Doctor Archive

Thread: I dont want ##packs back

MsNiL
Mon May 09, 2005 6:05 am
#1

I am very glad that doctors works as fine as they do now without clogging up my entire inventory with misc packs... woundpacks, buffpacks, stimpacks, sixpacks or whatever. Im glad I dont need them or need to pay for them to play my role.


So I would actually preferif they do not addcraftable "Enhancer Boosters" back in the game again.



--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
VTmoon
Mon May 09, 2005 6:35 am
#2

yeah, we can keep using magic to heal rather than packs and stims .




Mono Noke
.......:::: Proud ex-Leader of Oasis ::::.......
.......:::: DarkLord of The Troll Order ::::.......
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- Bike Repair, Perfect LS Tools @ Crystal Oasis Dantooine, -4295 6915
TarMangani
Mon May 09, 2005 8:38 am
#3

But I want to sell you something!


I've got a real sweet deal on a used Buick!





JEYHREL FOXAUMER
Iconic Profession Nomad
Because sometimes being ruthless just isn't good enough...
Aspraven
Iconic Trader or soon to be cancelled account
Saving you money so you'll give more of it to me...
Vendors: 200, -3200, SUNS Mall, Kor Mesa, Corellia



Marrow1
Mon May 09, 2005 1:10 pm
#4






MsNiL wrote:



VTmoon wrote:

yeah, we can keep using magic to heal rather than packs and stims .





2 years online, and artisans still dont use a shovel for /sample.

2 years online, and entertainers can still create a sparkling show with their hands.

Im carrying my house.


Im sorry. Did you have any point?






2 years online and I still dont shoot flames out of my finger... I have to use a FT.


2 years online and I still dont tellaport... I have to use a shuttle.


Also, you do not carry your house, you carry the deed to your house and it gets built when you place it.


In general, stating other issues in the game does not make the addition of new issues any more justified.






__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
MsNiL
Mon May 09, 2005 4:11 pm
#5




Marrow1 wrote:
2 years online and I still dont shoot flames out of my finger... I have to use a FT.
2 years online and I still dont tellaport... I have to use a shuttle.
Also, you do not carry your house, you carry the deed to your house and it gets built when you place it.
In general, stating other issues in the game does not make the addition of new issues any more justified.




Rationalising this game by saying that something 'unrealistic' is magic is a bit narrow, considering how many "unrealistic" things they are about this game...


I mean, flames out of your toes then? Most entertainers can do that... And shuttle travels take 1 seconds... now that is fast.


If you really need to Rationalise the no-item stuff, think yourself a doctors bag. You dont need to carry around with half a hospital to cure people.


Like the /sample shovel, you just dont need to see it in your inventory.



--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
JavelinCatcher
Mon May 09, 2005 5:24 pm
#6






MsNiL wrote:

Like the /sample shovel, you just dont need to see it in your inventory.






Actually, you can't sample without a surveying tool...



----Nolhta Fyoen----Master Rifleman/Master Smugger----StarStrider
----Nolhta Fyoen----Master Droid Engineer----TestCenter
----Accoubacca----TKA/Commando---TestCenter

----Nolhta Fyoen----Master Droid Engineer----Gorath

CUAlpha: Team Droid Engineer
Marrow1
Mon May 09, 2005 5:43 pm
#7






MsNiL wrote:

Rationalising this game by saying that something 'unrealistic' is magic is a bit narrow, considering how many "unrealistic" things they are about this game...


I mean, flames out of your toes then? Most entertainers can do that... And shuttle travels take 1 seconds... now that is fast.


If you really need to Rationalise the no-item stuff, think yourself a doctors bag. You dont need to carry around with half a hospital to cure people.


Like the /sample shovel, you just dont need to see it in your inventory.





With each item that takes away emersion the game becomes less unique, less "realistic".


Yes, some things like shuttle rides need to be tweaked way from what we would think of as "realistic" in order to make the game run smoothly. However, I dont feel that meds was one of them. I feel that it took a step down in the emersion scale. Likewise, I think that if you removed weapons from the game and just said you needed to have the skill that game would also take a step down in the emersion factor. Weapons enable damage and impact the amount being done. This was the same thing with meds.


The idea of a mount is another example. Yes, it pops up from thin air becuase there is no good way to make a game mech to have it do otherwise. However, the ability to jump on and ride a mount and that while on a mount you can travel faster, etc add to the emersion. If you just hit a button and you could run faster and an icon said you were on a mount but you did not see anything under you it would not be very interesting.


There is a balance between making the game "realistic" and filled with emersion adding items and making it tedious. I just happen to sit on the side that says meds were worth hassle to use in order to add emersion. It appears that you sit on the other side of the balance that says that meds added little to your emersion and were nothing more than hassle.






__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
WineGuyJr
Mon May 09, 2005 7:28 pm
#8






Marrow1 wrote:





MsNiL wrote:

Rationalising this game by saying that something 'unrealistic' is magic is a bit narrow, considering how many "unrealistic" things they are about this game...


I mean, flames out of your toes then? Most entertainers can do that... And shuttle travels take 1 seconds... now that is fast.


If you really need to Rationalise the no-item stuff, think yourself a doctors bag. You dont need to carry around with half a hospital to cure people.


Like the /sample shovel, you just dont need to see it in your inventory.





With each item that takes away emersion the game becomes less unique, less "realistic".


Yes, some things like shuttle rides need to be tweaked way from what we would think of as "realistic" in order to make the game run smoothly. However, I dont feel that meds was one of them. I feel that it took a step down in the emersion scale. Likewise, I think that if you removed weapons from the game and just said you needed to have the skill that game would also take a step down in the emersion factor. Weapons enable damage and impact the amount being done. This was the same thing with meds.


The idea of a mount is another example. Yes, it pops up from thin air becuase there is no good way to make a game mech to have it do otherwise. However, the ability to jump on and ride a mount and that while on a mount you can travel faster, etc add to the emersion. If you just hit a button and you could run faster and an icon said you were on a mount but you did not see anything under you it would not be very interesting.


There is a balance between making the game "realistic" and filled with emersion adding items and making it tedious. I just happen to sit on the side that says meds were worth hassle to use in order to add emersion. It appears that you sit on the other side of the balance that says that meds added little to your emersion and were nothing more than hassle.







I agree with Marrow, I thought any inconvenience from carrying my meds around was generally offset by it giving the profession a more realistic feel. Also it gave the game more variability in a Doctor's effectiveness since a Doc using server best meds was much more effective at his/her job than one using very basic buffs/stims/woundpacks/whatever. Now under this new Affermative Action-based system we're all equal (and equally equal at that) given the same template. How dull.



----------------------------------------------------------------------------------------------------------------------------
Pavadin Spencer
Master Swordsman / Master Doctor
Ponder Stibbons
12 pt BE / Master Merchant / 14 pt Master Artisan
Fenix-
12 pt Master Weaponsmith / Master Merchant

----------------------------------------------------------------------------------------------------------------------------
All Acounts Canceled on 11/17/05
Corpusblight
Mon May 09, 2005 8:27 pm
#9

Actually I hated having to carry all the packs, but it could have easily been "cured" in the cu by their "magic" system


you now cure states with 1 command, why not a general state medpack. I only carried 1 case of stims and had 1 out. the wound packs would now only be 1.


Give us back the general items that are now "magic". If they want to give be's something to do let them make optional components that will enhance stims, just like they do for food and clothes.


There that creates the interdependance the devs love.



h Corpus Blight MD RIP 8/8/05 h
No I never played Morowind or whatever the name is latin dammit!!
CARPE CORPUS!!
(also latin)
The Crazy Imperial Tuskan Doc

Formally known as this dude

MsNiL
Mon May 09, 2005 11:35 pm
#10




Marrow1 wrote:
There is a balance between making the game "realistic" and filled with emersion adding items and making it tedious. I just happen to sit on the side that says meds were worth hassle to use in order to add emersion. It appears that you sit on the other side of the balance that says that meds added little to your emersion and were nothing more than hassle.





This was a change to remove hassle from the game, even if it might be "Less Realistic" that you cant look/touch/sniff the medics used.


But in my story, we had this medic who started at the same time as me... and I always always poked fun of her for having no inventory left ever. Even when we started to have 80 inventory slots she still said "Oh, full inventory" all the time.

It wasnt until I myself became a doctor I realised why this always happened.


In the selection of Realism, vs plenty of space in my backpack for things like nice clothes, weapon powerup for my T-21, Loot, Repair components, a full set of BE wear, a full set of Ubese armor, good foodstuff etc, I rather take the "Less Realism" path in this question. Asking for the other way is like asking for a direct nerf of yourself really.




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
MsNiL
Tue May 10, 2005 12:55 am
#11



VTmoon wrote:

yeah, we can keep using magic to heal rather than packs and stims .





2 years online, and artisans still dont use a shovel for /sample.

2 years online, and entertainers can still create a sparkling show with their hands.

Im carrying my house.


Im sorry. Did you have any point?




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
Eskie
Tue May 10, 2005 2:40 am
#12

The inventory space issues could have been solved just by the new HAM system - only 3 or 4 buffs now and only one type of wounds.
The problems with making healing an innate ability are:

- All docs are the same now, there is no way to stand out of the crowd (and most people play games to be more than just part of a grey monotonous mass).

- A part of the player economy gets destroyed - nobody needs to collect resources for meds anymore, which in turn means less work for scout / rangers, surveyors and crafters. The player economy is the one thing that sets SWG apart from other MMOs. Currently, the only MMO out there that I know that caters to crafters _is_ SWG - there is a lot more than "put A into B" in SWG crafting.



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
Kyodor
Tue May 10, 2005 5:47 am
#13

Meds were a big part of the economy. Meds, Weapons, Armour, and Food.

Armour is probably up there now as having the biggest single section of the economy. A lot of crafted weapons can be bested by quest loot, Meds have taken a huge hit with the new "innate abilities", and Armour is so much more customisable and expensive to create.

Food by itself has taken Meds' old place - with new food buffs being more proficient than current Doctor enhancements.

Message Edited by Kyodor on 05-10-2005 01:49 PM



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