Doctor Archive

Thread: ITS NOT TOO LATE TO CHANGE CRAFTING Post suggestions here

MataHairy
Sat Apr 09, 2005 10:56 pm
#1



I'd like to start a thread with CONSTRUCTIVE COMMENTS on how the initially proposed crafting system can be modified to better serve the crafting doctor's needs. Remember the simplier the change the more likely it is to be implemented.


PLease post your suggestions and BRIEF rationale. Feel free to propose your ideas, and why they are good, but please do not criticize others suggestions.


I have 3 main suggestions:


(1) Use the current doctor components in the doc meds (not the CM components), or maybe a combination of Doc/CM components for ranged stims enhancers.


Doctor cure enhancersshould use - ABEC, ACRDM and ALS

Doctorbuffs shoulduse - ABEC, ACRDM and ASDS

Doctorand CM ranged stim enhancers should probably use - ADM, ACRDM and ALS


(2) Reduce component requirements to 2-3 each. This will greatlylower the cost of the meds to something average docs can afford, andwill also allow us to use dropped items such as Janta Blood, Spider Venom, and Rancor Bile.


(3) Use more of our current resources as ingredients. Most current docs have a ton of avian meat still around. Many have specific items for current advanced meds such as Tatooine Herb meat, Lok Animal bones and Rori Fungus. These are plenty difficult to obtain. Although I like a challenge, Corellian Crustacean goes a bit too far.


So what would you like to see. Let's remember to keep this positive and we have a shot at making an impact (it worked on the CM boards).

Message Edited by MataHairy on 04-10-2005 09:16 AM



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
MataHairy
Sun Apr 10, 2005 6:14 am
#2

come on doctors, lets try to make a positive difference instead of just whining



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
MataHairy
Sun Apr 10, 2005 9:14 am
#3

The combat medics were able to change prereqs from Pistols to Ranged support by voicing a uniform position. The AS were able to change resource requirements from OQ/UT to OQ/SR the same way.


Lets figure out what we as doctors want and get those ideas forward. ITS NOT TOO LATE!



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
SantosL
Sun Apr 10, 2005 9:33 am
#4

Has anyone confirmed the number of charges per enhancer pack? No sense going crazy until we know the crafted results, honestly.



--
SantosL Halper
Master Doctor / Master BH
Esrina
Sun Apr 10, 2005 10:04 am
#5


I think what we all want is to havethe same resources required that are in live now.


Someone said the new resource requirements would make sure thatexisting-Docs-going-BE didn't havean "unfair" advantage over BE's. I say why shouldn't we have an advantage? Have we not been stocking up and taking advantage of good spawns, as well as our veteran rewards, for the sole purpose of crafting better meds? Haven't we been the ones on those never-ending quests for more experimentation points?


We've been playing this profession, we know it inside and out. They are taking crafting from us and giving it to BE's. Fine. If we want to craft meds we have to go BE. But shouldn't all of our hard work as crafting Docs give us an edge when we are forced to change our play style and become a BE if we want to continue to craft?


I personally don't craft meds for anyone but myself. However, I do have a boat-load of resources that I've hunted and harvested my butt off for, or that were given to me by friends and guildmates who did their own hard work to get it for me which will now lose value tremendously. Harvesting 50k units of avian meat is a pain in the ass, but I did what I needed to do in order to make better meds. I won't go BE. My factories are named "Torture Chamber 1, 2, 3, and 4"if that gives you any idea how much I enjoy crafting.


I absolutely hate thatthis is hurting so many of us, especially the docs who supply themeds for so many of us. They have certainly seen their share of my money when they were selling buffs that were better than what I could make, and I commend them for their love of crafting which enables me to do something besides swearat my Food and Chem Station.


Based on the FS skills I have (I was planning to go Jedi before the CU details, and have enough unlocks to do so now) and my Master Teras Kasi, I won't even be able to be a Doc and keep a master combat profession. Not to mention I have serious doubts that I will ever wield a saber under the CU. Doc is probably going to be the one to go first. It looks like I'm going to need all the combat training I can get to stay alive against a 10kHAM gubber.


MataHairy
Sun Apr 10, 2005 10:08 am
#6






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.



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
Psychopyro80
Sun Apr 10, 2005 10:41 am
#7

This is not all on the subject of crafting, but I did have some ides on what can be done to help docs and other professions in the CU. I know that some of these apply to all professions but I am including the for all to see, as I know some people have more than one toon, and all are affected.



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.




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MyT_Chicken
Sun Apr 10, 2005 11:34 am
#8






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.




h Egri p
§ If you don't know; you'll find out soon enough! §

Atobusarragra
Sun Apr 10, 2005 6:07 pm
#9






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?
MyT_Chicken
Sun Apr 10, 2005 6:14 pm
#10

Now that I do not know.




h Egri p
§ If you don't know; you'll find out soon enough! §

Atobusarragra
Sun Apr 10, 2005 6:29 pm
#11

I tell you I'm getting really tired of this cr@p from the Devs.


Pretty much if these resources go through as they are, and all current loot items are made obsolete, I dont think I'll stay, both my MAS and my MDoc account will be cancelled.


As for suggestions, well its quite bloody simple: keep the schematics as they are currently. As a medical crafting community we have spent countless hours and credits collecting good resources as PAYING CUSTOMERS! These new requirements attempt to level the field for new 'future' customers that havent paid a bloody cent.


Basically this is a huge slap in the face for us current crafters. It says, 'Thanks for your money, but we're not interested in loyal customers'. Well, bugger that!
MataHairy
Sun Apr 10, 2005 9:44 pm
#12

other comments?



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
GrandMoffMoosemillion
Sun Apr 10, 2005 11:04 pm
#13

I would certainly like confirmation on loot drop rates and number per drop with same serial number. Since the new requirements ask for more segments it would seem logical to increase the same serial number drop sizes.


As a Doc/CM in my early days I was always curious as to the mix of components. It seems unessescary to recode existing methods. BE crafted doc goods should use doc components, BE crafted CM goods should use CM components. I think that this is an example where the K.I.S.S. method is really applicable.


One thing I would find helpful is a easy to reference chart of how things were crafted and how things are to be crafted. Old resources and components vs new. I think if someone (with more patience than I) could produce such a reference in the next few days it would allow CMs, Docs, and BEs to review the proposed new system in easy comparison to the existing system and extrapolate more relevant information. Once we have this information clearly we may be able to come up with some good solutions the devs can listen to.


And excellent leadership Matta. It is important to maintain a positive revisionist perspective when we face the CU. It is coming whether an individual likes it or not. But as a community we can help shape it to be something not only entertaining, but special in that there are the handprints of players ingrained wherever we could stick our paws into it.




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