Medic Archive

Thread: Do you get Xp for...

Desal
Tue Jun 15, 2004 11:55 pm
#1

Do you get XP when you manufacture medic stuff in a factory? ....like say making 10000 stims or somthing in your chem factory.

-noob
MasterNerfSlayer
Wed Jun 16, 2004 1:49 am
#2

I'm afraid not. We're trying to get it reinstated, though I don't remember what the exact reasoning was for removing it. It either didn't work properly or was too easily exploitable.




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

jfang
Wed Jun 16, 2004 11:20 am
#3






MasterNerfSlayer wrote:

I'm afraid not. We're trying to get it reinstated, though I don't remember what the exact reasoning was for removing it. It either didn't work properly or was too easily exploitable.







We are? Why?


In my personal opinion getting exp for factories makes it too easy. Crafting exp isn't hard to come by (I capped on organic chemistry long before I finished master medic when I crafted my own meds), and lettinga person set up two factories and do it overnight is a little overkill in my opinion.


Not to mention it makes no sense to get exp from a factory. If your character needed to be within 5m of the factory for it to run it might make sense (as you character would in theory be running the factory). However, don't see how handing a schematic and a bundle of fruits and chemicals to a machine to automatically make stims for me then going to sleep would make me any more skilled at crafting medicines myself.

MasterNerfSlayer
Wed Jun 16, 2004 6:44 pm
#4






jfang wrote:






MasterNerfSlayer wrote:

I'm afraid not. We're trying to get it reinstated, though I don't remember what the exact reasoning was for removing it. It either didn't work properly or was too easily exploitable.







We are? Why?


In my personal opinion getting exp for factories makes it too easy. Crafting exp isn't hard to come by (I capped on organic chemistry long before I finished master medic when I crafted my own meds), and lettinga person set up two factories and do it overnight is a little overkill in my opinion.


Not to mention it makes no sense to get exp from a factory. If your character needed to be within 5m of the factory for it to run it might make sense (as you character would in theory be running the factory). However, don't see how handing a schematic and a bundle of fruits and chemicals to a machine to automatically make stims for me then going to sleep would make me any more skilled at crafting medicines myself.







And that would be my personal opinion too, but I'm following on from the efforts of my predecessors, and factory xp is something the devs wanted. Until such time as the devs say "no, we feel factory xp makes life too easy and we've changed our views", we'll try and get our share of factory xp. Remember this game is about the casual player, and I do recall a certain dev saying the game does not begin until you master your profession. The game isn't about making levelling uber hard. Only Jedi is meant to be hard.




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

jfang
Thu Jun 17, 2004 11:07 am
#5






MasterNerfSlayer wrote:

And that would be my personal opinion too, but I'm following on from the efforts of my predecessors, and factory xp is something the devs wanted. Until such time as the devs say "no, we feel factory xp makes life too easy and we've changed our views", we'll try and get our share of factory xp. Remember this game is about the casual player, and I do recall a certain dev saying the game does not begin until you master your profession. The game isn't about making levelling uber hard. Only Jedi is meant to be hard.






I don't want to make getting professions uber hard. Well, maybe I do, but that was not the intent of my post. I think that currently medic crafting is balanced. Like I said, I was making the stims I was using (unlike others who buy 400+ stim B's to powergrind through medic... ), and I had gotten organic chemistry 4 at something like 2144.


Whether factories should or should not give exp is a seperate question. However, I do not think it appropriate that the *medic* community ask for it or push for it, as I think it is well balanced for medics. For WS, BE's, or what have you it might not be, but since (in my opinion) it is well balanced for medics, we as medics shouldn't be asking for this.


I think there are other issues which are more important to spendeffort on(eg. stim B's, lack of money and faction, /tenddamage ineffectiveness, etc.).


Then again, I won't pretend to know everything that is going on in the correspondent-dev interplays, and you sound like you know what you are doing...
MasterNerfSlayer
Mon Jun 21, 2004 7:30 am
#6

It took me nearly a month to master medic the first time. That was in September. I did it mostly by healing entertainers, and after that I moved into the med centers to master doc. Once the combat balance goes through, entertainers will no longer chew action, so healing will be totally done in med centers or in battle, and as you and I both know, NPC city med centers are very bare places these days. I feel the newer medic is going to have a tough time mastering medic, and even some of the more experienced players who have done it before.


It's not something I'm pushing right now, but after we see the combat balance, I may have to add it to the list of things to help make mastering a novice profession a little easier.




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

jfang
Mon Jun 21, 2004 8:21 am
#7







MasterNerfSlayer wrote:

It took me nearly a month to master medic the first time. That was in September. I did it mostly by healing entertainers, and after that I moved into the med centers to master doc. Once the combat balance goes through, entertainers will no longer chew action, so healing will be totally done in med centers or in battle, and as you and I both know, NPC city med centers are very bare places these days. I feel the newer medic is going to have a tough time mastering medic, and even some of the more experienced players who have done it before.


It's not something I'm pushing right now, but after we see the combat balance, I may have to add it to the list of things to help make mastering a novice profession a little easier.






What you say is true. However, based on what you said (which I mostly agree with), the bottle neck will be the medical experience, not the crafting experience. Having factories give exp will not make mastering medic any easier, as they in theory can master the crafting line in 1 day instead of 2, which isn't relevent as it will take a maybe aweek to gain the medical experience necessary to master medic. This is especially true as "what novice medic can afford a factory?" I know I didn't really get a factory until I had entered lower level doctor.


Again, it may or may not be worthwhile for factories to give crafting exp. However, I do not see this as a point relevant to medic, or any other novice profession (with the exception of possibly artisan)... Let artisans, tailors,and WS's fight the good fight, I don't see it as being appropriate for medics to join in that skirmish against the devs. I would prefer to concentrate on points relevant to medics, such as the uselessness of medical forage.


Edit: fixed spelling

Message Edited by jfang on 06-21-2004 11:22 AM

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