Doctor Archive

Thread: Whats medical forage for?

Nibiru420
Mon Dec 15, 2003 8:54 am
#1

Why is there a /medicalforage command? At one point, in a galaxy far far away was it actually usfeul? Getting a few, random organics every few minutes seems so... um whats the word... pointless!


Since we get that, which is really a scout/ranger skill, think theres any chance to trade it for survey? I know, beat to death, but still





----
Pogo,
Master Doctor, Master Combat Medic, Crappy PvP
Kauri Server

"Her bouquet cleaved his hardened shell, and fondled his muscled heart ...
He imbibed her glistening spell, just before the other shoe... fell"
-An Unknown 20th Century Poet
Vodo_Baas
Mon Dec 15, 2003 9:04 am
#2

If I remember right, back in the Beta days creating stim packs used 3 organics of any type, not 8 of a specific type; the same for inorganics. At which point /medicalforage would be sufficient for making meds. At some point the schematics changed, but /medicalforage stayed the same and became useless.

Zarlor has been working for some time to get changes made on /medicalforage so it has som use, but no results yet.



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
_Macabre_
Mon Dec 15, 2003 10:46 am
#3

Yes.. pretty please with sugar on top.. change to /medicalSurvey+Sample :-)


*kicks the dead horse one more time*




Jiawa,
Teras Kasi Master / Master Doctor
Master Smuggler (Retired)
Master Creature Handler (Retired)
Traigus
Mon Dec 15, 2003 10:56 am
#4

If you kick the dead horse, you lower the OQ and PE on the Herby meat...

-T
(Would it be a bad time to mention, I was one of the people that crusaded for increased material costs for Stim As in Beta? )



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Vodo_Baas
Mon Dec 15, 2003 11:23 am
#5

I doubt it Traigus. Most docs are intelligent enough to realize that SOE dropped the ball here (once again). If the ingredients were as loose as only 3 or 4 non-stacked components Docs and Medics would have such an easy crafting that factories would probably have a tough time with it. Since they work on stacks and the meds don't want stacks it'd be a little harder straightening that out. On top of that we would be absolutely flooded with the uber stims. Looking at the tough requirements in place now and how powerful some players have made stims can you imagine the stats if the requirements were more lax?

As far as SOE's part, if you change one side of the equation you need to balance the other side. If you make the resource requirements much harder then the methods of getting said resources must become easier. Thus medical survey/sample tops the request lists for Doctors for the past few months.

Thats just my opinion however, feel free to disagree.



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
JuJutsu
Mon Dec 15, 2003 2:21 pm
#6






Traigus wrote:
If you kick the dead horse, you lower the OQ and PE on the Herby meat...

-T
(Would it be a bad time to mention, I was one of the people that crusaded for increased material costs for Stim As in Beta? )



Yes, this would be a bad time to mention that....
Traigus
Mon Dec 15, 2003 2:43 pm
#7

Nobody was using B's because we went from 3 random organics in As, to the same requirements as Bs have now.

It was a scale thing. Everyone used As for everything.

I also reccomended the removal of /medforage at that time.. but it didn't happen lol.

If it only went away, nobody would complain about it being dumb he he...

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Zarlor
Mon Dec 15, 2003 5:19 pm
#8

To keep stuff straigh, I really haven't been pushing changes for /medicalforage (though they need to happen.). I've been pushing the issue with the Doc need for better methods to obtain materials for crafting to similar levels as other crafters have (commonly handled in the Doctor Survey issue.) The /medicalforage stuff just keeps coming up by the Devs like that is the answer (although their suggested changes wouldn't really answer that issue, IMHO.)


Medical forage is really a Medic issue, not a Doc one. Of course now that I'm doing Medic Corre duties I guess I WILL be doing more work in that area.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Kabnle
Mon Dec 15, 2003 5:52 pm
#9

In order for a doctor to become self sufficient in the current system one must take Artisan 0/0/0/4 for survey which cost 29 points, Scouting 0/0/4/0 which takes another 29 points and Master Doctor takes 140 points which leaves a person with 52 points for some type of combat, whichwould belimited in effectiveness.


I think there should be some type of survey and harvest that scales in the crafting portion of the doctor tree to address some of these issues. With Master Swordsman and Master Doctor, I was only able to take Scout 0/0/1/0 for very minimal harvesting. I have to rely on the kindness of my guildmates to survey for the uncommon materials so that I can place harvesters.


Please keep the medical harvest and medical survey/sample at the top of the list so that we can enjoy the same benefits that the artisan crafters currently do.


Kabnle


Master Doctor/Master Swordsman/Gimpy Scout on Kettemoor

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