Doctor Archive
Thread: Nerfed Doctor Surveying
Yes I think Doctors should get surveying for our resource needs. It is rediculous how a crafting profession MUST get another starting profession to optimize their profession. Now here is the solution that would please the medics and not upset artisans. All medics need to gather their resources are places where the resources they need are in high quantity.We don't need the sampling part of surveying just the surveying to find the high percentage of the resource. What we also need is the stats on the resource so the medic could gather 1 unit of that resource to check the quality but that resource could not be used to craft. Now before you post and say that sampling is worthless and that artisans don't need it, think again. Surveying 4 gives very nice results, possibly better than some harvesters gather rates.
So to some it up: medics get limited surveying without sampling and artisans don't complain.
We aren't a crafting profession, we are a medical profession.
Period.
We craft to do our jobs, but it's not our jobs to craft.
We have 8 boxes of crafting, Masters in advanced Artisan professions are ALL crafting.
If you want industrial quantities, get industrial skills, otherwise surf the bazaar or make some friends.
Rankfahrt wrote:We aren't a crafting profession, we are a medical profession.
Period.
We craft to do our jobs, but it's not our jobs to craft.
We have 8 boxes of crafting, Masters in advanced Artisan professions are ALL crafting.
If you want industrial quantities, get industrial skills, otherwise surf the bazaar or make some friends.
Then why do we have the useless forage skill? That looks like a form of surveying to me. **edit** if the forage skill actually did something USEFUL, I'd be happy, but it doesn't. As for Armorsmiths requiring an architect, **edit** EVERY crafting class(including doctor) requires a factory. So lets see, Armorsmiths depend on Master Artisans(a few parts here and there), Architects(Factories/Extractors), Tailors(a few things), maybe merchants(depending on how you deal with that), and scouts. Whereas we, as doctors, depend on artisans(resources), architects(factories/extractors), scouts, and merchants(depending on/if we deal with that). Well doesn't look like very much difference in requirement #s to me at all. And if we were a medical profession, why are we crafting at all? Lets see, Medics in real life have 0 clue how to make a god **edit** stimpack. Doctors have no clue have to create woundpacks. They buy EVERYTHING, they make NOTHING. We are a HYBRID class. We are not a pure medical profession. So learn the facts. And btw, if it's not our jobs to craft, then who's making those stimpacks?
You're not a Hybrid class. Doctors are a PURE Medical class, since it takes only Master MEDIC to train up Doctor.
Pinski wrote:
Then why do we have the useless forage skill? That looks like a form of surveying to me. **edit** if the forage skill actually did something USEFUL, I'd be happy, but it doesn't. As for Armorsmiths requiring an architect, **edit** EVERY crafting class(including doctor) requires a factory. So lets see, Armorsmiths depend on Master Artisans(a few parts here and there), Architects(Factories/Extractors), Tailors(a few things), maybe merchants(depending on how you deal with that), and scouts. Whereas we, as doctors, depend on artisans(resources), architects(factories/extractors), scouts, and merchants(depending on/if we deal with that). Well doesn't look like very much difference in requirement #s to me at all. And if we were a medical profession, why are we crafting at all? Lets see, Medics in real life have 0 clue how to make a god **edit** stimpack. Doctors have no clue have to create woundpacks. They buy EVERYTHING, they make NOTHING. We are a HYBRID class. We are not a pure medical profession. So learn the facts. And btw, if it's not our jobs to craft, then who's making those stimpacks?