Doctor Archive

Thread: Why are docs and medics being forced into the field? Why are you taking crafting away from the d

redoubt
Thu Apr 14, 2005 1:46 am
#1

Is it true that you can only get xp to be a doc if you go into combat? -- If it is, why?


Why are you nerfing doc crafting? So what if a BE can do it. Many docs like crafting and don't want to be BE's.


The whole player based economy is cool. It seems like you are sacraficing any one who crafts on the altar of combat. I read about changing the visual on weaponsmith products. Some people take pride in what the can make, this includes the visuals. What about docs who prided themselves on the best buffs because they could make them? What is going to make one doctor better than another now? All players can make any given template. That makes them equal to start. Next comes skill at the game and equipment. Please do not nerf crafting (for anyone) it is what makes this game more than a combat game.


RF


BadgerSmaker
Thu Apr 14, 2005 2:37 am
#2

Why am I? I didn't do anything... man...




You only need 1 line of BE to craft stuff for both CM and Doc... not worth crying about.



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Abai
Thu Apr 14, 2005 4:36 am
#3

Problem is that you no longer can be both Doc an MCM while crafting. Besides if you choose to go for crafting you'll not have enough points to master any combat professions. So in the end you'll end up halfway in everything.




Azat Samat
Caelrie
Fri Apr 15, 2005 1:30 pm
#4

I think this change is good. If you wish to craft medicine, take up bio-engineering. Let us take the doctors into the field with us where they were originally intended to be, not sitting tending vendors and AFK buffing.


Nobody is taking medical crafting away from you as a player. You'll just need to switch over to bio-engineering before you can go back to crafting and tending your vendors.
SantosL
Fri Apr 15, 2005 1:41 pm
#5



Abai wrote:
Problem is that you no longer can be both Doc an MCM while crafting.





Umm... not true. You can have Master Doctor, Master Combat Medic, Master Medic, xxx4 BE, and xxx4 Marksman.



--
SantosL Halper
Master Doctor / Master BH
Ojes
Fri Apr 15, 2005 2:03 pm
#6






SantosL wrote:





Abai wrote:

Problem is that you no longer can be both Doc an MCM while crafting.








Umm... not true. You can have Master Doctor, Master Combat Medic, Master Medic, xxx4 BE, and xxx4 Marksman.



not as long as novice BE requires xx4x Scout...




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
SantosL
Fri Apr 15, 2005 2:08 pm
#7



Ojes wrote:


SantosL wrote:


Abai wrote:
Problem is that you no longer can be both Doc an MCM while crafting.





Umm... not true. You can have Master Doctor, Master Combat Medic, Master Medic, xxx4 BE, and xxx4 Marksman.

not as long as novice BE requires xx4x Scout...




Every document that I've read so far has had the only pre-req for BE as the xxx4 crafting tree in medic.



--
SantosL Halper
Master Doctor / Master BH
Ojes
Fri Apr 15, 2005 2:44 pm
#8

But it is not that way in TC - and I don't see them changing it. The original CU document (Mar 29 by Tiggs) did not state the absence of hunting4 as a pre-req for novice BE. It did state the absence of prior pre-reqs for Doc and CM.


I tend to believe that this was intentional...



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
silenyabyss
Fri Apr 15, 2005 5:13 pm
#9






Caelrie wrote:

I think this change is good. If you wish to craft medicine, take up bio-engineering. Let us take the doctors into the field with us where they were originally intended to be, not sitting tending vendors and AFK buffing.


Nobody is taking medical crafting away from you as a player. You'll just need to switch over to bio-engineering before you can go back to crafting and tending your vendors.





Actually a field doctor is called a combat medic, thus the seperation. Secondly if not for crafting in the field people would be required to carry numerous and various stacks of medications. Thirdly on the TC it is required that you have scout 0040 in order to get to novice bio engineer. Not to flame on you but once you realise this you will also realise that it affects more than the doc/cm professions. With a prerequisite of scout 0040 (harvesting tree) a bio engineer is 5 less in harvesting than a master scout. This single change makes bio engineer more reliant on itself and not dependent on scouts or rangers as doctors and cms were as professions. This also erases the 100-200 cpu income of scouts for those self reliant bio engineers. Which if you wanna know what benefits that as a total package bio eng has versus the losses of the doctors and combat medics here is a few: the ability to craft self administered buffs,items for chefs, the bio eng supplements for tailors,pets and pet stims and the new stims for healing used by everyone.


As far as for taking up the bio engineer line for crafting that is only part of the problem as that there are new resources that have replaced our standard ingredients not to mention increasing the number of components, which you can review in your own time but that are also on this forum page. For many of us this is even more troubling because like myself some have chosed to unlock crafting experimentation and since it is no longer a direct line of cm/doc we have to surrender at the devs hands. So thus I for one (not naming all the others I have discussed this with) either A: lose all eth experimentation experience that I have put into this area since I won't be able to craft . Thereby in effect wasting one phase and requiring another to replace it. Or B: pick up scout 0040 and then bio engineer and begin trying to accumulater the vast resources that they have now restructured just to grind in effect spending millionsto acquire and this does not include time. Also none of these "new" schematics comes with optional fields i.e. inorganic or organic meaning a direct item is applied. So in this instance a person like me who has over 1million units of 900+oq/pe fungus in my safe deposit and an untold amount in my factories used to make the heart of poisons, it is no longer in any of the stims doc or cm.



Obata
Fri Apr 15, 2005 5:31 pm
#10






SantosL wrote:





Abai wrote:

Problem is that you no longer can be both Doc an MCM while crafting.








Umm... not true. You can have Master Doctor, Master Combat Medic, Master Medic, xxx4 BE, and xxx4 Marksman.





No you can't. MCM/MD/Master Medic only leaves 18 Skill points. That's only enough for 0003 BE (Edit: that's IF the scout requirement does go away) or another line in marksman.

Message Edited by Obata on 04-15-2005 08:34 PM



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
silenyabyss
Mon Apr 18, 2005 8:27 am
#11

whats up with that
DarkDeathDude
Mon Apr 18, 2005 4:22 pm
#12

it might work





.--.
Leader of GDC ::\`--._,'.::.`._.--'/:: Found Spiderwell you have
Vendors & MedShop ::::. ` __::__ ' .:::: Master Doctor I am
Pickup/Dropoff ::::::-:.`'..`'.:-:::::: 12 Points I have
HQ Dant 3348 5515 ::::::::\ `--' /:::::::: Signature sucks it does
`--
DarkDeathDude
Tue Apr 19, 2005 9:41 am
#13






Jirob1 wrote:

cause docs are here to heal. not craft. that pharmacies... hehe







so why are artitects building houses instead of designing them



u cant use that as a convincing arguement






.--.
Leader of GDC ::\`--._,'.::.`._.--'/:: Found Spiderwell you have
Vendors & MedShop ::::. ` __::__ ' .:::: Master Doctor I am
Pickup/Dropoff ::::::-:.`'..`'.:-:::::: 12 Points I have
HQ Dant 3348 5515 ::::::::\ `--' /:::::::: Signature sucks it does
`--
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