Doctor Archive
Thread: ITS NOT TOO LATE TO CHANGE CRAFTING Post suggestions here
Message Edited by MataHairy on 04-10-2005 09:16 AM
SantosL wrote:
Has anyone confirmed the number of charges per enhancer pack? No sense going crazy until we know the crafted results, honestly.
1. If you insist on this "level based" armor, then you should make armor for crafters only. By this I mean an armor with very high resists to everything. The armor cannot be used if you have any combat armor availible to you. This would be to help protect PURE crafters if they have to go get their own resources from harvesters. As some of the things needed for crafting are on adventure planets, they would not be able to protect themselves. I do understand this could have the possibility of being exploited by people putting harvesters up and allowing someone else Admin rights to it. I don't know an all around way to stop this. However I am sure one could be devoloped.
2. As I have said, I am a Doc. However, I do believe that buffs are "out of control". To this I say just tone it down. Right now you can just set Health and Action to min levels, up all the other stats, get buffed and have that taken care of. Make buffs a % increase like ent buffs. I do think a 100% max buff is not unreasonable. This would make you at least have to think about how you migrate your stats. If you use the most common template you wont be getting a very big buff at all. You would have to seriously consider what you put your points into.
3. Armor is too powerful, IMHO. Someone with pretty much no combat skills can attack high end mobs to Powerlevel. Though I personally do not have a problem with this, others do. I understand their concerns. I also understand that some people want to kill the big high end mobs alone. I say if you want a challenge, you can do it yourself in the current system. We did it back in the old days. People still do it now. Why do we need to change the whole game. Just because someone wants to do things the easy way, doesn't mean you have to. Honesty, no matter where they go with this, someone will find an easy way to do things.
4. Also the nice thing about being a Doctor, I did not have to go into combat. As I have said, I don't like to go into combat. As was said eariler this should be a Combat Medics job. In the limited info we have gotten, it appears that Docs will now have to join a combat group. While in the sense of all things, I think this is wrong. Look at RL for one sec. In war are there Doctors in the militay, yes. Do they usually goto combat, NO. That's what Field (Combat) Medics are for. Your doctors stay in tents, facilities, or whatever away from the front lines. So if I should have to go into the field as a Doc, then let me make say a Field tent or portable medical center. This should be unattackable by mobs. Because in war, there are still rules. We are not allowed to attack medical facilities where wounded are, EVEN IF THEY ARE COMBATANTS.
UPDATE: I was right, Medical XP is now tied directly to COMBAT. So now what, Doc's not only have to goto combat now, but they have now weapon certs in their trees, and they gain Combat Levels as they progress. Very very bad idea here folks. You took everything away from docs, and gave nothing in return.
UPDATE: You now get Medical XP for healing yourself in combat. I do not think that this is a bad thing however, It should not take away from Combat XP or Weapons XP.
This leads me to another point.....
5. Doctors should be able to heal EVERYONE, regardless of what side they are on. The last time I checked, doctors took an oath to help all in need. Even in war, doctors treat patients on BOTH sides. It's a matter of morals. That has been the biggest thing about being a Doc that I did not like. That would make for a more RL feel to the aspect of a Doc. Also, if I am gonna have to go into the field, not everyone in the group is gonna be of the same faction. Face it, even in war, there are friends on opposite sides. Nothing is more annoying then being in a group to heal people and guess what...It would be unwise to help this patient. That is a BIG flaw to gameplay IMHO.
UPDATE: This is still a problem. I was civilian in a group of Reb's and Imp's, guess what, I couldn't get any XP because all were combatant. So not only did we waste our time, they all got killed. Smart move here too. Was anyone thinking about these things.
6. If food is going to be as useless as some think, then maybe we should have a "mood system". (I know this is gonna sound like another game but bare with me). Make it so we HAVE to eat. Make it so some foods affect our moods. I mean tell me this, If you were in combat for a long time your mood would go down if all you had to eat was rations. But if you had a nice big fat juicy steak to eat, youd be pretty happy. This could be used with ents as well. I mean there's nothin like a good show to boost morale, right. I mean there are alot of things they could do to at least make tis more palettable to everyone, without nerfing some professions.
UPDATE: Ents will now give "Inspiration Buffs". Not a bad idea, and is on the lines of what I suggested. Though these are PASSIVE buffs. I think this is a bad idea, but the Devs have assured everyone that there is a larger picture here that has not been released. I'm still keeping an open mind on this.
These are just a few of my ideas. I know some are probably far fetched. But I'm trying to come up with something then just complaining. So if you don't like then I guess flame on then. If you do like, then help get the Dev's to consider so of these suggestions.
Thank You all in advance for your feedback. And please Devs, I beg you, let us know what you think of any of our Ideas.
MataHairy wrote:
SantosL wrote:
Has anyone confirmed the number of charges per enhancer pack? No sense going crazy until we know the crafted results, honestly.
Regardless of how many charges are in the final product, itwill be very difficult to use looted componentssince these schematics require 7 or 9 items of the same serial number. Jantas drop at most 7 blood and the fire spider drops at most 9; most drops are less and would be useless for doc meds.
Another pointt Im tyring to make is that almost all of the new schematics use CM components. Since I do both CM and Doc crafting that isnt an issue for me, but it makes more sense to have Doc meds use the traditional doc components, and CM meds use CM components.
Your compairing old with new. They are going to raise the Max drops of item loot like this. And to make it even better they are going to make it so same SN items stack.
MyT_Chicken wrote:
MataHairy wrote:
SantosL wrote:
Has anyone confirmed the number of charges per enhancer pack? No sense going crazy until we know the crafted results, honestly.
Regardless of how many charges are in the final product, itwill be very difficult to use looted componentssince these schematics require 7 or 9 items of the same serial number. Jantas drop at most 7 blood and the fire spider drops at most 9; most drops are less and would be useless for doc meds.
Another pointt Im tyring to make is that almost all of the new schematics use CM components. Since I do both CM and Doc crafting that isnt an issue for me, but it makes more sense to have Doc meds use the traditional doc components, and CM meds use CM components.
Your compairing old with new. They are going to raise the Max drops of item loot like this. And to make it even better they are going to make it so same SN items stack.
How will they deal with the current loot items we have though? None of my janta bloods or donkuwah poisons are 7+ same SN. Does this mean ALL current loots will become useless?