Medic Archive

Thread: testing on the CU, timers...

Giftmacher
Fri Apr 01, 2005 2:57 pm
#1

I was wondering if anyone else thought the bacta timer is a set a little over long? As a novice medic I found it imensely hard to keep a small group (of 4) healed in a very light combat situation. I think this may make starting out a bit more difficult and unrewarding than it need be for a novice.


I feel asecond or two off the timer would help make even a n00b a much more useful party member but I'm interested in hearing what others think.


Gift.
Lolateah
Sat Apr 02, 2005 9:09 am
#2

I have a feeling that newbies to a profession are going to have a very hard time grouping up.

The way it is now, when you group, a newbie is welcomed, because there are master higher up that can fight along side them, and give them pointers. So on and so forth.

my feeling is that with the cu the players that are higher up are going to have a hard enough time watching their own butts and will not want a newbie involved. Especially medic, players are going to want a Medic (I consider both Doc & Medic the same exact thing) that is high on the skill tree, if not the whole group is weak. I could be totally wrong but I'm thinking who would want a medic as the weakest link... *shrugs*

I've tried getting on the test server. But it's always down. Plus I have a feeling the Dev's don't want me in there to begin with. lol
Giftmacher
Sat Apr 02, 2005 10:43 am
#3






Lolateah wrote:
I have a feeling that newbies to a profession are going to have a very hard time grouping up.

The way it is now, when you group, a newbie is welcomed, because there are master higher up that can fight along side them, and give them pointers. So on and so forth.

my feeling is that with the cu the players that are higher up are going to have a hard enough time watching their own butts and will not want a newbie involved. Especially medic, players are going to want a Medic (I consider both Doc & Medic the same exact thing) that is high on the skill tree, if not the whole group is weak. I could be totally wrong but I'm thinking who would want a medic as the weakest link... *shrugs*

I've tried getting on the test server. But it's always down. Plus I have a feeling the Dev's don't want me in there to begin with. lol




Well at the moment I think a high level group would not have much use for a medic that's true, but a little more speed for the heals might tip the balance towards useful. BTW, sorry about the stupid Q, but you do know it's TC5 and not testcenter hosting the CU?


Gift.


vortexala
Sat Apr 02, 2005 10:49 am
#4

I don't know... I think 15 seconds is actually a decent timer for a novice medic. Sure, it's hard to keep a group of 4 low-level combatants alive, but you won't remain a novice medic for long. It's pretty easy to skill up, and if you get the ranged healing line first for those specials then you'll have 3 specials, each on their own seperate15 second timers, to use to heal.


Once you have the 3 specials, you'll probably find it pretty easy to keep your group alive.


Don't think those specials should be thatlow, though. And if they get moved, then perhaps a lessening in the timer would be in order. Until then though...*shrug*



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Giftmacher
Sat Apr 02, 2005 12:34 pm
#5

Well I guess it would be reasonable for a non-novice group, but if not a few more medics will be needed to achieve anything like decent healing support. Maybe I'm too used to master Doc, and I never liked people dying on my shift


Gift.
Meretseger
Sat Apr 02, 2005 5:29 pm
#6

The 15 second timer might be a little too high I think, thou I haven't had too much trouble with gaining medical XP in my few hours of testing. My concern would be more for new people in the live servers, from what I seen, there is often very few people about that you can job up to and heal while they can regenerate quickly themselves or use stimpacks.
Other then that, once catching on to how the process works and the options now open to medic, I am finding the profession of medic quite pleasing to play. The level of XP gain has been noted by the Devs and be adjusted, so it would hopefully be a lot more easier for the medics.




--------------------------------------------------------------------------
"Live life to the fullest, moderation is for Monks"
***EX-MEDIC CORRESPONDENT***

QuiGonWindu
Sat Apr 02, 2005 7:15 pm
#7






Meretseger wrote:
The 15 second timer might be a little too high I think, thou I haven't had too much trouble with gaining medical XP in my few hours of testing. My concern would be more for new people in the live servers, from what I seen, there is often very few people about that you can job up to and heal while they can regenerate quickly themselves or use stimpacks.
Other then that, once catching on to how the process works and the options now open to medic, I am finding the profession of medic quite pleasing to play. The level of XP gain has been noted by the Devs and be adjusted, so it would hopefully be a lot more easier for the medics.






Have you tried getting Medical XP since today's patch a few hours ago?






Jole "HotPants" Wavinglighter on Tatooine in Bria
"I'm not a Doctor, but I used to play one on SWG ... before the CU"
Sony Payola Scandal: Big Music Business Owns Radio
Real Story of the Rogue Rootkit
Fixing The Game: Whether You Like It or Not!


Voice your displeasure about the state of SWG to SOE:
Click Here to cancel your account.

Giftmacher
Mon Apr 04, 2005 1:43 pm
#8

Hmmm I've een trying this again, I have to say if medics want to provide decent support then they really have to get the area heal too, the 15 second timer makes you near useless even on a 1 to 1 basis for slightly tough NPCs (con yellow up). I'm hoping the Doc timer for bacta jab is shorter, because at the top end we're going to have a nightmare keeping people together otherwise.


However, I digress, I do think a 10 second timer would be more practical, especially as we now have to heal in groups to gain any XP now; mobs go down way too quickly to squeeze more than one heal in for XP.


Gift.
MaraJade12
Tue Apr 05, 2005 10:40 am
#9


Giftmacher wrote:
However, I digress, I do think a 10 second timer would be more practical, especially as we now have to heal in groups to gain any XP now; mobs go down way too quickly to squeeze more than one heal in for XP.
Gift.




Being able to heal more than once per mob won't increase your XP with the new system (not that I agree with it, that's just the way it is)

However, from the standpoint of being able to heal more people against a tougher mob, a shorter timer would be better, especially if you're the only healer in a group.



-MJ12-
Elenta Rien
TGi DoL
Not all those who wander are lost.
" *cry* teh game used to be so much fun. why did you borkeded it SOE? /flail" -Bhasayate Best Quote Ever!
Here's hoping the NGE will unborkeded it....
Ravitar
Wed Apr 06, 2005 4:59 pm
#10

I think you should just get your diagnodstics 2 so then when the group members die you can bring them back to life.




There is no EMOTION,There is PEACE.
There is no IGNORANCE,There is KNOWLEDGE.
There is no PASSION,There is ISSERNITY.
There is no DEATH,There Is FORCE.
refleks
Wed Apr 06, 2005 10:40 pm
#11

In bigger groups, you usually need more than 1 medic to start out with. I found med XP rather easy to get, I just think it's stupid I don't get it at the exact time i heal, but I have to wait for the people im healing to kill the creature they're doing, plus I think there should be some kind og benefit by healing out of combat, I know they made no-xp out of combat to keep players from tumbling, but still....




Kashmo Target - Shipwright - Chimaera - Angry European.
Kristian Omaha - An even more angry european - Elder Jedi
Shop at Coronet: -171 -5668 (Doubt there is anything left.)
Back from 10 months leave.
Proud owner of: A YT-1300, Y-8, M-22 Krayt, A Yacht, A JSF, A Vaksai, and hopefully soon an Arc.
Grimwrath
Thu Apr 07, 2005 11:56 am
#12






refleks wrote:

In bigger groups, you usually need more than 1 medic to start out with. I found med XP rather easy to get, I just think it's stupid I don't get it at the exact time i heal, but I have to wait for the people im healing to kill the creature they're doing, plus I think there should be some kind og benefit by healing out of combat, I know they made no-xp out of combat to keep players from tumbling, but still....







I'm not sure that I see the point of taking medical xp away from medics out of combat. Yeah, they want to stop people from grinding with tumblers - but the new HAM system does away with that anyway. A tumbler will be using action/mind points - not actually decreasing their hitpoints. Therefore, tumbler grinding has been resolved without having to gimp medical xp.






LAZZERYTHPA'OZA
_____________________________________
Section8-Insurgo-Naboo
MasterSmuggler::..::MasterPistoleer
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
KETTEMOOR

MyT_Chicken
Fri Apr 08, 2005 11:01 am
#13



Grimwrath wrote:


refleks wrote:
In bigger groups, you usually need more than 1 medic to start out with. I found med XP rather easy to get, I just think it's stupid I don't get it at the exact time i heal, but I have to wait for the people im healing to kill the creature they're doing, plus I think there should be some kind og benefit by healing out of combat, I know they made no-xp out of combat to keep players from tumbling, but still....



I'm not sure that I see the point of taking medical xp away from medics out of combat. Yeah, they want to stop people from grinding with tumblers - but the new HAM system does away with that anyway. A tumbler will be using action/mind points - not actually decreasing their hitpoints. Therefore, tumbler grinding has been resolved without having to gimp medical xp.






It's simple, they are promoting groups. Otherwise people would just hang out in the noob groups and heal all the people getting pwned. That's why the XP is based on Group Level and then on your own person Level.


In a sense they are making it harder for everyone to get XP because they are removing most of the "Power Level" tactics.




h Egri p
§ If you don't know; you'll find out soon enough! §

Page 1 of 2
Previous Next