Doctor Archive
Thread: Item Decay and how it is bad for doctors
I'm not sure if anyone has already posted on this subject. I don't usually check this forum.
Being doctors our inventory in usually unaffected by the item decay patch. Unless of course you're a pistoleer or some other profession that requires you to have a good weapon and armor.
But our resources we need to craft stims are unaffected by this horrible and evil patch. We are affected instead by an increase in cloning.
As we all know, cloning before going off on hunting expeditions costs little and can save a lot of time if death blowed. Now that item decay has been implemented more and more people are making sure they clone themselves to reduce the decay rate.
Since more people are cloning, less people visit the hospital to have their wounds healed. Ever since this patch has been released on Live, I've noticed a substantial decrease in medical xp.Fewer and fewer people are coming to hospitals and medical xp is now harder to come by. The only chance for decent med xp comes from other doctors waiting for patients to come in, doing the /tumbletostanding macro. And that doesn't even give that good med xp. The best med xp for doctors, as most would aggree comes from healing wounds. To reiterate my point, now that there is item decay and more people are paying the 1k credits, it's going to be much harder on us doctors.
To present a solution to this problem I have conjured several proposals to eleviate the hardships ahead of us.
1.) Lower the med xp required to obtain doctor skills such as wound treatment or wound treatment seed, as well as knowledge
2.) increase the mods when a new skill is acquired. For instance; instead of getting +15 wound treatment, increase it to +20 or +25 per skill - - - Advanced Wound Treatment/Expert Wound Treatment/Master Wound Treatment etc...
3.)Increase the decay rate on items such as weapons, armor, crafting tools, clothes. etc... To make it that the condition on the items would deteriorate faster.
4.) And of course the simplest solution to this problem would be to Remove Item Decay
just my 2creds worth... post here if you have any other suggestions.
There are a few fallacies in the argument here. Cloning has no effect whatsoever on Item Decay. Only Insuring has any effect on Item Decay. 5% with no Insurance, 1% if you were insured (and it does not affect weapons at all, BTW.)
The only way to completely prevent Item Decay upon death is... well, Us. Resuscitation. Our Res skill will completely prevent Item Decay from occuring.
Also you only need to insure once per clone, not on every planet like you would need to do with cloning. So you only "need" to visit the cloning center anyplace once. While there some folks will also clone.
So overall I see this as a good thing for Docs. Increases the need to have our healing and buffing abilities around and raises the demand for our Ressing.
Oh, I also wanted to say on this line, that I would actually suggest that the best Med XP for Docs comes from Enhances, not wound healing. Hence all the complaints we somethimes see about "ninja buffing". Wound XP is ok, but really can't match up to what you can get on buffing just because you buff for a lot more points than you usually end up healing wounds for.
DemBonz00 wrote:
[snip]
The best med xp for doctors, as most would aggree comes from healing wounds.
Why? It's still too easy to attain Master Doctor at is it, why make it even easier?
DemBonz00 wrote:To present a solution to this problem I have conjured several proposals to eleviate the hardships ahead of us.
1.) Lower the med xp required to obtain doctor skills such as wound treatment or wound treatment seed, as well as knowledge
2.) increase the mods when a new skill is acquired. For instance; instead of getting +15 wound treatment, increase it to +20 or +25 per skill - - - Advanced Wound Treatment/Expert Wound Treatment/Master Wound Treatment etc...
Not sure what this would do, or why this change would be needed. Our Wound treatment as it currently stands is well balanced.
3.)Increase the decay rate on items such as weapons, armor, crafting tools, clothes. etc... To make it that the condition on the items would deteriorate faster.
What does increasing the decay rate on anything have to do with our healing abilities or xp gain? There isn't a connection there. And, btw, the decay on weapons(which already decay at a high rate)are NOT effected by Decay on cloning.
4.) And of course the simplest solution to this problem would be to Remove Item Decay
just my 2creds worth... post here if you have any other suggestions.
Ok, again, what does this have to do with Doctors? Our Revive ability just made us more worthwhile to have in any group situation and the xp gain per revive is much more then simple wound healing.
So, what's the issue here?
In beta, the devs made it so your character took a lot more damage if you died without cloning. Perhaps looking back at that idea would be the easiest solution. I know that the entertainers are feeling the pain of this patch as well as medics, docs, and combat medics who need the XP, and it seems that upping the wound penatly would be an easy, relatively harmless solution.
People will still die, though not like they did before, and when they do die, they will need significant amounts of healing. There are more than enough of all of us (entertainer class and medic class) to heal a server full of busted players, we just need a few, though, and things would improve.
I say upping the wounds is the easiest fix to this problem. The other stuff that you proposed, I think, would cause far to many problems and balance issues, especially when compared to this easier solution (and, yes, there does need to be a solution to this, because healing xp is far, far to uncommon now).