Doctor Archive

Thread: Magical vs. Tech Healing

starji
Sun May 08, 2005 5:46 pm
#1

I have been reading a lot of post recently about all the angry people who now feel that the healing system is a magical system. What is the difference if I use a stack of "stims" to heal or buff someone as oppsed to a stack of "dried toad skin"?


I understand this is a futuristic Star Wars universe. We use speeder bikes that "magicly" float above the ground. Space ships that "magicly" deliver us from one end of the galaxy to the other. Jedi have "magic glowing" laser swords that appear out of nowhere. I suppose it just depends on your paradigm.


Flame on.
mcpryon
Sun May 08, 2005 6:13 pm
#2

Well, granted the force is a kind of magic, at least it is a justification for the healing power of the force sensitive. If dried toad skin had some sort of medical qualities like a shot of adrenaline or something like that it would be justified. But, how does a doctor who doesn't have any source buff somebody? That's why the medical bag should have actually been implemented, I think. That's the core problem, there is no source.

As far as the toad skin vs stims...stims are crafted medical goods based on science, using a toad skin (unless it had healing chemicals or such in it) would probably be channeling some sort of magic through the toad skin from some magical source. At least a mage has a justified source, he is a magic user. Doctors now are pretty much faith healers.

When I go to the doctor when I am sick the doctor doesn't place his hands on me and I am healed.

In respect to speeders and ships and lightsabers, they all have justification; fuel feeds engines that propel speeders and ships, focused crystals in a controled device produce the laser sword.





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starji
Sun May 08, 2005 6:21 pm
#3


So you use magic crystals to make a laser sword appear. Yes I undestand there is science behind it but my point was that that things of a magical nature happen that don't appear to have any source except what could be termed as magic by primitive people.


As far as Doctors healing without any apparent source I would say that this is not a game breaking problem but only one of asthetics. I am just getting aggravated by people using it as one of the bullet points for why the CU is really unbalancing.
mcpryon
Sun May 08, 2005 6:25 pm
#4

Yeah, I agree, it's not unbalancing as much as it is stupid.

The thing is, though, we aren't playing cavemen and our characters (Wookiees aside) aren't primitive which is why unjustified healing is...well...dumb.





Tip to LEC/SOE: Sci-Fi MMO players don't necessarily belong to the same resource pool as fantasy MMO players.
starji
Sun May 08, 2005 6:31 pm
#5

Yea I can agree with that. Just like the crafting tools, doctors should probably have a doctors bag that could increase the amount of healing depending on the quality of the bag.
Eskie
Mon May 09, 2005 3:44 am
#6

The one single thing that bugs me about it most is that this is destroying part of the player economy that set this game apart from others.
On second place is that I dont understand how somebody feeling no connection to the Force at all is able to use it to heal people. It is the Force, right? Its not mana and spells, I hope!

Message Edited by Eskie on 05-09-2005 12:44 PM



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VTmoon
Mon May 09, 2005 6:46 am
#7

I really didn't like the Idea because it took out a whole chunk of the game that was pretty cool for some people, who saved resources for 2 years just to make that one perfect buff set or that one uber stim B. It was like a science to be able to make the meds, but now there is no difference between a doctor who played for 2 years or 2 days.




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UniformMarshal
Mon May 09, 2005 6:52 am
#8

I wouldnt mind having stims and packs back if I didnt have to carry around 50 million different items all the time. A trimmed list seems more user friendly.



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starji
Mon May 09, 2005 1:12 pm
#9

I still think there is plenty that can be crafted by BE's to keep those that collected animal resources in buisness. The only problem I see in the short term is none of the buff enhancers actually work. I am sure this is a bug but who knows when it will be addressed. I think that some steamlining was in order as there were so many different packs and stims it was quite a redundant system that did not lend it's self to quick and easy use. More complicated dosn't alway mean better.
TarMangani
Mon May 09, 2005 2:21 pm
#10






starji wrote:


So you use magic crystals to make a laser sword appear. Yes I undestand there is science behind it but my point was that that things of a magical nature happen that don't appear to have any source except what could be termed as magic by primitive people.


Sure but there is a big difference on the back end if one produces a Zippo and makes fire in front of a caveman, compared to one does the same thing with nothing but a wave of his hand...


However I don't see it as a big deal except, as stated, it takes away from the interdependency within the economy...








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bountyhunter229
Tue May 10, 2005 12:41 am
#11

It is going to be interesting to see the effect this will have on the economy. Collecting buff pack resources kept many novice scouts and artisans employed.

It would make more sense to me to have some kind of medicine required for docs. At least make the medicines provided by the BEs worth using.

For me, one of the best things about the game was the player interaction in the economy. They did a good job of making the different crafters, combat classes, resource collectors and healers interdependant. Now that the docs don't appear to need to use meds to heal or buff, I think we have lost a large part of that interdependance.




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