, yes? But is this spiraling in the wrong direction?


It is probably not one of the largest "what?" changes, but it may be the straw for me this time. Already I have 3 accts just to maintain: Lewal (250 points spent on Master doctor and Squad Leader (hoping for something to eventually work with that one), Klaeli (My surveyor and harvester, for all the resources needed to make meds, and no, I do not sell to public in mass quanities either, not enough game time), and Gin'seng (needed 9 lots for a PA hall?) *boggle*


The holocron guided FS thing bothers me also, my PA needs my Doctor Skills so I do not see me ever telling them, sorry, but I need to be a Master Image Designer now............


Guess I got off subject a bit, but after researching the new added costs to playing, I do not know if I can endure anymore. And I know my tiny voice does not speak for the whole SWG community, but I do wish they would stop making it unenjoyable to play at all.




Lewal ~~ Master Doctor/Squad Leader { Kith }

Klaeli ~~ Surveyor/Dancer { Kith }

Tarquinas
Traigus
Mon Oct 20, 2003 3:09 pm
#3

In beta condition affected everything (material with 996 condition left could not be used to craft)... same for components.

Some stuff had condition completely removed because of the testing of decay over time, other stuff kept it.

Basically, for most useful stuff, devide the 1000 rating by 10 and that is the percent effective it was.

(a 900 condition item is 90% effective).

Guns can be 1000 condition in theory now, with 1000 Q materials and a lot of good craft rolls.. people don't bother, and put all their points in other categories when making them (netting a 800 -900 range from sheer quality of materials and the oprigional craft roll).

It is not clear if they fixed all the condition bugs that were shown (many things stopped workign at all at less than 1000 condition) when they put in decay over time (then took it back out).

Sometiem tomorrow, I plan on getting whacked a few tiems on test to check some of this out... server up-time depending.

-T
yuk



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Zarlor
Mon Oct 20, 2003 6:15 pm
#4

Just got through readins some of the info over on teh CM board (the CM Correspondent has his primary character on TC so gets to test a lot more of this stuff than I do right now.) According to Kavedawg: "Correct medicines, resources, deeds are not effected with decay when incapped...I haven't died yet under the new rule but I am guessing it is the same."



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Andholio
Mon Oct 20, 2003 9:50 pm
#5

Cough... 6 crates of Enhance D packs? Might I ask how many resources and how long it took to create those?
Falator
Mon Oct 20, 2003 9:58 pm
#6

I only carry one of each enhance pack, one of each woundpack (Health/action C and rest B), one of each of the state/effect cures, one crate of stimpacks and one pack of revives. I recently down sized my inventory though. I was under the impression that wearing a backpack broke armor so i had to take off my backpack, but it appears that even when i only wear armor and my weapon, my armor still doesn't work correctly (random hits will go through it completely even when most are stopped).



Eune Masew
Omnipotent Jedis + laughable death penalties = "Star Wars Galaxies: Jedi Counterstirike"
Slimjim_Iapkre
Mon Oct 20, 2003 10:32 pm
#7






Falator wrote:
I only carry one of each enhance pack, one of each woundpack (Health/action C and rest B), one of each of the state/effect cures, one crate of stimpacks and one pack of revives. I recently down sized my inventory though. I was under the impression that wearing a backpack broke armor so i had to take off my backpack, but it appears that even when i only wear armor and my weapon, my armor still doesn't work correctly (random hits will go through it completely even when most are stopped).




You sure those random hits aren't going through because the damage type is something your armor is vulnerable to? Those tangle pistols causing stun dmg go through about anything.



SlimJim Iap'kre

Quality Stim shop selling 400+ stim B's and 600+ stim C's
In Mos Nihil, Tatooine at 275, 5365
and in Sanctuary, Corellia at -1591, -4626
Zarlor
Tue Oct 21, 2003 12:24 am
#8

I usually only get onto Test on Fridays, and last Friday it was down for most of the day, so i got very little testing in, other than some of the stuff I posted on Texxie's thread asking for confirmation of Mind Damage healing being given to CMs.


So I'm really not too sure on Insurance costs. Probably prohibitive for most of us, though.My packs look much like yours and since I don't run a constant Stim business, which the profit margin is starting to disappear on anyways, I'm pretty worried about handling the cost, especially if I need to reinsure after every death and/or every new planet visited.


I do know that the current rates being seen on TC are not set in stone. Nothing on TC ever is, which is why it's called Test Center. I believe JustG mentioned in Dev Tracker just this morning that they will likely scale back the percentages.


I do know that the corrrespondents have brought the issues up to the Devs, though, practically since this issue first came out. Sometimes the Corres are pretty quick about catching the isues sometimes before even many of the other players do. There aresome pretty swift folks there.


For my part I've made sure to mention the issues of questioning Decay on Incap (and whether or not Insurance will even affect that since it's normally a Death-only option) and how Docs could use a bit of help in making Res useful by making the penalty occur on clone, not on death. We've already been stealth nerfed on that fron with Buffs dropping on death. (And no,I still don't know if this really was a stealth nerf or a just a bug that crept in. To give you some idea of why the Correspondence Response issue made it back onto my personal Top 10 vote, for those astute enough to have noticed that.)


At any rate, the way decay should work is that pretty much ever item inthe game has a rating on it that signifies item condition. For most all of our items that will always be 1000. You mayhave noticed that for a few items, like weapons, some of thsoe start in the 80-0 range instead. Presumably (again I have not really tested this to know for sure) dying (at the 20% rate) would cause all of those items to drop from 1000 to 800. I do not know, however, if it will be 20% of the current rating in a never-ending cycle of never destrying an item, or if it will be based on the original condition of the item (so stuff with a 1000 rating would lose 200 every time.) Condition doesn't mean anything on our meds, though. So as long as the stuff does not get destroyed it may not be affected at all. Then again, maybe they are implementing a condition effect so that all of their traits will also be affected, butI really just don't know. Maybe I can find some time later to try it out, but if anyone has a TC character they could do some testing with to let us know, that would be cool.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Lewal
Tue Oct 21, 2003 12:42 pm
#9






Andholio wrote:
Cough... 6 crates of Enhance D packs? Might I ask how many resources and how long it took to create those?




Aye, I lovingly made all 6 enhancements D's in nice crates of 25 (well health and action in crates of 50) with the help of my PA on resource gathering. All with advanced sub's, I might add. I do not retail my medicines in quanity (just a small vendor in the PA shop, with individual stuff), but am the only Master Doctor in the PA, so I strictly tend to PA only and they take good care of me when I need resources. It did take a couple fulldays with 2 factories running.



Lewal ~~ Master Doctor/Squad Leader { Kith }

Klaeli ~~ Surveyor/Dancer { Kith }

Tarquinas
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