Doctor Archive

Thread: Medical Forage Idea

Enola_Gray
Thu Oct 23, 2003 3:45 pm
#1

Medical Forage


Move Medical Forage up to the Novice Doctor box. When you click on Medical Forage have it bring up a list of only the specific ingredients needed by doctors to make the high end meds.


Say Fiberplast, Wild Wheat, Domestic Oats, Berries, Liquid 4 Petro, Water, Dolivite Iron, Reactive Gas


Then you can pick which one you want to forage for. Upon successful foraging of that item have it bring up 2 x4way rating scales.


For example Fiberplast found…


(Extremely Good Quality) ---(Extremely Good could be 800-999) (Medium Density Concentration) ---(Medium Density could be 50%)


So now you know there is Fiberplast in the area but you don’t know the exact quality and you don’t know exactly where the highest concentration is…. So you can either plant a harvester or keep hunting and pecking.


Now personally I would rather see Doc’s just given the use of a Surveying Tool but since that doesn’t look like its ever going to happen because for some crazy reason the Dev’s believe it is stepping on the toes of Artisans (seems to me like the only professions the Dev’s actually like are Artisans and Creature Handlers but that is another issue)


I think my idea would be a real solution and I could use my 15 skill points I am wasting in the Artisan tree elsewhere. Tell me what you guys think

Enola_Gray
Fri Oct 24, 2003 3:32 pm
#2

No thoughts?????
boodow
Sat Oct 25, 2003 4:56 am
#3

Yes, I have thought of this exact same thing in the past. This would be a good way to find resources for a doc to put down some harvestors or something.



Terigo
Master Pistoleer/Smuggler
Commander of the Millennium Nuna
Zarlor
Sat Oct 25, 2003 5:42 am
#4

I kinda feel pretty so-so about it. For one, Medics really NEED some way to get the resources used for their meds. The novice levels should give you the tool you need to learn your trade and as it stands right now if you have nobody to guide you as a Novice Medic it is one of the most confusing and complex professions to get into because you are not given any of the tools you need to even begin to start up that crafting tree. ANd the one tool you are given for that purpose is useless and is only even capable of gathering 1/2 of the equation for your craftables (the organic side).


All I will say is that I'm pushing, very hard, to get the Devs to get into a dialog on this issue. It has been #1 for the last two voting cycles being on a 2/3rds majority of the Top 10 lists of Doctors both times. THat's a pretty clear indicator to me how big the issue is. I have Docs and Medics (and CMs) in game who tell me as much as well. I think we really deserve to have a chance to really get into a discussion about the problem. SO I'm pushing for that and hoping we can work with at least a slightly borader solution than something like this. This one is extremely narrow and while I could tryto force a compromise down to something like this if I absolutely had to, I would rather not start with something this limiting.


I hope to suggest, though, that /medicalforage and the need for some kind of /medicalsurvey are really two seperate things. Docs don't need the modified version of /medicalforage they have suggested so far, we need to be able to figure out where to put a harvester and to check the quality of a resource in some way. Medics need /medicalforage to learn how to craft the meds they need to advance in their trade and I really see those as two seperate issues.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Enola_Gray
Sat Oct 25, 2003 11:43 am
#5

Well the reason I thought it should be pushed up to the Novice Doc box is because Novice Medics will still have plently of skill points to burn to to get Artisan if they want. Plus most of the materal needed to make the lower level meds are pretty easy to find on the Bazzar.
Cidem_Relaeh
Sat Oct 25, 2003 2:21 pm
#6

I've already submitted a feedback about this, and sent Z a PM about it, but I'd rather have /medicalforage be something to where we can gather small amounts of fungi, lichen, and similar substances that grant specific bonuses to crafting, and can be added in to stims and such to give an additional bonus, much like krayt tissue can be used to increase weapon power by weaponsmiths. Make it random as to what you get, put the best medical foragable stuff on dathomir, endor, lok etc. Just a way for the determined medical crafter to get another bit of oomph out of their products.

I'd rather not have /medicalforage overlap in anyway with surveying and sampling, but that's just me.



Cidem Relaeh <ODD>
First comes smiles, then lies. Last is gunfire.

Imperial Colonel
Pistols Expert - DGM Curator

Zarlor
Sat Oct 25, 2003 2:42 pm
#7

Doh! Didn;t realize you also posted here. You didn;t need to send me a PM, 'cause now I just have to repeat myself.


At any rate, I think this is pretty much the kind of thing our Dev was talking about in his last response to us on the issue. At least to some extent. Maybe nbot quite as in-depthm, but I'm not really positive. I'll probably pass this thread along, though. Just something more to add on the issue.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Enola_Gray
Sat Oct 25, 2003 6:38 pm
#8

Well what about moving myMedical Forage Idea to the Master Medic Box instead... so that itcould work with Docs and Combat Medics.



I am not too thrilled with the Medical Forage skill being used to find "fungi" or whatever for added bonuses to Stims. Actually now that I think about it I am almost totally against something like this. Everyone and their mom can make 400+ Stim-B's as it is. Do we really need to rape the doctor profession anymore by having a bunch of 650+ Fungi Enhanced Stim-B's and 125+Wound A's out on the market so anyone with just Novicemedic can use them??


I think if soemthing like this was going to happen then it would almost be REQUIRED thatthe use of Stim-B's and Wound-A's be MOVED UP the tree, otherwise say goodbye to most Doctors including myself... (novice medics should only be able to use Stim-A's imo but this is another issue)



Doctor & Combate Medic are both basically crafting professions... Doctor more so though. The fact that there is no "surveying" skill in any of the Medic/Doc trees is just flat out stupid.


I would much rather have the abilty to survey than make higher power stims.


I would like to go on record as being totally apposed to the idea of making Medical Forage as way to make higher powerd stim's without moiving the use of Stim-B's higher up the Pharm Tree.


Docs need a way to get meteral... end of story. And we shouldnt have to burn 15-25 kill points in a totally unrelated field to be able to do it. I dont know how much longer I am going to be a Master Doctor. Buffs are bugged, and it sounds like the Dev's have no intention of doing anything remotly cool with this profession

Zarlor
Sat Oct 25, 2003 6:55 pm
#9

Yeah I'm all for getting something more useful in the way fo a survey-like skill for us.


As for the replacement components from foraging, I think the idea would be that they wouldn't be any better than a standard component, really. THat's why I said I don;t think it's anywhere near as in-depth as what was metioned. Likely they also would not ahve the same serial numbers so they couldn't go into anything with multicomponents and overall I seriously dout using some of this stuff, even if it was pretty good, couldn't compete with a Master Docs (well Master Doc Crafter) experimenting abilities. That +100 and 10 EPs should never be underestimated.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Cidem_Relaeh
Sat Oct 25, 2003 6:55 pm
#10



Enola_Gray wrote:

Well what about moving my Medical Forage Idea to the Master Medic Box instead... so that it could work with Docs and Combat Medics.

I am not too thrilled with the Medical Forage skill being used to find "fungi" or whatever for added bonuses to Stims. Actually now that I think about it I am almost totally against something like this. Everyone and their mom can make 400+ Stim-B's as it is. Do we really need to rape the doctor profession anymore by having a bunch of 650+ Fungi Enhanced Stim-B's and 125+ Wound A's out on the market so anyone with just Novice medic can use them??

I think if soemthing like this was going to happen then it would almost be REQUIRED that the use of Stim-B's and Wound-A's be MOVED UP the tree, otherwise say goodbye to most Doctors including myself... (novice medics should only be able to use Stim-A's imo but this is another issue)

Doctor & Combate Medic are both basically crafting professions... Doctor more so though. The fact that there is no "surveying" skill in any of the Medic/Doc trees is just flat out stupid.

I would much rather have the abilty to survey than make higher power stims.

I would like to go on record as being totally apposed to the idea of making Medical Forage as way to make higher powerd stim's without moiving the use of Stim-B's higher up the Pharm Tree.

Docs need a way to get meteral... end of story. And we shouldnt have to burn 15-25 kill points in a totally unrelated field to be able to do it. I dont know how much longer I am going to be a Master Doctor. Buffs are bugged, and it sounds like the Dev's have no intention of doing anything remotly cool with this profession






Alright. Stick with the fungi but put medical forage at the medical professor or field surgeon level.



Cidem Relaeh <ODD>
First comes smiles, then lies. Last is gunfire.

Imperial Colonel
Pistols Expert - DGM Curator

Zarlor
Sun Oct 26, 2003 12:59 am
#11

Well, I'd have to say that in reality CMs have an even better argument on this than we do, becuase they need even more resources than we do. So to sime extent I think we need to watch out for each other on this one. (Although the latest argument I had to add about CMs getting Terrain Negotiation, effectively a scout skill, does offer a certain tone that would preclude CMs from benefitting from this. ) At any rate, novice medic absolutely needs some way to get into the profession. /medicalforage was supposed to be a way to do that, but got borked in Beta by a schematic change. SO they do need something there.


Beyond that could be something like you suggest up in the Doc and/or CM trees, but I think it would have to be something different from /medicalforage.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
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