Doctor Archive
Thread: third days thoughts as to cu and doc.
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toothlessviper
Fri Apr 01, 2005 12:11 pm
#1
ok so i dont get the leave noob thing again.
ive been here since sep of 03
imolder than 80% of the people playing the game. i was there for the first movie ... loved it then and still love the movies. IM neither a teen or a kid so please dontact like im yours.
first off some background. im a crafter of meds. i dont pvp, group or go after the high end mods for loot. my toons are stacked to help my doc toon, for crafting. im not super rich, but i do have a nice meds shop as anyone who knows me will tell you. i sell meds at a fair to cheap price. I started the game as a fencer and mastered that class without buffs and some weak armor.
Since my last post was deleated for god knows what reason. here is what i think of the new system after two days.
Doctors in my opion are getting turned into a follow and heal toon. less health little combat and magic hands. ( more on that later )
crafting is not going to be fun anymore. weaker things to craft, less to craft, not really looking fun to me. more on this later also
The combat is not the swg i liked. here is why. I know the old system needed fixed but this went to far let me explain myselfmore on that. becouse the new combat system has really changed meds and docs.
combat with the new health only damage bar. all attacks go after one pool. the thing that made swg1 so great was that you could attack many pools with differant weapon. something many other games did not have, to me that was a great idea. the drawback to the old system was that you pulled out of those same pools to do your attacks killing yourself. hence the need for a combat upgrade. The best part of that was that you could tailor your toons to attack one thing. mind, health, and or action pools. This could have been fixed .
the new system is just not as fun,now it comes down to damage, dont matter what type like before just damage. dot weapons are now worthless and are going to be leaving the game. to bad becouse dots could really change how you had to fight.. they made it a more simple game.
with this new combat system buffs are really not worth much. dont get me wrong some will take the new20% buffs and thats great. but im afraid that with the new health bar ( everyone will be going after the classes that give the most health ) and a few will be healers. but you know as well as i do if a figher has 3k health and say a CH has 2k health the fighter is not going to attack the pets he is going to hurry up and take out the CH, he knows that when the pets have no master left he can ditch the pets and go on to the next person to fight.
meds are gone mostly. and docs have magic hands. ( my friend just took a knife hit ) and i have to use my meds to heal him! man how will i cover the cost of them? ohh thats right i have magic hands now! i just stick my finger in the hole and ( taps wand ) he is healed! great. but for the crafters you have just killed our living in game. Yes we will still craft some things. but to be honest its really about a 60% cut of what we had and thats only if we take BE.
ive played the new system and got owned by a durni. 5 of us! yes i was a medic and 4 combat toons. im sorry but 5 people fighting together with a medic to heal cant take out one durni even at noob thats just silly. heal hell, i ran i dont have the health bars of the fighters, and cant do much about it. that left a bad taste in my mouth.
this is a new game not swg but swg2 new engine, new look, should have been a new game. that just my thoughts on it. i didnt get to detailed dont what to write a manual on the new system, i didnt like the toonish looking bars either ( after thought )
. but this is just my 2 cents on the cu...
as i have said before, some will like it some will not im just in the (not) group.. please keep this post clean i would like to know what other think, as im just one person...... tooth.
Message Edited by toothlessviper on 04-01-2005 11:14 AM
Message Edited by toothlessviper on 04-01-2005 11:21 AM
Message Edited by toothlessviper on 04-01-2005 12:03 PM
Message Edited by toothlessviper on 04-03-2005 07:06 AM
Message Edited by toothlessviper on 04-04-2005 09:41 AM
MataHairy
Fri Apr 01, 2005 12:31 pm
#3
You have some thoughtful comments there Poizen, thanks for sharing them. I too am skeptical about the CU, but as I sit back and consider the big picture, maybeits not so bad.
What I see the devs trying to do is narrow the range of everything. I see abilities being based on skill level and not equipment based. This change has great potential to make the game more fun, since play will not be dominated by one super weapon or class. The downside is that limiting the quality of crafted goods also limits the crafter. Right now the game is HIGHLY gear dependent. The side with the best weapons, best buffs, best CM poisons win the battle. Imagine what happens if the variation in the top gear becomes 10-20% instead of 200% or more. I think there will still be a role for the elite crafter in the new SWG, but less of a market.
My hopes is that, with crafting as well as combat, the devs fufill their comitment to make the game easy to play yet hard to master. Some of my crafting suggestions in a post below address that. From initial TC reports, itappearsthat the whole crafting schematics and experimentation has been revamped, and I can't wait to check out the whole thing.
Don't give up yet - - - there is still hope.
taloncard
Fri Apr 01, 2005 12:55 pm
#4
So now medic/doc/cm= magic hands
non medic can heal with stims.
I liked the stim idea better, and the "magic hands" as a last resort.
I see medics becomming useless and maybe, just maybe a market for the stims. Oh wait that will only benefit BE.
Yes I was a crafting doc. I didn't get "out there" and fight much. I actually healed wounds, and sold stims. well now wounds are pretty much gone, and stims are useless to medics/docs.
I don't know what I am going to do about that, Probably sell off my resources and go combat profession of some sort, but from what I have seen, they pushed the CU forward by dumbing down combat too much. They should have fixed the old system, not just replaced it with the EQ2 system.
non medic can heal with stims.
I liked the stim idea better, and the "magic hands" as a last resort.
I see medics becomming useless and maybe, just maybe a market for the stims. Oh wait that will only benefit BE.
Yes I was a crafting doc. I didn't get "out there" and fight much. I actually healed wounds, and sold stims. well now wounds are pretty much gone, and stims are useless to medics/docs.
I don't know what I am going to do about that, Probably sell off my resources and go combat profession of some sort, but from what I have seen, they pushed the CU forward by dumbing down combat too much. They should have fixed the old system, not just replaced it with the EQ2 system.
toothlessviper
Fri Apr 01, 2005 12:58 pm
#5
you know Matta ive stayed on, waited and waited, was really happy when i found out the cu was comming, but this ( new system ) may have finally tipped my hat. I ve never wanted a jedi or got into pvp, crafting is what i like and have pumped a ton of credits and time into it. to have it totally changed does not sit well with me. Im trying to find something new or interesting in the cu but so far, im just hitting dead ends. im here a month still. ill waitand pray that something i like shows up.
dontmatter tho. gamers come and go, thats whats great about online games, its just a game.
tooth.....
SinfulDoom
Fri Apr 01, 2005 2:10 pm
#6
I am quite dissappointed so far myself. I got into the TC from the very second it went up and played it till my eyes fell out 14 straight hours later. My orders of business were to see how the crafting had been changed. Thankfully they at least gave us heavy harvesters to use to collect resources. Upon entering the game I ran to the frog, collected one of each harvester and went to an isolated area near Moenia where I could place harvesters on each resource type to start grinding crafting. I added radios to each harvester as they were pulled and crafted as the material came up. By the end of the time playingI had the forth box of Medic crafting. Today will involve going to tat for fiberplast and lok for wild wheat to make ABEC for the BE line grind.
Once I started looking through the craftable items in the crafting trees of Medic and BE many of my fears were realized. They have eliminated so much of the craftable items from the current version that it is now just too watered down for me. They have dumbed down the crafting to a point that it will become simply boring. I notice that there are StimB's in the medic line that can be crafted and used by everyone. In the BE line this is a stimD that can also be used by everyone. What will be the point of making different stims now if everyone can use the same StimD? In the old system you had to tailor your crafting around peoples MU and CMU needs... This was fun, how good can I get the item and still be used by that perticular person. I'm sure the same will happen with the enhancers. I havent lvled up high enough to see how they work.
Ok, now that I had my crafting completed to this point it was off to lvl medic healing and pistols. I went around trying to stay in groups where I knew I would be safer and be able to heal as needed. The pistol grind for me was no different than I expected it would be but the medic was quite a shock. As refered to in earlier post "magic hands" what is with this cr*p. Absolutly dumb, dumb, dumb and dumb. By the end of my grind I was medic 1,3,1,4 flinging mystery stims at people as they ran by... So sad again for us crafters...
To save time ill just list some of the other things I didnt like and even liked about the CU.
Dislikes-
1. The UI. I HATE the colored icons in the "hotkey bar."
2. I HATE the colored icons all over the group window.
3. I really miss the Combat Q. The variable colored thing at each action just didnt hit it off with me.
4. The one HAM pool. I liked the idea of targeting specific pools.
5. I find it interesting how in prior threads people ranted and raved about the overpowered buffs and how they made regeneration to fast. Did you see how fast you regenerate HAM now?????????
Likes-
1. I like the defence bonuses givin to CM/Doc.
2. hmmmm, this cant be it but I guess so...
Quality Stims*Meds*Cures*CM Products
KOBO Industries (-1675 2500 Naboo)Starsider
V 12 pt. Master Doctor V 11 pt. MasterCMV
Kobo Doomshadow President
toothlessviper
Fri Apr 01, 2005 2:19 pm
#7
yup you just found the same things i did. ill wait for the frogs to test more doc and be stuff... for i got tired of the magic hands thing real fast. how did you like having to glance up to see where your regeneration was before you could do another stim ? or combat move ? did it get anoying to you too ?
SinfulDoom
Fri Apr 01, 2005 2:21 pm
#8
yes it did. So now when they get the group window fixed, as a healer ill have to watch over 20 people in my group and look at my tool bar to see if I can heal them. GRRRRRRRRRRR!!!!!!!!
Quality Stims*Meds*Cures*CM Products
KOBO Industries (-1675 2500 Naboo)Starsider
V 12 pt. Master Doctor V 11 pt. MasterCMV
Kobo Doomshadow President
toothlessviper
Fri Apr 01, 2005 2:38 pm
#9
you know the funny thing about all this.................................................... didnt we ( or i should say ) the beta testers 2 years ago go through this ? so lets get this strait... we had alpha, beta, live, patch patch patch patch, live alphaand now beta again ?
starwars the game that never stops testing. 
toothlessviper
Sun Apr 03, 2005 7:08 am
#10
well nothing i have seen so far has changed my mind...
poizen the magic hands doctor.
toothlessviper
Sun Apr 03, 2005 8:47 am
#11
well i have been trying combat since i feel ill when i use magic skill. god help me i either kill everything to easy or i die in one shot taking on stuff a few levels over my head... 8 people groups, i hate grouping to begin with, not even going to get started there.
im at 2 1/2 accounts gone now.... hanging my head in sadness. but one thing i figured out.. i still havea dead brain while i wait for recharge in combat also.. just have to sit here and click but not thinking really. so combat reallly has not changed to me... other than i die even at noob 5 times faster....
Athela
Sun Apr 03, 2005 9:52 am
#12
Here are my thoughts:
The "magic hands" thing is okay but takes too long betweento allow you to heal people even as you advance up the med use tree. You should see real improvement in your healing ability with each step.
I agree the single ham bar is not as much fun as having varied stats that are affected by both what you fight and how you heal.
I see no reason within the new system for doctor crafting to have been removed. There is no reason the doctor character can't remain the expert healer and medicine maker. The only thought I had for why they might consider having BE's do "doc" crafting was that they were adding the artificial augmentations, but still, why not have doctors craft those? Why pick BE's? Their profession is really more pet oriented. Why not Droid engineers perhaps in tandem with some doctor crafted components? It would be more logical.
I must be the only person who likes the new toolbar icons. Very nice bits of artwork, much easier to tell what the icon represents immediately. Couldn't they be made an option so you can have the classic or new toolbar icons?
As far as the noob thing, I create and fool around with new characters all the time, so I don't mind working with a new character. I keep in mind this is a test environment, they're trying to see how certain things work together at any given time. I do think that it would be valuable to have more frequent feedback from the developers as to what they are working on at any given time. I can only imagine they are both playing the test themselves to try it out and writing changes as they go so they're just sort of in their own heads and not communicating as effectively as they need to be.
My thoughts...
Athela Anar/ Kettemoor Master Doctor (with a nice supply of fire suppression blankets so go for it guys...)
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