Doctor Archive

Thread: How to keep current med crafters in-game DEVS PLEASE READ!!!

MataHairy
Thu Mar 31, 2005 11:06 am
#1


Below are some suggestions I have for retaining current crafting doctors and CMs post-CU. They are all relatively easy to implement, and would help keep the game easy to play yet challenging to master. Some of these changes may already be in the CU design;if not, please consider their implementation.


(1) Retain the functionality of Medical and CM Experimentation and Assembly Tapes.

Doctors and CMs who gain these tapes have spent a great deal of credits, and rightfully have a great sense of pride in their possessions. Removing the tapes' funcitonality from the game, or makingtheir applicationbroader, would cause great dissatisfaction amongst established crafters.


(2) Keep the level of Resource Complexity

Again, many established crafters have spent millions of credits and hundreds of hours carefully gathering, and storing the best of the best. They wantto distinguish theirhigh quality Meds & CM meds from those obtainable from easy to get resources. The resource crates made a small amount of highest quality resource available to anyone. Please don't diminish our prior efforts by eliminating the need of our rarest Med & CM resources (eg. Avian, herb and insect meat, Class 4 and 2 petrol, Class 1 radioactive).


(3) Have ALL Med & CM schematics accessible by a master in that column (box 4), and not just at the MBE level.

This approach would allow a doctor or CM to craft all of their meds for the same skill point requirement as in the current system. Ifthe devsfeel a differentiation is necessary at MBE,then put 1 or 2 experimental and assembly points at the Master level. Thisapproach would still allow the doc or CM to craft his or her own meds, yet give an incentive for a professional crafter.


(4) Retain the use of looted components in meds (eg. Janta Blood, Spider Venom and Rancor Bile)

These special crafts provide an additional challenge to the crafting doctor.


(5) Consider stretching the limits on current schematics to make more of a differentiation between good and great resources.

Essentially, with buffs going away in favor of enhancers, the impact of GOOD versus GREAT meds is diminished. Please consider reworking the formulas so that it is more difficult to craft outstanding meds. This goes for both stims and enhancers.


I LOVE being a crafter in SWG because of the challenge. The money is nice, but the real reason I play this game is because I know that I can makean outstandingproduct that is appreciated by my customers. I can live with the expected decrease in sales as long as the crafting processremains challenging and fun.


Isn't that the objective of CU - to make the game easy to play yet difficult to master?


Feel free to add additional suggestions!

Message Edited by MataHairy on 03-31-2005 10:08 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
Kryxal
Thu Mar 31, 2005 11:15 am
#2

It's really too bad that the Devs will never read this ... after all, they don't read what's flagged for them to read. I worry about some of these items, but I wouldn't be surprised if the meds were fit into the 2nd line of BE, and experimentation is already the 4th line ... 0404 BE has 7 points to work with, and they might transfer the CM and Med experimentation over into the 4th line.



...has mastered the Pilot profession

Kryxal Lightsky - Radiant - Cancelled Dec. 7
Kagami Lightingdark - Radiant - Cancelled Dec. 7
Kikuko Inoue - Starsider - Cancelled Dec. 7
Momoko - Radiant - Cancelled Aug. 22
Ojes
Thu Mar 31, 2005 12:34 pm
#3






MataHairy wrote:


(3) Have ALL Med & CM schematics accessible by a master in that column (box 4), and not just at the MBE level.

This approach would allow a doctor or CM to craft all of their meds for the same skill point requirement as in the current system. Ifthe devsfeel a differentiation is necessary at MBE,then put 1 or 2 experimental and assembly points at the Master level. Thisapproach would still allow the doc or CM to craft his or her own meds, yet give an incentive for a professional crafter.





I actually like your ideas to keep some of the crafting doctors happy. However, the above highlighted portion is not completely correct.


If a doctor wishes to remain master doctor and get the BE med crafting branch, it will take more skill points than today:


The crafting branch you save in medic can be used to get the crafting branch in BE, but you must first find the 6 skill points for novice BE (plus 29 points for hunting 4 which they have not explicitly stated would be removed as a prereq for novice BE to my satisfaction).


Message Edited by Ojes on 03-31-2005 11:35 AM



while on Flurry, don't visit Ojes Yobe's Liquidation Vendors just 800M from Theed starport on Naboo (neg5219 3419) - cause they ain't there anymore! They are now exclusively located in Mos Athens Mall
MyT_Chicken
Thu Mar 31, 2005 12:38 pm
#4

Well we can find out if we need MBE in about 2 hours when TC comes up..




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

MataHairy
Thu Mar 31, 2005 2:04 pm
#5






Ojes wrote:






MataHairy wrote:


(3) Have ALL Med & CM schematics accessible by a master in that column (box 4), and not just at the MBE level.

This approach would allow a doctor or CM to craft all of their meds for the same skill point requirement as in the current system. Ifthe devsfeel a differentiation is necessary at MBE,then put 1 or 2 experimental and assembly points at the Master level. Thisapproach would still allow the doc or CM to craft his or her own meds, yet give an incentive for a professional crafter.





I actually like your ideas to keep some of the crafting doctors happy. However, the above highlighted portion is not completely correct.


If a doctor wishes to remain master doctor and get the BE med crafting branch, it will take more skill points than today:


The crafting branch you save in medic can be used to get the crafting branch in BE, but you must first find the 6 skill points for novice BE (plus 29 points for hunting 4 which they have not explicitly stated would be removed as a prereq for novice BE to my satisfaction).



Message Edited by Ojes on 03-31-2005 11:35 AM




The 6 points for Novice BE can come from the 6 points saved from Master Medic in the current system, thus an even exchange. From what I read on the CU notes, it seems that Med Crafting will be the ONLY prereq for BE (no scout needed).





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
toothlessviper
Thu Mar 31, 2005 2:12 pm
#6

lol, they would not even listen to the alpha testers that where hand picked for just that! good luck tho.. i hope they do read this...poizen.



POIZEN MIA news reports say she was last seen getting carried away by some creature called darth CU. many others are also missing. Please mail any info to swg's( we dont care department).

OK, who forgot to feed the dev's ? they have been using their nerf macro again! ahhh dev's NGE Not Good Entertainment. yup you named that one right!
Darksfallen
Thu Mar 31, 2005 2:22 pm
#7






toothlessviper wrote:

lol, they would not even listen to the alpha testers that where hand picked for just that! good luck tho.. i hope they do read this...poizen.




To my understanding Alpha testers saw documents of this information only and no actualy testing was done? Was this the case? If it is, I think they did the prudent thing in not listening until it was actually played.




Miriam
Master Doctor
Master Shipwright (10/27, 10:54am)
134 Badges Hero Of Tatooine

Yasmin
Dark Jedi Knight
Reborn
MyT_Chicken
Thu Mar 31, 2005 2:32 pm
#8






Darksfallen wrote:





toothlessviper wrote:

lol, they would not even listen to the alpha testers that where hand picked for just that! good luck tho.. i hope they do read this...poizen.




To my understanding Alpha testers saw documents of this information only and no actualy testing was done? Was this the case? If it is, I think they did the prudent thing in not listening until it was actually played.








I agree with that, but honestly even after it is played I extremely highly doubt that Doctors will have items or a craft built in like it is today.


The only thing they may do is adjust the BE stuff....





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

Darksfallen
Thu Mar 31, 2005 3:49 pm
#9






MyT_Chicken wrote:



I agree with that, but honestly even after it is played I extremely highly doubt that Doctors will have items or a craft built in like it is today.


The only thing they may do is adjust the BE stuff....




I agree large scale feedback based changes are extremely unlikely at this point... Tunes for sure, but line items in the documents changed, I highly doubt it.


I love Doc and I love BE, so I'm in kinda a win win situation, I just hope I'm not disappointed....




Miriam
Master Doctor
Master Shipwright (10/27, 10:54am)
134 Badges Hero Of Tatooine

Yasmin
Dark Jedi Knight
Reborn
Page 1 of 1
Previous Next