Medic Archive
Thread: Starting as a medic on new servers, AKA masochism
Starting as a medic within the first week is a painful experience, to say the least.
Resources are thankfully less of a problem for starting medics (as long as they know to pick up artisan) with the new increased charges, if I were making 2-5 charge packs right now I wouldn't have any hair left.
Here's what's no fun for anyone:
Many people are new. These people aren't cloning. They're getting severe wounds to all stats.
Medics can't heal secondary stats until org 3 (if I recall). This means that at the start, practically nobody can heal them yet.
Here's the kicker. You don't get B woundpacks until org 3. A woundpacks heal on average about 15 wounds per hit, with first-tier skills, and have a delay of about 30 seconds. This means a medic at org1 can heal 30 wounds a minute.
Last night there were three medics in the facility, including myself. There were about 5-10 patients at any time, many of whom had large (500+ per bar) wounds.
This translates in to 15+ minutes of downtime even with a medic working full-time on a patient, which is really unacceptable especially considering the lines.
Now, once people get up to B woundpacks (probably today/tomorrow) then healing is about five times faster, and at C and above packs most patients usually just gape at how fast it went if they aren't used to them.
I don't really know how to fix this, other than "fading in" wounds to a new server, for instance the first day cloning gives 10% wounds, then 20% the next day, until you get a week into the life of the server where cloning wounds are permanently back to normal levels. This wouldn't have much long-term impact, but would make the first few days a lot less grind-y.
You can /tendwound on secondaries (/tendwound strenght, for example), so we can do those in a pinch. Most of us just hate having to use tendwound if we can avoid it.
Definitely new medics need to NOT start as a medic, but start as either Scout (to harvest organics and sell hide and bone to buy inorgs) or Artisan (to survey for their needs.) Of course this also means we are not in teh medcenter to do healing while we gather those resources.
If you really want to omprove the effectiveness of those littel A packs be sure to gather good Overall Quality and Potential-Enery resources (and Flavor to a lesser extent) and Experiment their Effectivness as best you can. It helps a little. Of course the Public Food & Chem crafting station, while nearby, is not in the med center so once again more reson for medics to not be in teh med center healing patients.
Of course we still have the problem of all the new fighters coming in whining taht it just takes too darn long to heal. I even had several guy in teh Med Center on Dearic last night demanding a Medic to heal them NOW. Of course their was a line and I told them if they wanted to jump it they would have to pay up. None of tehm wanted to fork out teh creds, of course. That kind of experience is enough to make a med stay out in the field and away from teh Med Centers. (Of course you XP gain actually tends to be better in the field anyway>
Even more reason you won't find medics in the med center.
Most of these items had been brought up to the Devs, but the sudden deadline for getting the game up dropped these issues to a verly low priority anyway compared to any major issues. (Of which a few still crept back in... go figure.) Holocron did assure the Beta medics taht at least several of these issues were being looked at and would be taken care of in live when they got the chance.
Hopefully there will eb enough of us experienced Medics to help improve healing rates within the next week.