Medic Archive

Thread: Making medic's lives easier

Grubz
Tue Jul 01, 2003 6:19 am
#105

Hehehe we will all agree and disagree about stuff but to me the /diagnosis command makes total sense. Any doctor or medic can make a judgement on someone just by first looking at a patient. If the /tend command heals secondary stats then there is no use for the Stat paks that we can make. I like the idea of making the Stat paks and looking at someones damage to there stats then patching them up to full. This just makes plain sense to me. If you go to a doctor in real life he is going to check you out head to toe. Physical checking for strength, reflexes(quickness) a chem screening and blood test equal checking constitution and stamina and just plain talking to a patient and asking questions will help determine mind and focus. So if this is the case in real life why not have this ability in game to see the damage to a stat use the medicine we can already make and heal them specifically for that stat damage.
Zarlor
Tue Jul 01, 2003 7:21 am
#106

Holo, I would suggest you not wait for things to sort out. The biggest complaint I am seeing in game (and I help a LOT of new medics!) is the complexity of how to do things and the frustration that starts to creep in about how to go about getting resources and so on. I have no problems at all with these abilities at higher levels (say after 1 or 2 in a skill). And I've mentioned before that I actually LIKE the complexity of Medic, since it makes it a challange and keeps it interesting for me. But anything that will help to ease the new medics into theprofession would be a major boost. This seems to be a way to make /medforage useful to the new folks, while stepping them through the more comples process of making the higher level meds for later, IMHO.


The one thing I see a lot with younger medics is they want to know how to go about getting the resources they need and finding the /medforage is not at all up to the job.They are definitely not getting tips and are loathe to ask for them anyways because they so desperately want that XP gain, and I really don't think anyone should blame for that by suggesting that they lower the expectancies of fighters to always expect free healing. (Actually what I find funny about that is the folks who come in the most hurt are always the least experienced fighers who don't have aay creds yet anyway, while the xperienced fighters who do have the cash to tip these medics simply don't need the services of a medic/doctor/cm as much, except when they are already in a fight because they know what they are doing and can afford to clone to avoid the cloning wounds.) So the new medics cannot afford to be dependent on an artisan, simply because the artisans rarely need our services and the medics don't have enough tips to afford to buy those resources from them. At least on the fighter/scout side of things harvested meat can work out as an acceptable "tip" for a medic and help get them going. There is one spot, at least, where the interdependency can work very well.


IPersonally, I would love to see this implemented soon. While it does not affect me, since I am already past that point, it would help me to get newer medics into the profession and possibly get them so they are not so confused about how in the world they are supposed to heal things, while giving the the leg up on how things will work as they get better so they can gradually learn the provess and gradually learn the value of interdependency when they can better afford that interdependency.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
cherlo
Tue Jul 01, 2003 7:41 am
#107

Some points of clarification since there's a little confusion about stims. The stimpack heal pools or attributes, not wounds. Wound packs heal wounds and the schematics for wound packs are not available to novice medics (until Chem I). So, a medic with Chem I wont have much problem after that point as long as they can pay for the resources required for the wound packs (same cost as stims). So after that point, I assume, medics wont use the tendWound and they're already not using the forage (Im not).



...thisll just get lost in the noise
cherlo
Tue Jul 01, 2003 7:45 am
#108

Oh yeah, and you can't use stims on someone that has full health and action even if they have mind damage, even though stims heal mind damage too. So you can't use them on yourself to regenerate your mind pool faster than you are depleting it when tending wounds. Even removing that little 'guard' would solve the problem.



Heh, just thought of something...


'Stims dont heal people... I do'




...thisll just get lost in the noise
Traigus
Tue Jul 01, 2003 8:11 am
#109

I like them.. except replacing the A pack (as said before).

Adding the item for tend is good, hooking it to forage is good.

Not keen on losing the normal A's.. because they really are hooked into the 'normal' model for medic and medic crafting.

Switching A's to this new form would cause a jarring switchover... from foraging to heal to respources to heal.

I'd rather see the new stuff as an alternate track for low level healing, rather than a replacement for low level healing.

Alternate Schematics for A meds... Stim A and 6 A woundpacks...



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Clarkbar
Tue Jul 01, 2003 8:31 am
#110

I like the idea of /tend requiring a loaded device. Tend as it is seems too "magic" based in a game that is not driven on magic.


Not sure if I like the /medicalforage to fill the device though. Medical forage as it is, is completely useless. I am now near Master Medic and hardly ever resorted to /medicalforage because the resource acquisition rate is so poor compared to surveying.



ccpeters
Tue Jul 01, 2003 8:48 am
#111

OK, I've read all the posts since Q's last one and this is really a hot topic. I have been working on the medic profession since launch and have learned much. So I will put in my two cents worth and see what happens from there


1) FIrst of all, the one mistake I'm seeing here is everyone lumping the /tend ability into one function; it's not. /tenddamage heals damage to the HAM bars while /tendwound heals wounds only. One can be used in the field while the other can only be used in camps or med centers. The suggestion Q made about the /tend command didn't signify which function he intended to change. That I think should be cleared up right away.


2) The only way I was able to break out of the novice medic funk was to take up the Artisan craft, buy two survey tools, and finally become self sufficient. I had to become self sufficient because the medic field is mostly a destitute profession. I can't afford to buy the resources I need from the Scouts and Artisans and I dont get enough of them in tips at the med center. Medical Forage is COMPLETELY useless as it is now and I had to find a way to start coming up the OC chain in order to have a chance at Doctor some day. This was the only way possible. If you want to fix that, then it will be a major fix that will impact all Medics regardless of skill. I don't see the /tendwound function as amagical healing process because, as many other have already said, you dont necessarily need medicines to heal wounds.


3) The main problem it seems to me is to find some way for Novice Medics to begin moving up the OC chain in some more practical way without the need to have to become an Artisan and buy Surveying tools. Unless you plan on equipping Novice Medics with these tools from the beginning, the only way I see to do this is to VASTLY improve the Medical Forage function and require Stimpack A's to use ONLY those materials. I know alot of folks wont like this but this is the only way I see of helping Novice Medics begin to advance up the OC chain w/o picking up the Artisan track. There's enough healing XP to go around to advance up the other tracks.


4) I wholeheartedly agree on the need for the diagnose command and to put it up the Diagnostics chain (like I or II). The reason some folks I think don't understand the need for it is because they haven't yet wasted enough B and C pack heals on someone with only 10 wound points. In order for any medic/doctor to be able to heal more efficiently with his meds, he needs as much info as possible about the patients condition. There is another thread on this forum dealing with this and I like the approach that person laid out (wish I could remember his name). I hope this is seriously considered when the Medics are altered later, as I assume they will be.


5) I don't like the idea that, after already having to buy two survey tools just to become self sufficient again, that I will have to buy or craft yet another tool to use another one of myskills. No matter you come across it, that's a definite nerf. We want to make the medical profession more valuable to be in rather than more complicated. The more valuable we are, the more unique skills we have to offer, the easier it will be for ALL medics to advance and make a living.


We are only a few days into launch and I believe that once more of us have advanced thru this field, we will be more of a resource for fledgling medics to make it up thru the ranks and make a living. I think we have to be patient and work together to accomplish this. Things probably aren't as bad as they seem. I would imagine that the troubles most of the newbies are having is just the normal learning curve that SWG seems to present (where to find the controls for skills, how to collect resources, how to craft, etc). I would imagine that a few more weeks down the line, the industry won't be as hard to get into for the new people. I don't claim to be any great expert on this, but I have learned a TON in the past few days working my way thru this.


Now I will let the rest of us speak and see what happens later.


Fi'ak - Novice Medic - Mos Eisley, Tatooine - Bria Galaxy




---------------------------------
Fi'Ak - Former Ranger/Fencer
Ale' - Your friendly, neighborhood Bothan

DavidSkywalker
Tue Jul 01, 2003 9:10 am
#112

Here are my thoughts:




Medical Diagnostic/Compounding Unit




Medical Diagnostic/Compounding Unit is a mutli-purpose medical tool. It would diagnose, forage and mix organic / inorganic components into useable compounds. These compounds could only be use by medics in the production of medicine. All organics would be synthesized into an organic block usable only in the organics window of a medical schematic. Inorganic blocks would also be produced.




As the users skill increases, the unit could also be used to find trace elements of water and mineral.




The tool could also diagnose (/diagnose) a patient and give the most efficient means to heal the current patient; opening a window, much like a detailed examine. It could also suggest a visit to a cantina or camp for mind wounds; and estimate the percentage healing reduction if this trip is not made. It could show all secondary wounds, toxins or any other foreign substances, states, or bodies that are present in the patient.





The unit could be used to craft chemical schematics.





A public Medical Diagnostic/Compounding Unit could also be placed in each med center. Experimentation could be done just as with any other public station.




I also believe there should be a Medic Mission Terminal in each Med Center. These missions would be medic specific. Missions could include: escorts, travel to heal, travel to forage or travel to get specific items or components for the med center Doc, etc. The possibilities are endless.





Thanks;





Davan, Medic, Radiant, Corellia, Kor Vella.

uncle_git
Tue Jul 01, 2003 10:01 am
#113

The only real suggestion I have right now is remove the restriction on faction for healing.

We in the medical profession are dedicated to preserving life - that is outside of the politics of the galaxy.
Sure let us take faction hits for healing different factions' troops - but I think a medic should be free to heal anyone.

I've worked my way up quite a bit of the medical tree so far - it's really not as bad as people are saying - they key is to get into surveying early to enable a good free resource flow. As more medics get more experience then this will become more common knowledge. Most people starting out in a career have to do alot of grunt work not directly connected with their chosen path - harvesting components to manufacture the basic tools of the trade should be seen as just this.

the medical forage is utterly useless if you start basic surveying - I'd suggest replacing this with a /diagnose command.

I'd also like the darn bug with the datapad waypoints fixed as that makes it a royal PITA to survey for resources ;-)

Other than that medic is working out pretty well for me so far - although cashflow is hard to come by.
Tannym
Tue Jul 01, 2003 10:01 am
#114

MrSloth, I believe this came up in a PvP thread long long ago and they said we could not have mind heals because then we wouldn't have one of those class-balancing 'weaknesses' where you can't just endlessly do something, eventually you have to get tired. It was a looooong time ago but I know it was discussed. The real problem is that mindshot is overpowered, I think it just hadn't made the nerf list yet because bodyshot and TKAs got tuned down and they seemed to not have looked at carbine and rifle yet. The one-shot kills in PvP were very boring indeed.


I would not want huge mind heals anyways, did you ever play EQ? There was a class that had the ability to give other people theirmana (Necromancers). On large raids they spent a lot of time 'twitching' the clerics, i.e. feedingmana while the clerics healed. I don't want to sit there healing a doctor while he heals patients, ugh. I have a bad feeling that on large raids CMs would end up doing just that. It would be neat if we had an ability to refresh our own mindor something though. Maybe an ability to self-stabilize. CMs still have no definite 'edge.'


Back to the original subject, there are so many good ideas, the thing is I just don't see a lot of them working in factories because there's no mass extraction method for them. I would be interested to hear how Holocron planned to make that work had they gone with idea #1.




- Kaleyn, Imperial Master Doctor / Novice Combat Medic
LuvHandles
Tue Jul 01, 2003 11:01 am
#115


IMO, there is no need for any further changes. The change to increase the number of charges and decrease the volume of healing packs was sufficient.


Our dependancy on the same resources as crafters is just fine. Those who want to sample can be novice artisans. Those who hate it can buy from the bazaar.


I think the main problem is the ignorance of new medics regarding how to play as a medic, because it's not very intuitive to players. (although those who had artisans before making the medic do tend to figure things out faster than others) Regardless, once these players meet up with an experienced medic, they figure it out and it's not a problem. I think it's great because it causes medics to get to know one another and to form mentor/protege realtionships.


The only change proposed here that I think is necessary is the /diagnose. Implementing this feature should be the number one priority.


Lyandra Wylde


Moenia, Naboo, Corbantis




Lyandra Wylde
Wylde Pharmaceuticals located at 4832, -324
Deeja Peek, Naboo, Corbantis

Sasha Starfyre
Wanderhome
LuvHandles
Tue Jul 01, 2003 11:19 am
#116


I'd also like to point out that it is good for this profession to be a little more difficult at the beginning. By making it harder to start, you help to ensure that the casual medics don't get far and only those who truly wish to be medics continue on to higher levels. This same tactic is used in college where the freshman classes are specifically designed to be tough to weed out the casual students and retain the truly hard-working and capable students.




Lyandra Wylde
Wylde Pharmaceuticals located at 4832, -324
Deeja Peek, Naboo, Corbantis

Sasha Starfyre
Wanderhome
Carure
Tue Jul 01, 2003 1:37 pm
#117

I actually like the current System, and I think it's normal that Medic can't get components themselves without taking up Artisan or Scout. a medic is supposed to created medicine and heal people, I don't see why the medic should be able to get all his components himself.
I actually enjoy Surveying and finding components and when i'll have the money I want to make some harvesters.
Now if medical forage would be the only way to get componenent for medicine we could not use the standard harvester. (unless you guys created a medical harvester)
My other concern it that if we cannot use standard resource for medicine, we'll have NO choice but to go get the resource ourselves instead of buying them. I guess that later in the game, resource will be more readily available as player start using harvester and sell resource on Bazaar.
The one thing I found hard when starting, as a medic was to find training, the game is just starting and people are not tipping a lot. The price for the first skills is outrageous, but on the other hand I found some nice people to teach me for free.
I think that if they give a general crafting tools, and some survey tools is should be enough to get started.
I don’t think you should remove the Mind Wound and BF of /tend because Medic are supposed to use Stimpacks and Wound pack. I would actually remove the /tend instead of making is "free".
I really like the current system and personally I would rather keep it that way then get things too easy. What is really needed it a better tutorial about healing.

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