Medic Archive

Thread: Medic Profession after the CU [Update]

Ragnaat
Fri Apr 08, 2005 10:59 am
#27

So what does this all mean? For someone who now has various levels of medic on various chars (2000, 0040, 4200, 0000, excluding the mast doc) What does all this mean for the effectiveness of picking up some medic skills with you're remaining 15+?? Skillpoints and being able to heal yourself or your groupmates in a manner worth bothering with?

How much skill does one "need" post CU, what would good point allocations be, what meds/materials would you use?



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Jagii
Fri Apr 08, 2005 1:21 pm
#28


MasterNerfSlayer wrote:


Jagii wrote:
Ugh, it doesn't make sense. We all know how self-healing can (and will) be abused.

It's going to be harder to abuse because you need to be in combat with a mob you will get xp for killing, and you only get the xp when you kill it, and it's based on how much healing you did vs how much fighting, so killing the mob yourself is going to lower the medical xp gained from the mob. Not to mention they bumped the xp requirements to be the same as combat professions now. You'll gain much faster xp healing in a group as far as we can all currently see.
I really think abuse of the tumbling magnitude is gone.




Alright, okay. I misread Meretseger's post.

But there's still the issue: why was it changed so that medics need to be in combat in order to get experience? The change implies that there was a flaw with the old system (the days-old CU system, not how things are currently in live) of healing in non-combat. Now for the life of me, I can't see any flaw. They've already done away with tumbling and pet tricks...if you remember, tumbling and pet tricks were already doomed WAY back when they announced the new HAM system. Additionally, they've already made medics a group necessity since mega buffs and armor will no longer be available. With all that being said, I have yet to see a good reason for this change.

Okay, I'm putting on my ueber-exploiter/abuser hat, thinking of any way to get experience, if it were possible to do so out of combat. I am simply looking for any possible scenario where "peaceful healing" could be used in an unintended, abusive way. Tumbling and pet tricks are no longer viable. I could get in a duel and heal myself and my opponent, but the new "get-exp-only-in-combat" stipulation will not prevent this. As a medic under the CU system, I can't heal wounds, so plain old wounds won't help. Diseases don't do anything I can cure either. I'm left with...
( Duels ) Make people fight, and heal them. Furthermore, nothing is preventing me getting in the duel myself so that I'm "officially" in-combat.
( Poison ) Find a combat medic to poison some schmuck, target the schmuck, and sit on the bacta-whatever button. Again, I can join in the fight so that I'm in-combat if I needed to be in order to the experience.
( Nutrient injection ) Sure, I could run around injecting everybody, especially since it no longer uses any medicine. But seriously, doesn't this buff, despite how short-term it is, naturally feel like a pre-combat thing rather than an in-combat thing? Doesn't lend itself to being used when the medic and patient AREN'T in a fight?
( Stabilizers ) Find a fighter who knows a state-applying attack, a victim, and make them fight. You target the victim, and sit on the bacta shot and stabilizer buttons. Again, I could jump into the fight if needed.

[MAIN POINT] - all of these were possible under the old system. The new "exp-only-in-combat" restriction isn't fixing much, if anything. The two main problems - tumbling and self-reliance possible by super armor and buffs - were solved by the new HAM system, new buffs, and new armor, NOT by this new restriction.

= Andrew
Chilastra.Palacek

Message Edited by Jagii on 04-08-2005 05:17 PM



"There's nothing to talk about, Becky. I'm ugly, boys don't like me, and that's it!!"
Jagii
Sat Apr 09, 2005 1:06 pm
#29



MasterNerfSlayer wrote:

I think they did it for a couple of reasons, the main one being Doctor now has defensive stats, and gaining those without risk would not be right. The other would be to get everyone in the habit of being field healer, where we're apparently needed now, and not having anything to complain about, like people running round buffing everyone (yeah, people do complain about it).





Okay, I didn't consider the new doctor defensive mods. That sounds like a decent reason.

And I am one of those guys that would prefer not to have some random doctor buff me. But having to buff while in combat (to get experience) sounds like something people will complain about just the same. Well, we'll just have to see what happens.

= Andrew
Chilastra.Palacek



"There's nothing to talk about, Becky. I'm ugly, boys don't like me, and that's it!!"
Corosch
Mon Apr 11, 2005 2:41 am
#30

So... medic xp is only gained if u heal while your target and/or you are in combat?
Will we not gain medical xp when healing wounds unless dragging our medical droids out on the battlefield??

This is ridiculous!

I can clearly see how combat medics should need to be in combat for xp, but doctors?
There should definately be 3 types of xp to get to master medic:
Medical Crafting Experience
Medical Experience
Combat Medical Experience (or something)

And I totally agree that there should be a big reason for healing in the hospital, instead of next to your droid. How about making your droid stack with the medical center? The med center should have greater mods tho!



Corosch Iroph
M
aster Doctor & Master Rifleman
The Recruitment maneger of A New Hope (ANH) and
The Director of Defence, Militia Overseer of New Hope, Corellia

Spook333
Mon Apr 11, 2005 4:10 am
#31






Meretseger wrote:
Medic Healing XP Gain


In the old version, healing experienced was gained by healing the damage of another player and receiving approximately 25% of the damage points in XP. The new version requires one to be working in a group, combat skills not required for gain, Medical XP is now tracked as part of combat and is granted with the kill credit, meaning that the healer simply needs to heal another person, and will gain MedicXP in relation to the level of the opponent once the combat is completed (NPC killed). New and low level medics can join with a high level group and gain experience with some risk and enjoy been part of a rapid moment combat.



UPDATE: Medics no longer required to be grouped with a party, they can now gain mediXP by healing themselves in combat, still needing to get into a fight but easier to get start off XP.







You can only get medical exerience from healing in combat!!!!!!!!!!!!


This sucks big time. I must say I am glad I am past this and already master doctor. As I see it is just a way to force a new gameplay on the players in which we have to be out fighting, in teams preferbly.


Avadann
Tue Apr 12, 2005 11:53 am
#32

Thank you! Removing the group requirement and allowing self-healing xp has made my day! Good job, devs, this is fantastic. it gives doctors something to do, and it makes medic a viable, but not expendable or dabble-able (dabble-able???) profession.

Also, to the above poster: If you think about it, the system isn't that bad now. Anyone can fight low level creatures, and in the real life medic proifessions, you can think of it like a Paramedic. I can dig it. My suggestion to people who don't want to engage combat, find some new playersoutside Mos Eisley (my hometown) and heal them as they shoot rills and womp rats.

Message Edited by Avadann on 04-12-2005 12:01 PM




Lycann
Medic - Swordsman - Ranger
'If you want to know what a man's like, take a good look at how he treats his inferiors, not his equals.'
Ewach
Tue Apr 12, 2005 1:49 pm
#33

The illogic of the new XP system is that the amount of XP gained is not tied to the action you are performing, it's based on the target.


Example: Assume the Target Creature the group engages is worth 300 XP. Assume all members same level for simplicity.






Case A: Medic heals a singlegroup member for200 pts of health. Medic does no damage against the target.


Result: Medic gets 300 Medical XP. Other group members get 300 weapon XP and 30 combat XP.





Case B: Long fight. Medic heals 2 or 3 (or more) different group members several times over.


Result: Exactly the same. 300 Medical XP.





Case C: Long fight and requires Medic to engage target.


Resuilt: Mixed XP. Some medical XP and some weapon XP where sum equals 300.






This is utterly ridiculous. The Medical XP should be a function of the healing performed, NOT a function of the target engaged.


Oh, I forgot to include Case D. Really long fight where group runs away, or creature disengages and is not killed. NO medical XP awarded, no matter how much healing was performed.






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KnightHawk420
Tue Apr 12, 2005 6:15 pm
#34

dumb, dumb, dumb, thats all I got to say.



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Menon Mena - R.I.P.
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Liamo
Tue Apr 12, 2005 10:48 pm
#35






Avadann wrote:
Thank you! Removing the group requirement and allowing self-healing xp has made my day! Good job, devs, this is fantastic. it gives doctors something to do, and it makes medic a viable, but not expendable or dabble-able (dabble-able???) profession.

Also, to the above poster: If you think about it, the system isn't that bad now. Anyone can fight low level creatures, and in the real life medic proifessions, you can think of it like a Paramedic. I can dig it. My suggestion to people who don't want to engage combat, find some new playersoutside Mos Eisley (my hometown) and heal them as they shoot rills and womp rats.

Message Edited by Avadann on 04-12-2005 12:01 PM





That still doesn't address the people that want to stay in med centers to heal and get xp-that's the purpose that med centers are in the game and was desogned form that way since beta.



I support removing combat classes if keeping them in results in a "dumbed down" game
- I support Devs that know how to design a game
Avadann
Wed Apr 13, 2005 12:14 am
#36

"The Enhancers can be used by any profession, however if it's used by a healer it will be more effective."

Above all else, please don't do this. If everyone can use enhancers, medics will all but disappear. What makes medics important is the fact that they can heal. Giving every profession access to Enhancers is like giving every profession Image Design abilities, or mask scent, it just dupes the value of the profession.




Lycann
Medic - Swordsman - Ranger
'If you want to know what a man's like, take a good look at how he treats his inferiors, not his equals.'
Avadann
Wed Apr 13, 2005 5:04 am
#37

I think Doctors should only be able to perform their skills properly in med centers.




Lycann
Medic - Swordsman - Ranger
'If you want to know what a man's like, take a good look at how he treats his inferiors, not his equals.'
Liamo
Wed Apr 13, 2005 2:04 pm
#38






Avadann wrote:

I think Doctors should only be able to perform their skills properly in med centers.






I agree. I think the devs have been watching the ERs with them going to Africa too much!



I support removing combat classes if keeping them in results in a "dumbed down" game
- I support Devs that know how to design a game
Chrysahor
Wed Apr 13, 2005 2:05 pm
#39



Jagii wrote:

But having to buff while in combat (to get experience) sounds like something people will complain about just the same. Well, we'll just have to see what happens.





Just to make it clear: you don't get xp for giving buff, even in combat.


----------- Is it just me, or does augmentation sound more like an ID skill?

It's the new buff skill.


----------- "The Enhancers can be used by any profession, however if it's used by a healer it will be more effective."

Weird. :/ I didn't see any BE on TC yet, if you know one, please tell me and I glady test it.

----------- This is utterly ridiculous. The Medical XP should be a function of the healing performed, NOT a function of the target engaged.

Duel = infinite medical xp? *tumble tumble tumble*

---------- That still doesn't address the people that want to stay in med centers to heal and get xp

A news that'll make you happy (well, as a doc since a medic can't heal wounds): you don't even get xp from healing wounds even in combat.

That system prevents lots of exploits. There is no real reason to complain if you didn't try it.
Right now, the problem is that medical requierement is balanced with teh combat professions...but we have 4 trees instead of 3 (4th is combat xp).



Stacy Whittaker - CommanDoc
Mandalorian Commando - TC-EP3 Tester
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