Doctor Archive

Thread: Top 5 Doctor Issues (week 3) (Not sent by Dev Request)

Zarlor
Thu Aug 07, 2003 2:30 pm
#1

This weeks top 5 list is based on the voting I got back from the Big List thread. I think that worked fairly wellso I will probably continue trying to work it out that way, reorganizing the list based on your votes every week. For now I will leave the old list up and put up the reordered list based on your voting on Monday for folks to re-cast their votes to either get a new order to the list or to keep it the way it is.


As an update I did get some word back from the Devs when I sent a request to them making sure the lines of communication were indeed open (some of the other correspondents had recieved a message about list formatting and a request not to send in thier lists until the first one had been responded to) and this was the reply I got:


-------------------------------------


Lenny,



This is true. We're currently going through all the suggestions and questions that you and your fellow correspondents have sent us. We're hoping to have all the information pertaining to those questions ready by early next week sometime.



Forgive us for being distant, but we're still getting the correspondent system organized. Thanks again for your patience.



Glenn Snyder


Star Wars Galaxies


-----------------------------------


I promised you folks that I would pass on any responses I got fromt eh Devs, so I thought I would at least provide what little I had. At any rate, that means no list will actually be sent into the Devs this week. So the next message is simply the list that WOULD have been sent.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Renairdor
Thu Aug 07, 2003 4:18 pm
#2

Please add this item for discussion: A Vendor for Doctors somewhere on the skill tree. (Master?)


I'm a Master Combat Medic/Master Doctor and have no points available to keep artisan, nor to get to Merchant 3 on the Artisan. I believe I'm not alone in this regard and it makes sense a Master Doctor could be allowed 1 vendor, even a specific restricted vendor, to sell medical supplies with. All the other crafters come from Artisan so it's not too difficult to get a Vendor, however a Doctor would also need artisan for a vendor, even if all they wanted to do was sell some meds. I feel +1 Vendor at Master Doctor would be a very reasonable addition.


Renairdor


Master Doctor/Master Combat Medic , Naritus Server

PekoPekoPeeker
Thu Aug 07, 2003 5:13 pm
#3

Since Doctors and CMs are crafting classes not from the Artisan tree, this sort of stuff seems to pop up a lot. This is technically the same issue as surveying/medicalforage, just not as important.
Zarlor
Fri Aug 08, 2003 6:12 am
#4

I could add that, but I seriously doubt that would really fly. That very purpose you suggest is why there is a Merchant tree and one of the resons they get multiple vendors. They can rent out space on one of thier vendors, even rename it to whatever name you want, and sell your products.Giving us that ability would be directly taking away from their skillset. Plus the bazaar is always available. There are far too many other options that are not too difficult to work with when it comes to vendors.


My personal view (which ain't got nutin' to do with being a correspondent, mind you) on the artisan survey thing is that our issue there is that the need to gather resources is VITAL to our profession because Medic and Doctor (if you want to Master the profession) are by their very nature a crafting profession. We don't necessarily NEED a vendor (although I admit that the way things are working themselves out economically it is one of the best methods of income available for a doctor to sell product), but I feel we do need the ability to locate the resources with the proper attributes that we really do need. We are simply not a lucrative enough market and have just enough differences in most resource requirements that few surevyors will cater to the medical professions and most of the resources we end up surveying would be non-competetive with the artisan market anyway (except MAYBE with Chef in some instances) So I think the Devs argument about not wantingthe medic professions being competetive with the artisan skillset is rather bogus.


So if you really, really want, I can add the vendor request to the list, but I somehow don't think it will ever make it into the Top 5, and even if it did, I doubt even more that the Devs would would even come close to agreeing with letting us have that. Now BE... maybe I could see an argument for it there.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
IlyaMasool
Fri Aug 08, 2003 9:19 am
#5

As always, let me say you are doing a stellar job Zarlor.


I agree with everything you've posted, and the order as well.


I think I will add just one more about Factories.


I think they take too long.


Recently I hanged up my "Out of Business" Sign.


Money isn't a problem. I think there is a market for a good Stimpack B's and more. I was generally getting good 4 - 5 credit per resource spent.


The problem was time.


I've used to spend 5 - 7 hours to make 100 stimapck.


~2 hrs on 100Liquid


~2 hrs on 100 Chemical


~2 hrs on 100 Bio.


~2 hrs on final assembly


Then I got myself another Factory, so with 2 I figured I'd do it in 3 hrs.


Well yes and no.


Kinda took 3 - 5 hrs to make 100 Stimpack.


I sell that in 1 or 2 transaction (EVERYONE and their grandma want crate of 50 these days)


So, hours of work, 30 second sale


Didn't seem right.


Anyone having luck with pumping them babies out faster?


NoDak
Fri Aug 08, 2003 9:52 am
#6






IlyaMasool wrote:

The problem was time.


I've used to spend 5 - 7 hours to make 100 stimapck.


~2 hrs on 100Liquid


~2 hrs on 100 Chemical


~2 hrs on 100 Bio.


~2 hrs on final assembly


Then I got myself another Factory, so with 2 I figured I'd do it in 3 hrs.


Well yes and no.


Kinda took 3 - 5 hrs to make 100 Stimpack.


I sell that in 1 or 2 transaction (EVERYONE and their grandma want crate of 50 these days)


So, hours of work, 30 second sale


Didn't seem right.


Anyone having luck with pumping them babies out faster?






only quick way to do this is to run 3 or if your doing multiple runs 4 factories.


single run uses 3 facs to make subs and re-use a fac to make finals


multi run uses 3 facs to make subs and 4 to make finals, then start 3 fac again making subs while making finals.



or if your a glutton for punishment, make the non fac subs by hand






-------------------------------------------
Chilastra - Tatooine - Mos Entha
-------------------------------------------
NoDak (LoF Medical)
NoDaks (LoF Mining)
IlyaMasool
Fri Aug 08, 2003 1:04 pm
#7

"only quick way to do this is to run 3 or if your doing multiple runs 4 factories.

single run uses 3 facs to make subs and re-use a fac to make finals


multi run uses 3 facs to make subs and 4 to make finals, then start 3 fac again making subs while making finals."


I was considering that right before I hanged up my "out of business sign"


I don't know if I am only one but it cost 2 lots for each factory for me, and at 2 fac I am already down 4 lots.


with 1 small house I just blew half my alotted lots (alotted lots, rolls off tongue don't it?)


I guess it would help if food/chem factory was 1 lot each but then everyone else cost 2 lot too right?


RyceSWG
Fri Aug 08, 2003 2:02 pm
#8






Renairdor wrote:

Please add this item for discussion: A Vendor for Doctors somewhere on the skill tree. (Master?)





I understand your frustration here. However... if they fix the house/vendor admin problem you should be able to have a friend w/ Bus. 3 drop a vendor in you home....I think? (Maybe someone can clarify but I think a friend with "Admin" and "Vendor Rights" can drop a vendor in your home (once the bugs are fixed)?).


Alternatively you could find some other doctor who has a vendor and sell thru his vendor. I'm going to give up pistol skills so that I can get a vendor.


If you're on Lowca let me know... you're welcome to put some up for sale in my vendor.


- Ryce




Ryce, Master Doctor / Master Swordsman
Perfection City, Lok, Lowca [About Perfection] | [Vendor Directory] | [Forums]
Perfection ... it's not just a state of being ... it's a destination!

Zarlor
Sat Aug 09, 2003 12:54 am
#9

Yeah, I'm starting to hear more of that and feeling the crunh of slow factories myself. I'll be sure to consolidate that into the factories issue for the big list on Monday.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Spaceways
Sun Aug 10, 2003 11:27 am
#10

Hi,



I think that now that they have "adjusted" exp given by a factory. They need to speed them up by at least a factor of 4. Heck lower the exp a factory gives from 10% to 1%, I don't care. Just give me faster factories. They could even be added to the Architect tree. Advanced Factory 4X production rate.




Spaceways Incorporated - Chilastra
Weaponsmith, Architect

Delos Harriman - Chilastra
Pistoleero, Smuggler, Doctor
Shuey
Sun Aug 10, 2003 8:32 pm
#11

I just want to add onto the artisan/doctor surveying arguement.


1) Artisans have the ability to surveyAll of the items they need to advance.


2) Scouts have the ability to harvestAll of the items they need to advance.


3) Bio-engineers have the ability to sampleAll of the items they need to advance.


Medics are the only ones that must craft to advance but have no realistic method of gathering resources without choosing another profession.




Murashu
Psychomagus
Mon Aug 11, 2003 3:04 am
#12

I cannot agree with your sentiment here. Certain professions must rely on other professions sometimes. That's just the way things are. I am a Doctor, but there is no way i would have chosen it without some artisan skills. You simply have to be able to survey for minerals if you wanna craft. It's real simple. Get novice artisan. I don't understand anyone who does Master Doctor and Master Combat medic and then comes back and whines about no skill pts. You knew when you chose yer path that you wouldn't have excess skill pts. First off, what is the point of Master Doctor and Master Combat Medic....I know there is no point to Master Doctor. I even asked a fellow doctor that made it there and he told me it's not worth it. The game is designed so certain classes have to rely on other classes. This is what allows those classes to survive. If you refuse to get novice artisan then you must accept the fact that you will be buying resources from the ones that put down the 15 points so they could survey for resources. This is a needed support class in the game. I don't think we'd like it too much if artisans stared whining that they can't heal wounds. There might be less of a need for us if they could heal their own wounds. Simply put, surveying was designed as an Artisan skill by the devs and there is no chance at any time in the future that the medical profession will gain the ability to do this.



Deathstryche (Deth*stri*chuh)
Still, no one cares what I mastered.

"Dude, you ripped out his femur and stabbed him with it..." - My brother
lund0529
Mon Aug 11, 2003 6:41 am
#13

I'm new to the Doc forum, so I sorry if this has been brought up and shot down already...


Is the game smart enough to use a medpack of appropriate size for the job? How about a command to use a certain medpack? For example


/healwound health B


Otherwise, the game could choose a healthpack C to heal a 10 point wound, or an A when you're working on a large wound.


A way to prioritize your med use might be nice too. I always seem to end up with 2 or 3 woundkits with a couple of charges remaining on each. That's just wasting inventory space for something that, IMO,should have been used up long ago. Maybe just get the game to use up one pack before moving to the next?

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