Medic Archive
Thread: Medic's Need a Survey skill!!!!
Its a bit of an extra pain, but there is already a built in way around it.
Samkong73 wrote:
Medics need a survey skill so we dont have to get novice atrisan!!!!!!!!! that or give all players another 15 or so skill pts!
Medics do not need a survey skill. You want a survey skill. If you want cheap resources it comes at the cost of skill points. If you do not mind paying more for resources then you will have an easier time allocating those points in skills other then artisan. I'm MD with Survey tree and Business 3, gunna try out the vendor thing
, and I have no trouble whatsoever. It comes down to a decision. Power with a pistol or cheap resources. if you plan to run a business then the decision is easy.If you just don't want to pay more for the same resources then you need to decide what you are willing to give up.
I agree and disagree with medics getting survey.
In a way we do use the same resources as any of the artisan classes and it would only make sense to have it. Elite Artisans only 'need' to spend 15 points for novice artisan, plus the 14 points going up either Engineering or Domestic arts and then the points to Master Crafter.
I have a feeling the main reason they didn't give the medics a survey skills is that during the development of the game they honestly thought that Medics (and entertainers) would be a financially rich profession. With all the healing we do they expected us to get tipped OR to be handed resources to make our meds.
Medics, Doctors, Combat Medics are a support class ...give up some of your offensive skills to take up Novice Artisan. Because Koster won't be giving it to us. Anything that makes a player self sufficient will not be added to the game.
The reasons are very simple. We have a broken Medical Forage ability, that they cant seem to figure out how to make usefull - this is the first and biggest reason why something similar would be benificial.
Also, Doc / CM have the most demanding requirements for ingrediants, as opposed to Ranger and Smuggler (may have missed a class) among the classes that do some crafting and dont require novice artisan.
They need to fix medical forage, or give us some sort of survey.
If it's any consolation to folks here, this Issue did make it (by quite a large margin) to the #1 spot on the Doctor Issues List that has been posted on the Correspondent forum for the Devs.
My personal view is that I fully support some form of /medicalsurvey, possibly with some very gimped form of /medicalsample as a replacement to /medicalforage. (Note I did not say /survey and /sample, in my view these should be disticnt version of the command giving us not truly competetive surveying skills iwth any artisan surveyors, only what we need to succeed as Medical professionals.) I've got a pretty full grounding of all the points of view surrounding this issue, including all those who say we shouldn't get it, so I think I can present a pretty decent case to the Devs for us on this, IF they are willing to open up the issue for debate.
They could simply come back with a "No way" response and that would be that, if they really just wanted to close the book on the issue. (I sure hope they don't, though.) All I can say is that I really do hope we get a response.
perhaps
if it were:
- Limited to 32m
- Pulled nothing from the ground
- Gave partial/whole stats
- had a 45-60 second timer
anything more then that is just begging... you wanna survey get novice artisan, i have and look how rich---err poor I am!
Said it before, will say it again. This game is about choices you only have a certain ammount of abilities you can use. Deal with it, the game is already fairly easy from my standpoint.
Medical forage = medic skill
Medical forage = for getting stuff
Medical forage = does nothing usefull, leading to surveying, and why medics want something like that.
This has nothing about choices, we ALREADY have the skill which is supposed to in some way provide materials to make meds I believe.
Medical forage would never get me enough to sell a crate of stim B's, but why not make a wound pack or a stim pack out of it, kind of like scouts make camps out of what they harvest from creatures?
Medics / CM / Docs have THE most demanding requirements for resources bar none, out of the classes that have no base artisan skill required.
Weaponsmith, armorsmith ect - prime crafting class, and they start in artisan.
Smuggler? Whoopy you need 15 ore ect...
Doctor? Oh sorry, I need things from at least 4 planets!
The entire argument comes from the broken medical forage ability, which we already have.
Dont want to give us something to fix medical forage, or more simply give us some sort of survey (which is the easy fix).
Fine, I no longer want to require all this weird stuff to make anything other than substandard meds.
Or how about neutron pixie takes -
Yavin 4 fiberplast
Lokian wheat
Dantoine berry
As its 3 ingrediants.. and we will see how well that goes over lmao. Maybe if we have someone to scream in pain with.. misery loves company.
Also in theory, we can hire soemone to survey for us.
I do agree, the devs thought that medic types would noty be poor. That came across pretty well in Beta. Players just didn't want to pay for healing.
I'd prefer (personally) to have no artisan functionality of any kind in medic. I'd rather have (as soemone suggested someplace else) /medforage turn up fruits ect. that healed as meds (instead of similar scout /foraged stuff that buffed)... or even could be used as optional "boost" components in meds (like other dropped boosters but a bit weaker).
I am a firm believer that if we get partial survey/sample, people will start requesting partial heals (BH's already want this or more)...degrading profession interdependance.
No matter what we personally believe, the correspondents put the issues to the devs with all the solutions you come up with. In the end, the devs decide.
In the end, it is better to have _A_ useful skill then no skill at all. many times the sdame peopel that are tellign the BH's to kiss-off and buy novice medic, are the same people that want novice artisan skills...
Again the devs know about it (it is on Zarlor's doc list which he just posted, and is #2 on my medic list, which will be going up later this week)... overall medic professions are in good shape, so don't expect miracles real fast on these relatively low priority things, while other professions are downright broken. The very fact that things of this nature are making it to the tops of our lists, shows just how good we have it, broken feature-wise.
Hold in there, stuff is generally looking good.
-T
I find it odd that Artisan gets this skill. To me it seems that it should fall under Novice Scout. Just my opinion.
L'Caw