Medic Archive
Thread: Making medic's lives easier
The Medic professions are great the way they are. Do Not! I repeat, Do Not dumb it down for the idiots. If people don’t want to spend all their time crafting meds they can buy them from others that enjoy that part of it. It’s funny how if people had to by their supplies off of NPC’s they wouldn’t have a problem with it, but as soon as they’re buying from another player they throw a temper tantrum and think it’s unfair.
The only thing you need to change is to add a system for Medics to bill their patients. Then they’d have the money to buy meds if they didn’t want to craft or buy resources if they liked crafting but not the harvesting part.
Its an imaginative idea but, pardon me, by forcing medics to forage to make medicines aren't you _increasing_ the time sink medics have to put into crafting to do their jobs?ÃÂÃÂÃÂÃÂ I thought the idea was to reduce the emphasis on medical crafting.
And I'm not sure craftingÃÂÃÂÃÂÃÂwill be suchÃÂÃÂÃÂÃÂa large issue in the future.ÃÂÃÂÃÂÃÂ Once the economy is more established, it should be relatively easy to create large amounts of quality medicine quickly via a chemical factory.ÃÂÃÂÃÂÃÂ In fact, I'm planning toÃÂÃÂÃÂÃÂtry this with aÃÂÃÂÃÂÃÂchef-playing friend's "bakery" today.ÃÂÃÂÃÂÃÂ
This idea would make mass production of meds a practical impossibilty unless medical forage returned 'medical supplies' in large stacks.ÃÂÃÂÃÂÃÂ And in the long run, that would force medics to spend more time crafting...
because we survey for our own resources..
honestly.. i don't like crafting.. i hate it.. and i love healing.. so i'm a medic..
D'oh.. wrong on 2 counts.. huge crafting.. little healing..
The only reasons i craft and sell medsare
-
A) because they're better than what anyone else nearby is making.. -
B) it's such a pain to craft them i thought "hell, someone else probably hates this too!" -
and C) it's the only way i can make a decent amount of cash to make more meds to heal their sorry asses for free seeing as not many think it's very expensive to heal.. and hence don't tip much.. (newbies excused.. but not Novice Pistoleer, Bounty Hunter, etc etc these guys have more than enough..)
I actually suggested in beta to having the B option.. a tool with organics for charges.. but.. at the same time i also said that to make medic less of a hassle there should've been a separate med crafter class so that medics can craft IF they want to.. or resort to buying them from these guys who can become pure medicine crafters without needing to get any skills... once medicine crafting was established.. a price established.. all medics would then be able to seta decent price for healing that everyone would have to adhere to. similar to any other crafter now.
Its an imaginative idea but, pardon me, by forcing medics to forage to make medicines aren't you _increasing_ the time sink medics have to put into crafting to do their jobs?ÃÂ I thought the idea was to reduce the emphasis on medical crafting.
And I'm not sure craftingÃÂwill be suchÃÂa large issue in the future.ÃÂ Once the economy is more established, it should be relatively easy to create large amounts of quality medicine quickly via a chemical factory.ÃÂ In fact, I'm planning toÃÂtry this with aÃÂchef-playing friend's "bakery" today.ÃÂ
This idea would make mass production of meds a practical impossibilty unless medical forage returned 'medical supplies' in large stacks.ÃÂ And in the long run, that would force medics to spend more time crafting...
Here's how to fix medical foraging:
Make it possible to locate two (2) resources via medical foraging at each tier. One that's an organic that's optimized for medical usage and one that's an inorganic that's optimized for medical usage (i.e. pretty good stats for stimpacks and medkits and horrible for every other resource quality,and you can still do better with the upper level artisan stuff). Perhaps have asimple binary switchas to which one you're harvesting. As you go up in skill, you get more returns, and you get two new, improved resources at each level. This (a) reduces the traditional inventory clutter, (b) makes medical forage worthwhile, (c) still allows room for interdepency if you don't want to forage your own supplies, (d) doesn't give any resource sampling advantages to medics,and (e) allows for non-dependency if you don't mind making somewhat inferior products to those using the absolute best resources suited to the role (and, for personal use, not many people would).
I think the /tend skills are fine (perhaps they can improve by greater amounts with skill level, but I haven't gotten there yet so I don't know). If you're spending hours upon hours in a medcenter you're doing something wrong. To begin with, the thing you're suited for most at Novice Medic doesn't put you into a medcenter, and that's healing damage. Get into a large group and heal everyone at every opportunity. Craft as you go to replace what you need. I guarantee you that your group will be willing to supply you with free (or very cheap, at worst) organics if you're doing your job, even at Novice Medic.In one night I gained first tier in every skill and I'm well on my way to second tierin crafting. I'm already second tier First Aid II, and I advanced to Carbine II and Ranged Support I. And yes, the upper tiers will take longer, but the EXP doesn't lessen, and I can judge by how things went tonight that it will be fun and go fairly quickly. How'dI do it? Istarted in a medcenter, got bored, headed out into a group (tusken fort), and I didn't even get a break. It was the most fun I've had in SWG. Every battle I was doing /firstaid, /healdamage,rescuing incapped people,and if the fight was especially drawn out,/tenddamage. People were calling"Medic!" left and right. It didn't slow down.
In between battles I was constantly healing wounds as they went along so that no one ever gotlargewounds, along with crafting new stim/medpacks. For easy battles you can even take a break and join in with your weapon of choice (hence the combat skills) to progress to Combat Medic, if you so desire. At the end of the night, my group absolutely loved me, and I had gone in having just freshly trained Novice Medic. Even at the very beginning, you're useful to a group. I can't imagine what opens up when you get the options of reviving, poisoning, ranged healing, and more.
Does this help people who want to hide out in the medcenter? Not necessarily, but I think I understand what prompted Holo to make the "suboptimally" remark heard round the world. There are always ways to make a game more boring. There's no way to make a medcenter phenomenally exciting for either the medics or the players if you're not a RPer (and then, you bring your own fun, and it's the same as being in a glorified chat room, for all intents and purposes). Cantinas are a bit of a different story, but ina similar situation. If you're going to be an artisan and harvest and craft all day, there is some fun and skill in selling products to different people, but if the market's slow, you're stuck. And don't tell me selling to NPCs is going to alleviate the pain (junk dealers). AC2 had the samesystem (reclaim horrible items for gold) and it was just as boring as destroying items. But, I digress.
The point is, if you are a one trick pony who wants to sit in the same spot all day doing the same thing, defying thesystem,and have it be fun and viable, there's always going to be a time when you get bored (I equate it to Enchanters in EQ only using one line of spells and complaining that they're bored all day). Mix it up a little, pick upthree other basic professions (including one combat), and I think you'll find Medic is a viable profession as it stands now (can't speak for elite medic professions). Once you get to the elite professions, then your "main" profession starts to become viable in and of itself.
Anyway, I'm sorry to have hijacked the thread with the last part, but that's my drawn out explanation for why I think the only thing that should be touched with early novice medic is medical foraging (besides some minor tweaking with some mind usage, and a couple of bugs "you do not have the right item to heal this wound" etc).
I signed up as a healer, not a farmer. If i wanted to survey resources, I would have become an artisan. Medics have to be able to heal in combat, right now I just survey, make stim packs, and heal in the cantina. Rinse and repeat. Very boring. And looking at the combat medic, I will spend 80% of the time surveying and crafting, and 20% hunting with parties. There has to be a better way.
You don't have to gather your own resources. It's really easy and cheap to buy them from other players. You don't even have to craft your own medical supplies, after of course you max the skill so you can become a Master. And it doesn't take much to max the med crafting lines.
If you buy from other players you'll spend 1% of your time shopping the bazaar and 99% of your time hunting with parties.And trust me you'll make a lot more credits running destroy missions than the people who are doing the selling.
I would like to see a medical scanner instead of just a /diagnose this could be made by crafters
also other medical devices such as the hypo part of the treatment where the medic creates the liquid that goes inside
also some advanced support equipment in the medical bays such as bacta tanks that can be loaded with a certain anount of chemical and wounded players can step into this and get a treatment.
also this ABSTRACT forraging is lame while low level treatments could and should use fairly common items such as minerala, chemicals,gasses,and animal organicsand florra
more exotic treatments would be hunted on live plants or animals in the wild there are some very destinctive plants that I would love to see have a radial and for animals why cant an animal have a harvest catered to medical this would require medics to do some field work
so in sumation crafters can make devices for medics like hypos and medical scanners
low treatments still use common organics and inorganics to make the drugs
higher treatments are made by either adding exotic materials to an existing treatment or mixing several exotics together
several devices like bacta tanks that help remoce the click-wait 30sec-click repetitive ness
drop forrage (forrage is also more boring repetitive clicking) for a medical like harvest or use a scanner to locate medical materials with survey
have some materials actually exist in the world that medics must locate and target to harvest like flowers or bark from an ingame tree
hospital places should at the very least get a treatment speed bonus for being in a special medical place
medics dont have any special equipment like a medkit med scanner or medical station
or medical factory how about a hospital building?? or even a small clone center??
if I had a medical scanner I could get exact numbers instead of wasting a pak B on a wound that a pak A could fix instead of trying to see if theres a sliver of black left
BLACKDEATH or DEV DISEASE is way too common giving many players fits of fustration
too many mobs are using deathblow and destroying groups i even saw a lowly lizard DB someone and it was impossible to taunt it off and guess who ends up cleaning up the mess medics sit for HOURS pushing one key on the keyboard OVER AND OVER!!!!!
death blow destroys groups because of the long return times if a group gets one bad pull the group disintegrates because by the time they get back together there wont be any time left for fun
a group of say 15 that all gets knocked uncontious can be back having fun in say 10 minutes
that same group that has say 5-6 killed is effectivly destroyed the remaining party is not strong enough to continue and the dead ones have to make their way back to their bodies or worse, spend an hourgettting dev disease healed in the nearest hospital THEN go try to recover their body
this isnt EVERQUEST we dont have teleports or SOW or INVISIBILITY to aid in recovery
DB sould be resurved for only the most dispicable creatures with bad reputations and they should have loot worth the effort
if your wondering why there is so much LAG in town its becauseyou have made people too afraid to hunt and explore.
I dislike both ideas. If you really want to make getting started easier for a newbie medic why not just make the medical forage skill worth using? Make it return a stack of 8 organic/inorganicto start with and scale up from there. Why make things more complicated than they need to be? The way it works today, i end up with 20 different kinds of tuber in quantities of one...what the heck were you guys thinking?
Le'lu
Eclipse - Naboo, Theed
Traigus wrote:
Pulling 8 of anything is better than /sampling anywhere other than a 90%+ area. I doubt that will ever happen.
No, not at all. We're not suggesting that /medicalforage should bring in resources quickly; only that it should bring in eight of the same item at a time.
One need simply adjust the rate at which /medicalforage works so that medics are not pulling in resources as quickly as a Surveyor in a 90%-rich area. Put a delay or refresh timer on /medicalforage so that it is about as fast as /sample. Thus, per attempt, /medicalforage does yield more resources than /sample, yes; but fewer attempts can be made in an hour.
As a character's skill with /medicalforage goes up, it could either bring in more resources, or perhaps better resources.
Overall, I would think that a Master Medic and a Master Artisan should be able to pull in resources at almost the same rate, though the artisan should perhaps keep the advantage.