Doctor Archive
Thread: Do we need more wounds?
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Lucreel
Fri Sep 26, 2003 2:27 pm
#1
Hello,
Well, I've kinda been thinking lately. . . now that the playerbase is 'maturing' both in terms overall characters levels, and in wealth, so that we have more Master Medics, and Doctors of various levels, as well as most of the higher level players now making use of cloning facilities, are we at a point where we need more disease-using mobs, and other sources of wounds in the game?
I ask because, well, I have these great woundpak E's that I almost never get to use much of their potential. . . once they run out I think I'm just gonna make woundpak C's lol. Granted, the occasional commando with a flamethrower using AoE burns in the middle of town drives some business my way. But, overall, wounds just seem to play almost *NO* role in SWG, except for newbs who are either too broke or too clueless to clone.
One trend I've noticed is that Combat Medics almost *never* use disease, even though they have it. . . and, I understand from their perspective, disease does damage a *lot* slower than a comparable poison does, so why bother?
Very few mobs do any significant kind of wounding to players, commandos seem to be about the only players who's primary PvP attacks do any kind of wounding (umm, I'm not sure but I might've seen some bounty hunters with some decent wounding attacks).
I dunno, I just think maybe SWG has reached the point where the devs could increase the rate of wounding of players, and their are enough Docs and good medics out there to handle the load. The current levels of wounding were great for the past few months while players were getting accustomed to the game, and Doctors were in training, such that there weren't enough medical professionals to handle the load. I remember the first month after launch the med centers were always *packed*. . . Now I mostly see medics and docs in there, except when the occasional scurmish between the rebels and imps brings a 'wave' of people in temporarily.
There just doesn't seem to be enough wounds being generated to come *close* to the wound healing capability of the player base any longer.
Well, I've kinda been thinking lately. . . now that the playerbase is 'maturing' both in terms overall characters levels, and in wealth, so that we have more Master Medics, and Doctors of various levels, as well as most of the higher level players now making use of cloning facilities, are we at a point where we need more disease-using mobs, and other sources of wounds in the game?
I ask because, well, I have these great woundpak E's that I almost never get to use much of their potential. . . once they run out I think I'm just gonna make woundpak C's lol. Granted, the occasional commando with a flamethrower using AoE burns in the middle of town drives some business my way. But, overall, wounds just seem to play almost *NO* role in SWG, except for newbs who are either too broke or too clueless to clone.
One trend I've noticed is that Combat Medics almost *never* use disease, even though they have it. . . and, I understand from their perspective, disease does damage a *lot* slower than a comparable poison does, so why bother?
Very few mobs do any significant kind of wounding to players, commandos seem to be about the only players who's primary PvP attacks do any kind of wounding (umm, I'm not sure but I might've seen some bounty hunters with some decent wounding attacks).
I dunno, I just think maybe SWG has reached the point where the devs could increase the rate of wounding of players, and their are enough Docs and good medics out there to handle the load. The current levels of wounding were great for the past few months while players were getting accustomed to the game, and Doctors were in training, such that there weren't enough medical professionals to handle the load. I remember the first month after launch the med centers were always *packed*. . . Now I mostly see medics and docs in there, except when the occasional scurmish between the rebels and imps brings a 'wave' of people in temporarily.
There just doesn't seem to be enough wounds being generated to come *close* to the wound healing capability of the player base any longer.
mcglonec
Fri Sep 26, 2003 2:38 pm
#2
Lucreel wrote:
One trend I've noticed is that Combat Medics almost *never* use disease, even though they have it. . . and, I understand from their perspective, disease does damage a *lot* slower than a comparable poison does, so why bother?
Actually, combat medics can and do use disease. The stuff is just brutal. I made it to master CM and paid an entertainer to let me try it on her just so I could see the effects. Even with her dancing and watching the 3 other entertainers there, she couldn't keep up with the wounds being inflicted - she had a fully black mind bar for quite some time.
A CM is really the best way to take someone out of action for a while. But, the key is that they're going to disease mind. Why? Because if you diseased someone's health, some doc with a medpack E could completely cure it in 1 shot. 5 seconds and the guy is back in action. Disease someone's mind, however, and they'll be in the cantina for 5-10 minutes before they can rejoin the battle.
Lucreel
Fri Sep 26, 2003 2:53 pm
#3
You know, you bring up a good point. . . I think Combat Medics should lose mind related poisons and diseases. Since docs can't heal minds, Combat Medics should have no place damaging/wounding it. I've never seen CM's use anything but mind poisons or diseases because of exactly the point you raise - why use something that can be healed when you can use something that can't be healed.
Maybe make mind poisons and diseases do 1/20th the damage/wounds that health and action diseases do. I dunno. I just get quite frustrated every time I start looking at the HAM system in SWG. It seems like it was *designed* to make docs useless lol.
Maybe make mind poisons and diseases do 1/20th the damage/wounds that health and action diseases do. I dunno. I just get quite frustrated every time I start looking at the HAM system in SWG. It seems like it was *designed* to make docs useless lol.
Snooze821
Fri Sep 26, 2003 3:05 pm
#4
There are two issue about that. First since medics where originally able to heal all 3 bars that's why CM's were able to poison all 3. They should had removed the mind poison when they did the mind heals but it's a little late to do something that drastic. Some say that they should make mind poison/disease work different than the other ones because of the same initial issue which also would make sense in the beginning but more difficult now.
Really the majority of poison problems are bugs in gameplay related. Poisons aren't affected by the 75% pvp reduction and also don't properly leave after you die. Also without an appropriate penalty for death doing of suicide runs just to poison and come back later is commonplace.
I think the Dev at the very least have to consider bringing the poisons under the 75% reduction but I think due to how the code is currently it would probally apply to all meds and nobody would like a 75% reduction on all stims used pvp or not.
As least they are taking some action and creating some ways to some mind pool related problems but for now alot are avoiding pvp due to how massive these issue are affecting gameplay.
Really the majority of poison problems are bugs in gameplay related. Poisons aren't affected by the 75% pvp reduction and also don't properly leave after you die. Also without an appropriate penalty for death doing of suicide runs just to poison and come back later is commonplace.
I think the Dev at the very least have to consider bringing the poisons under the 75% reduction but I think due to how the code is currently it would probally apply to all meds and nobody would like a 75% reduction on all stims used pvp or not.
As least they are taking some action and creating some ways to some mind pool related problems but for now alot are avoiding pvp due to how massive these issue are affecting gameplay.
wynlyndd
Fri Sep 26, 2003 3:13 pm
#5
Lucreel wrote:
You know, you bring up a good point. . . I think Combat Medics should lose mind related poisons and diseases. Since docs can't heal minds, Combat Medics should have no place damaging/wounding it. I've never seen CM's use anything but mind poisons or diseases because of exactly the point you raise - why use something that can be healed when you can use something that can't be healed.
Maybe make mind poisons and diseases do 1/20th the damage/wounds that health and action diseases do. I dunno. I just get quite frustrated every time I start looking at the HAM system in SWG. It seems like it was *designed* to make docs useless lol.
Then take away Eyeshot too...
Lucreel
Fri Sep 26, 2003 5:55 pm
#6
Oh well, this thread is getting off track. . . point is: Do you think it would be reasonable for the devs to start tweaking more mobs to do health and action wounds, and perhaps adding more specials for players (or modifying existing ones) to make wounding slightly more common than it is now?
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