Doctor Archive
Thread: Don't want to take artisan just for survey/sample? Read this.
Well we who take medic/doctor/combat medic have to take artisan just so we can do survey/sampling. So what is needed is that we all create seperate posts to the main boards and other locations asking that we get sampleing/surveying capabilities added to the basic medic tree.
Lets not go for something major; however something that would just remove the need of use to have artisan but would allow us to perform basic sampleing/surveying would allow us to spend spend 25+ skill points on different skill in the medic trees, and who would not like that. So something like giving us the equivate to a surveying I(with the use of all tools) at the master medic level would solve that problem, and by the time you get that level you show you are dedicated to the medical classes, and would start wanting to use thoses skill points in other things.
So everyone start posting and we will see a change.
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With a recent change in creature handler they made is so that pets did not auto full heal when stored, instead required that they be healed. Well a bunch of CHs complained that they had to take basic medic just so they could heal thier pets, and on Friday it was removed so that medic will not longer be needed to make stimkits that will work on pets. So it looks like massive posting will make changes to this game.
Well we who take medic/doctor/combat medic have to take artisan just so we can do survey/sampling. So what is needed is that we all create seperate posts to the main boards and other locations asking that we get sampleing/surveying capabilities added to the basic medic tree.
Lets not go for something major, and remove the benifits of taking artian; however something that would just remove the need of us to have artisan but would allow us to perform basic sampleing/surveying would allow us to spend spend 25+ skill points on different skill in the medic trees, and who would not like that. So something like giving us the equivate to a surveying I(with the use of all tools) at the master medic level would solve that problem, and by the time you get that level you show you are dedicated to the medical classes, and would start wanting to use thoses skill points in other things.
So everyone start posting and we will see a change.
I agree with you Kamat, but I think the response would be "you already have that capability - its called Medical Forage."
Of course, you and I both know that the Medical Forage skill is worthless as implemented and probably not a priority to get fixed.
Leonard McCoy, Medical Intern, Mos Espa, Tatooine
I have to agree with this post. Why not give us just the survey skill in stead of medical forage (which is useless).
As it stands I have artisna skills, but as I level Doctor skills I'm having to drop my artisan skills and at the end I won't be able to survey to find spots to place my harvestors ![]()
I gotta gree there. There's is absolutely no point for me to survey just to find high concentrations if I have no easy way to find out if what I am surveying is worth dredging up. There'd be nothing worse than tirelessly (and with only a Survey 1 ability it would take FOREVER) tracking down a higher perscentage spot, dropping a harvester on it, spending maint and power and then finding out I just pulled up an OQ 100, PE 100 piece of trash.
Oviously the Devs have stated that in no way do they want Doc skills to compete with Artisans. This does seem a bit ludicrous on an argument to me since the thing we want to dredge out of the ground aren't often competetive with the things they dredge up. They have a much wider market for their resources than we do and the items that they make with those resources also has a much wider market and generally higher premium than ours. I don't know of any focused Docs taht can really compete with an Artisan just because we have taken Survey 4 alongsideour own tree.
Maybe if they made Survey the pre-req for CM instead of Ranged Weapon Support it wouldn't be so bad.
He can't keep up with me.
I think the only solution to this without affecting artisans , is the following:
1.) Make it no skill required to survey, novice artisan to sample.
2.) List properties of material in survey tool (devs have mentioned they are thinking about this anyway).
With not sample ability, this gives EVERYONE (not just medics) the ability to use harvesters effectively... it also does not allow us to pull from the ground and duplicate artisan... which is way too much in my opinion.
Since sampling, over te short run, is faster than harvesters (harvesters win over long run, because of 24/7 operation when we aren't in game) and artisans could sample AnD harvest, they would retain a huge advantage over everyone else while material gathering, but the operation of harvesters would now be possible for us.
Lets not kid anyone, the deve are not going to give us a full sample ability, and we all know it.
-T
While i do understand where you're coming from, I strongly disagree with you. The point of having a player based economy is that everyone needs someone else to help them at one time or another.
Letting Creature Handlers make stimpacks for their pets is ridiculus because that means they no longer need medics to be with them. Letting medics have a survey/sample ability is also ridiculus because there is so much inorganic and metal and chemical out there for sale that you don't need the ability to get your own. The artisans getenough cash as is, but that's why theclass is there.
There's a reason why you can master 3 professions plus a tree. To say that medics can't get destroy mission cash for inorganic is just naive.
The best idea I've had for accomplishing this is a Want To Buy or reverse auction mechanism on the bazaar and vendors. If resource gatherers knew what resources were in demand at what prices, I think they would fill the demand. There are plenty of people mass-producing medicines now, but mostly they make stim Bs that they can sell to the general public. They need to know what the demand for higher-quality medicines is.
Another thing that would help reduce the surveying that medics need to do is player-created missions. If I could create a surveying mission that would let me offer a reward to an artisan who finds a certain concentration of a certain resource then I would never have to survey for a place to put my harvesters.
For those of you who are worried about being able to sample so that you can look at resource attributes and decide which ones are the best for your meds, have you visited swgcraft.com? It's a player-updated database of all the resources in the galaxies. It even computes which resource is best for the schematic attribute you want to maximize. I actually think this functionality should be incorporated into the game. You could go to a commodities market terminal, look up the resource you need by attribute, and place Want To Buy bids that resource gatherers could then fill.
Yes, I think this would be a great solution!
Traigus wrote:
I ahve survey IV, and I am better than my wookie at sampling...(0 downtime in sample).
He can't keep up with me.
I think the only solution to this without affecting artisans , is the following:
1.) Make it no skill required to survey, novice artisan to sample.
2.) List properties of material in survey tool (devs have mentioned they are thinking about this anyway).
With not sample ability, this gives EVERYONE (not just medics) the ability to use harvesters effectively... it also does not allow us to pull from the ground and duplicate artisan... which is way too much in my opinion.
Since sampling, over te short run, is faster than harvesters (harvesters win over long run, because of 24/7 operation when we aren't in game) and artisans could sample AnD harvest, they would retain a huge advantage over everyone else while material gathering, but the operation of harvesters would now be possible for us.
Lets not kid anyone, the deve are not going to give us a full sample ability, and we all know it.
-T
I love the reverse auction idea. I would love to be able to post a request for either a specific resource or for a type of resource with minimum stats. An artisan/scout could send me email to discuss rates, delivery, etc. Makes life much easier with no nerfing involved.
This would be nice for asking for specific weapons, armor, etc. as well. To make combat medic, I am moving up carbine tree, but can't seem to find a laser carbine. Perhaps also the ability to sort items in the bazaar even more specifically. In other words, not just "ranged weapons," but "ranged weapons/carbines" and thenranged weapons/carbines/laser"
Chire Marlich
I happen to agree with Vasuadan. I think its important that each class has its own role. I'm a very upset that the Ch's get stimpacks for their pets. To me this is stupid. So they can't heal their pets w/o medics? Big deal, my character can't heal w/o medics (except for time) either. I would like to now post a petition that all rifleman get the ability to make their own high level rifles, and entertainers should be able to craft their own instruments. As a matter of fact I am also pretty upset that I have to go toa tailor to make clothes. **edit** is that? You mean to tell me a pistoleer can't learn to sew?
Seriously though its ridiculous. I have no survey skills myself but rather I hire surveyors to find things for me. Its all part of the balance of the game and I prefer it this way. If there is a problem with this game its that the medics don't make enough money to be able to hire surveyors to find their resources. This is a problem with the players, not the game itself. Lets get rid of this CH stimpack bs, then maybe the Chs will pay a medic to heal their creature (as it should be) and the medics can pay surveyors to find resources. Tada, all problems solved.