Medic Archive

Thread: Are medics becoming magical?

Meretseger
Thu Mar 31, 2005 9:52 pm
#14

I wish could make an opinion, but seems that I've lucked out on getting into the server before the cap.. so.. hmm.. observe, not even Corr's get special treatment *twiddles thumbs while waiting*




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CasualMaker
Fri Apr 01, 2005 7:27 am
#15



Obata wrote:

This will be the last time I reply directly to you, because I can't take your hostility anymore. I have already decided that the CU makes SWG the wrong game for me, which is a shame because there is now no right MMORPG for me.




No kidding. I got into TC-5 very early this morning and saw what's coming. This whole magical vs technological healing bit is now a moot point to me. The day this goes live, I'm gone. I used to think people were grossly exaggerating when they said we would need groups just to fight chubas and durnies; now I know better.



Fooled me once
Fooled me twice
R.I.P. Tortia Quinn
KnightHawk420
Fri Apr 01, 2005 5:53 pm
#16

I kept running around healing people lastnight feeling awfully "magical"...... it was definately more sorcer/wizard than anything. I wasn't very impressed by the whole thing, I miss all the meds.



Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
Meretseger
Mon Apr 04, 2005 7:21 am
#17

*cackles evilly over a cauldron* Bubble Bubble, toil and trouble... >coughcough< Sorry about that, couldn't help it , I do admit that the process does feel just a little on the magical side, with all the pretty glows and lights (and the really spammy/laggy bacta spray) happening all over, but setting up something to make it more science wise is a little difficult. Afterall, to others in the old system it still looked a little on the magic side, instant heal someone's health in a moment. It felt more realistic because we carried about a ton of vials and stuff in our packs, which really only we could see been used, while the one been effected just sees the results, the old method also took up way too much space in packs, severally limiting the character to feel more like a pack mule at the beck and call of others..
Myself I would like to have something more to clearly point out a medic compared to a fighter or crafter but all possible choices seem to lead us to be disadvantaged in some way.
So at this point I think we just going to have to take it how it comes and possibly come up with an idea that the art department might agree to work into the game that would satisfy our need to lean away from the magic.




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

Eikmms
Mon Apr 04, 2005 11:27 am
#18

I came here to voice my concern. At the least Bacta Kits should be needed. I don't like what medic has turned into. The "magical" thing is crazy. I was going to post a new thread but this is exactly on the money. If only my chef supplies "appeared" in my crafting tool.....



&& Eikmms Laggerr &&
- I miss the old combat system.
New Rifleman motto "Run it's a picket!"
I support the stocking of pink armor.
Jagii
Mon Apr 04, 2005 3:00 pm
#19

If you're looking for a simple idea, just give us a container to hold the bacta or other medicines. If you want to take it even further, give us tools to facilitate the dispersal of medicine - a shot would require a syringe-like tool, spray would require a sprayer, etc. Then at least I could run around healing people with my syringe and unlimited supply of bacta.

The big problem with this is that the container or tools aren't consumed like medicine is now. BUT that shouldn't really be a problem since the medical professions weren't going to get any consumables besides enhancers, right?

Now as for "magical" healing inside medical centers...that doesn't seem like a problem to me. I assume the hospital should provide me with everything I need to do my job as a healer or buffer. But as the roleplayer I am, it would be nice to actually get a buffing kit or healing kit from one of the doctors on staff and return it when I'm through (or automatically returned if I log out or leave the building).

So that's all I can think of now.

= Andrew
Chilastra.Palacek



"There's nothing to talk about, Becky. I'm ugly, boys don't like me, and that's it!!"
bl00ds0ul
Mon Apr 04, 2005 11:46 pm
#20

This new change might be unrealistic but it is much more fun and better for the profession, No longer do I have to waste time crafting to be a doc.
eapers
Tue Apr 05, 2005 9:50 pm
#21

I agree that the magical element is bad.

What we are seeing is a reduction of player diversity. I will not try my best to acquire the resources to make great area stim C's... I will use a special. It will take exactly 75 mind (mana points), it will heal for exactly 1000 health.

While some see this as positive, I see it as a removal of the ability to have good equipment. I figured the CU would remove the extremes (such as high ticking mind poison) but what I am starting to suspect is a system that is truly 100% rock vs paper. This is not a good system for a game with such a large core system devoted to player crafting, and I am worried because I suspect this lack of diversity will be written into all combat professions, limiting the chefs, weaponsmiths and armorsmiths as well.

Naturally this is all speculation, but I am not optimistic.






JOHNNY-JONES JACKSON

AFK
DoMakk
Mon Apr 11, 2005 10:06 am
#22






Meretseger wrote:
I wish could make an opinion, but seems that I've lucked out on getting into the server before the cap.. so.. hmm.. observe, not even Corr's get special treatment *twiddles thumbs while waiting*



OY! This is overpowered, I want it nerfed!



@@@@Trader or Entertainer, how to decide?@@@
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Shann0w
Mon Apr 11, 2005 10:39 am
#23






bl00ds0ul wrote:

This new change might be unrealistic but it is much more fun and better for the profession, No longer do I have to waste time crafting to be a doc.







I was hoping to get your sig into the quote. If enough people think CU sucks and they take your advice and leave your game, you'll be awefully lonely.


I came to SWG because of the crafting and it's complexities. It's the ONLY game like it. CU takesa HUGE step toward all the others. I don't like the changes and I won't be quiet about it either. I wish more people were in here screaming bloody murder. If you don't like the way SWG is now why don't YOU go somewhere else???? There are already 100s out there with no brain power needed.

Obata
Mon Apr 11, 2005 1:13 pm
#24






Shann0w wrote:





bl00ds0ul wrote:

This new change might be unrealistic but it is much more fun and better for the profession, No longer do I have to waste time crafting to be a doc.







I was hoping to get your sig into the quote. If enough people think CU sucks and they take your advice and leave your game, you'll be awefully lonely.


I came to SWG because of the crafting and it's complexities. It's the ONLY game like it. CU takesa HUGE step toward all the others. I don't like the changes and I won't be quiet about it either. I wish more people were in here screaming bloody murder. If you don't like the way SWG is now why don't YOU go somewhere else???? There are already 100s out there with no brain power needed.







Believe me, there is plenty of screaming going on. Not all of it is in the profession forums, but it is happening. I honestly have very little hope that anything will change, but I have resolved to fight to the bitter end.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
MaxellSnow
Mon Apr 11, 2005 4:36 pm
#25






bl00ds0ul wrote:

This new change might be unrealistic but it is much more fun and better for the profession, No longer do I have to waste time crafting to be a doc.







Um, if you don't like crafting to become a doc, then you shouldn't be a doc. It is an intrinsic part of the profession. This is justa "I want to have my cake and eat it too" comment. The unique thing about being a doc is that you craft something to provide someone else a service. No other profession is like that besides smuggler (slicing).


The one thing that I am concerned that SOE is not taking into consideration is the negative impact this will have on the economy. With the removal of buffs, tons of rangers have been stripped of their main income. Tons of cities dependent upon a buffbots income for support will die out. A major part of the economy is being stripped from the game at the same time, combat is getting changed so 10k missions will be much harder to accomplish.




Maxell Snow

Avios Snow

Msg. either toon in game if I win an auction. I DO NOT MONITOR auctions tightly.
Meretseger
Mon Apr 11, 2005 7:47 pm
#26


MaxellSnow wrote:

The one thing that I am concerned that SOE is not taking into consideration is the negative impact this will have on the economy. With the removal of buffs, tons of rangers have been stripped of their main income. Tons of cities dependent upon a buffbots income for support will die out. A major part of the economy is being stripped from the game at the same time, combat is getting changed so 10k missions will be much harder to accomplish.





I am unsure why the feeling that rangers would be stripped of their income, Bio Engineers would be needing the resources just as much now for Stim packs and enhancers, while ArmorSmiths would be needing greater quantities of hides for the new armor schematics. Also, if a city's sole income was devived solely from the cash from buffbots, then it's proberly a very good thing these places do die out, places that purely held by a macro over the supportive efforts of the city's community is already dead.
The excessive rate of income per person as been finally cornered and lowered, but with the immense surplus credits held in the millions by most of the community, economy is hardly struggling untill that excess is burnt off, pulling prices back down to more reasonable levels.

Thou I myself quite enjoyed the crafting side of the medical profession, the problem was more that there was really too much consumable items that a elite level healer was required to carry about to do their profession effectively, too many people were finding the need to have several spare packs of everything to cover all the possible outcomes of a battlefield and this in turn often caused the healer to be always focused on helping others and not getting to join the fun themselves. There was really too much at an excessive amount. With the change over on how combat was achieved, this also caused a lot of the medical items to become redundant, afterall, if there is no one out there fighting, we have no one to heal, so the fighters get the focus and we need to evolve and adjust to a new changing environment.

The new system has a lot of pros and cons to it I admit, but the option of some crafting is still available to medics, those that like crafting can craft, while those that hate it, don't need it. It's still under testing and been fine tuned, it's a lot leaner with all the fat been cut off it and more rapid gameplay, letting the 2hr players to jump in and have fun with those that spend several hours a time, less waiting about for preceived requirements before going out on missions.




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

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