Medic Archive

Thread: Medic Profession after the CU [Update]

Liamo
Wed Apr 13, 2005 2:07 pm
#40






Chrysahor wrote:





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).



Well, the only thing that will make me happy is if I can get med xp when I heal people in med centers or in cities. I do NOT want to go out in the field. By definition, that is a COMBAT medic.




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
Obata
Wed Apr 13, 2005 2:26 pm
#41






Liamo wrote:



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

It's the new buff skill.





I know. That was supposed to be a joke. Think what "augmentation" means in terms of RL medicine.





Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Meretseger
Wed Apr 13, 2005 5:00 pm
#42


Obata wrote:


Liamo wrote:


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

It's the new buff skill.

I know. That was supposed to be a joke. Think what "augmentation" means in terms of RL medicine.







*grins at Obata*

Noun: Augmentation `ogmen'teyshun

  • 1. The amount by which something increases

  • 2. The statement of a theme in notes of greater duration (usually twice the length of the original)

  • 3. The act of augmenting (Enlarge, increase, grow or intensify)


  • Couldn't resist


    (edit: hate it when I spell names wrong)

    Message Edited by Meretseger on 04-14-2005 11:28 AM




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

    Liamo
    Wed Apr 13, 2005 6:34 pm
    #43






    Chrysahor wrote:





    Liamo wrote:


    Well, the only thing that will make me happy is if I can get med xp when I heal people in med centers or in cities. I do NOT want to go out in the field. By definition, that is a COMBAT medic.








    Well if you like to chat and "doing nothing else" (no offense, it's your gameplay), I understand your concern. The only reason I see is mainly to avoid exploits.
    I talk as a "field" doctor for almost 2 years now (not a combat medic, a fied doc -heal, not poison ) and this new system is a really better from my point of view. My point about "test before complain" is for those who are also "field" doctor/medic and judge with only data "on paper".


    ----- I know. That was supposed to be a joke. Think what "augmentation" means in terms of RL medicine.

    Doh! Didn't notice it.

    Meretseger, that sounds like an issue...you must push for "enlarge" in teh medic tree!



    What really bothers me is what purpose will Medical Centers serve now? I hate tumblers and I think that needs to be stopped but the healing in SWG was designed around Med Centers. You even heal at a super low pace in Med Centers. Is that gone too?




    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
    TwisRule
    Thu Apr 14, 2005 8:09 am
    #44






    Liamo wrote:





    Chrysahor wrote:





    Liamo wrote:


    Well, the only thing that will make me happy is if I can get med xp when I heal people in med centers or in cities. I do NOT want to go out in the field. By definition, that is a COMBAT medic.








    Well if you like to chat and "doing nothing else" (no offense, it's your gameplay), I understand your concern. The only reason I see is mainly to avoid exploits.
    I talk as a "field" doctor for almost 2 years now (not a combat medic, a fied doc -heal, not poison ) and this new system is a really better from my point of view. My point about "test before complain" is for those who are also "field" doctor/medic and judge with only data "on paper".


    ----- I know. That was supposed to be a joke. Think what "augmentation" means in terms of RL medicine.

    Doh! Didn't notice it.

    Meretseger, that sounds like an issue...you must push for "enlarge" in teh medic tree!



    What really bothers me is what purpose will Medical Centers serve now? I hate tumblers and I think that needs to be stopped but the healing in SWG was designed around Med Centers. You even heal at a super low pace in Med Centers. Is that gone too?







    I have said this for the longest time, the developer's screwed up when they allowed us to heal more effectively by using a droid outside than we could by not using a droid inside a med center. That just always seemed so backwards to me which is probably why I was REALLY hoping the CU would have reversed that stupidity. It appears that instead of making Med Centers more useful, they have turned them into just another part of the scenery with no real function whatsoever. Way to go SOE!!!
    chessdemon
    Thu Apr 14, 2005 2:39 pm
    #45

    Y'all mind another perspective? I'm not a medic, I'm one of those combat types...

    Me, a couple months ago in game...didn't know anybody, didn't know anything, I've got a CDEF weapon and a dream. I go out, don't know how to /examine what I foolishly decided to take on...find out the hard way it can put me in the cloner real quick. Naturally I'm uninsured, haven't cloned, didn't know that either. Surely some'a y'all can remember being this green, right? Wounded bigtime, I stagger over to the nearest med center, miracle of miracles a medic is there; I politely ask (I wasn't THAT green to demand it!) if he can heal me, and how much it'll cost. Possibly 'cause he can see how new I am, possibly just out of the goodness of his heart, he tells me not to even worry about a tip, and heals me up. I think if there was a way in-game to have had his children, I might've considered it Would've been funny-looking kids, I think he was a Bothan, but still...

    That's pre-CU. Now post-CU. Same scenario. Newbie who just got the game staggers from the cloner, wounded bigtime, not even in any shape to go out in combat anymore. He sees 'Med center' on the overhead map, and breathes a sigh of relief, so staggers into it. Somebody there can heal him, right?

    Trouble is, nobody's there. The medics and docs are out in combat, the only place they can get XP. Right where this newbie doesn't belong now until he gets healed.

    Anybody else see problems with this little scenario?



    --Chess Melodi, Sunrunner galaxy

    Past master of the Marksman and Commando professions, since retired
    Master of the Teras Kasi profession
    Master of the Swordsman profession
    Master of the Imperial Pilot profession
    Master of the Shopping profession
    Master of the Interior Decorating profession
    Master of the Roleplaying profession
    Master of the Fishing profession
    Imperial Colonel
    No wonder I can't wear my uniform cap--I wear too many hats already!

    Inoga_Tarien
    Thu Apr 14, 2005 3:06 pm
    #46






    MasterNerfSlayer wrote:





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

    I still say they should keep /tendwound in novice medic. Low healing, long timer and/or big mind drain. It's good for the medic looking for experience, and good for wounded players that can't find a doctor. They've already made wounds such a small consideration in combat now...why make its healing any harder?

    If the devs are simply looking for a way to give novice medics something to heal, I'll suggest what I've suggested before: something to temporarily bypass or lessen the effect of battle fatigue. Make it only useable in hospitals or camps, and both healer and healee need to be out of combat. Make it so that novice->master medics can ignore 40-60% of BF, while novice->master doctors can ignore 80-100%. Of course, none of this will matter if medics continue to be completely unable to heal wounds.

    = Andrew
    Chilastra.Palacek





    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.





    Well tumbling will be gone, but care to bet an unarmed medic will be beating up on nuub trash for medic exp now?







    [PROUD MEMBER OF THE VOCAL FORUM MINORITY] -*- The User INTERFACE IS FIXXED! YAY! -*- [Trader Revamp NOW!] The crafters still need support and are needed in game! - [Able to converse calmly in a PM until the other person thinks they have won, when infact they have not.] - I was here when an At-At was considered for a Cantina - [Your Forum Posting Skill goes up by 1!] - I support Yivits & Mr. Bubble's Podcast - = [ REBEL ACE : Final-dam-ly ! ! ! ]= - They said more Starwarsy and Iconic... Not More STUPID and IRONIC.... Which is what they seemed to have delivered.-- -- That cute enetertainer is still cute. - I do give the Devs Credit when they Do things Right...
    Jagii
    Thu Apr 14, 2005 4:58 pm
    #47



    chessdemon wrote:
    Y'all mind another perspective? I'm not a medic, I'm one of those combat types...

    Me, a couple months ago in game...didn't know anybody, didn't know anything, I've got a CDEF weapon and a dream. I go out, don't know how to /examine what I foolishly decided to take on...find out the hard way it can put me in the cloner real quick. Naturally I'm uninsured, haven't cloned, didn't know that either. Surely some'a y'all can remember being this green, right? Wounded bigtime, I stagger over to the nearest med center, miracle of miracles a medic is there; I politely ask (I wasn't THAT green to demand it!) if he can heal me, and how much it'll cost. Possibly 'cause he can see how new I am, possibly just out of the goodness of his heart, he tells me not to even worry about a tip, and heals me up. I think if there was a way in-game to have had his children, I might've considered it Would've been funny-looking kids, I think he was a Bothan, but still...

    That's pre-CU. Now post-CU. Same scenario. Newbie who just got the game staggers from the cloner, wounded bigtime, not even in any shape to go out in combat anymore. He sees 'Med center' on the overhead map, and breathes a sigh of relief, so staggers into it. Somebody there can heal him, right?

    Trouble is, nobody's there. The medics and docs are out in combat, the only place they can get XP. Right where this newbie doesn't belong now until he gets healed.

    Anybody else see problems with this little scenario?




    I am certain that many people see the problem with this scenario. In fact, some would say that the scenario you depict is the status quo. My guess is that the new medical experience restriction will only aggravate the current problem. Now to be fair, others have said that the new XP system solves many of our current problems, so it may turn out to be a good trade-off.

    I don't agree with them.

    Either way, we'll have to wait until the CU goes live before we can verify if the problem actually exists and whether or not it is severe enough to implement a solution.

    = Andrew
    Chilastra.Palacek



    "There's nothing to talk about, Becky. I'm ugly, boys don't like me, and that's it!!"
    MDK_man
    Fri Apr 15, 2005 2:39 pm
    #48


    Whats the deal with UT takeing the Place of PE for crafting power thats gona waist alot of my resources that dont have as good of UT as PE

    Message Edited by MDK_man on 04-15-2005 04:40 PM



    Orzo Mozit / Ebam Golo
    SWG
    Lowering population 1 patch at a time
    Spook333
    Sun Apr 17, 2005 10:46 am
    #49






    Jagii wrote:





    chessdemon wrote:
    Y'all mind another perspective? I'm not a medic, I'm one of those combat types...

    Me, a couple months ago in game...didn't know anybody, didn't know anything, I've got a CDEF weapon and a dream. I go out, don't know how to /examine what I foolishly decided to take on...find out the hard way it can put me in the cloner real quick. Naturally I'm uninsured, haven't cloned, didn't know that either. Surely some'a y'all can remember being this green, right? Wounded bigtime, I stagger over to the nearest med center, miracle of miracles a medic is there; I politely ask (I wasn't THAT green to demand it!) if he can heal me, and how much it'll cost. Possibly 'cause he can see how new I am, possibly just out of the goodness of his heart, he tells me not to even worry about a tip, and heals me up. I think if there was a way in-game to have had his children, I might've considered it Would've been funny-looking kids, I think he was a Bothan, but still...

    That's pre-CU. Now post-CU. Same scenario. Newbie who just got the game staggers from the cloner, wounded bigtime, not even in any shape to go out in combat anymore. He sees 'Med center' on the overhead map, and breathes a sigh of relief, so staggers into it. Somebody there can heal him, right?

    Trouble is, nobody's there. The medics and docs are out in combat, the only place they can get XP. Right where this newbie doesn't belong now until he gets healed.

    Anybody else see problems with this little scenario?




    I am certain that many people see the problem with this scenario. In fact, some would say that the scenario you depict is the status quo. My guess is that the new medical experience restriction will only aggravate the current problem. Now to be fair, others have said that the new XP system solves many of our current problems, so it may turn out to be a good trade-off.

    I don't agree with them.

    Either way, we'll have to wait until the CU goes live before we can verify if the problem actually exists and whether or not it is severe enough to implement a solution.

    = Andrew
    Chilastra.Palacek





    They could solve that by allowing us to get medical healing from taking care of wounds while in Medcenter.


    Guess that would make medical profession getting the exp from the earlier entertainer healing tactic. Poisoning someone to heal them, in the same way you heal tumblers.


    Shikkari
    Mon Apr 18, 2005 2:47 pm
    #50

    Question here from a non medic. My current template is combat based however I have Medic 0/0/4/0 so that I can use Stim E's during PvP and Stim C's during PvE.

    So I am wondering with the new system being implemented for the CU, will I have any advantage to keeping my medic 0/0/4/0 ? The combat profession I have mastered is TKM so from my understanding I will have access to the high level stims which don't require medic skills. Anyone have any idea then if keeping medic 0/0/4/0 will provide any benifits to healing using the bacta method as opposed to or in addition to using Stims?

    I am hoping the answer will be that I can safely drop medic 0/0/4/0 and still be able to heal at the same level I get now using Med use 40 Stim E's? That would be a lot of skill points I could put to good use!




    ....




    100% Rebel
    4
    Life

    "I'm just a simple man trying to find my way in the universe"

    "So for me, for my mother, my grandmother, my father, my uncle and for the common good, I must now kill you"
    CasualMaker
    Mon Apr 18, 2005 4:47 pm
    #51



    Shikkari wrote:
    Question here from a non medic. My current template is combat based however I have Medic 0/0/4/0 so that I can use Stim E's during PvP and Stim C's during PvE.

    So I am wondering with the new system being implemented for the CU, will I have any advantage to keeping my medic 0/0/4/0 ? The combat profession I have mastered is TKM so from my understanding I will have access to the high level stims which don't require medic skills. Anyone have any idea then if keeping medic 0/0/4/0 will provide any benifits to healing using the bacta method as opposed to or in addition to using Stims?

    I am hoping the answer will be that I can safely drop medic 0/0/4/0 and still be able to heal at the same level I get now using Med use 40 Stim E's? That would be a lot of skill points I could put to good use!




    ....



    In the CU, you don't need Medic to use stims, but what stims you can use depend on your combat level. Anyone can use Stim-A, level 15+ can use Stim-B. BUT... Stims only heal Health, they don't heal it much, and only once per minute. The devs also deliberately nerfed the low level stims. Stims (even Stim-A) can now be made with optional components to increase power/charges. But Stim-A and Stim-B can only use basic components, not advanced ones. A Medic can also use Bactashot, a no-medicine heal. It heals more than stims, and more often.



    Fooled me once
    Fooled me twice
    R.I.P. Tortia Quinn
    LadyDeath101
    Tue Apr 19, 2005 1:07 am
    #52


    The formula dont make any sense....even with the best resource for thesethe followingcomponent

    Advanced Liquid Suspension


    6 Dantooine Berry Fruit & 6 Talusian Water Vapour - charges: OQ 66% UT 33% power: OQ 66% UT 33%

    -Dantoonie Berries and Talus water have no UT, best u could do is 66% charge and 66% power.


    -Same with Advace Chemical Release Duration Mechanism

    Herb Meat and Liquid 4 dont have UT, But they have 33% experimentalfrom UT

    I think they need to redo this

    Message Edited by LadyDeath101 on 04-19-2005 03:08 AM



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