Medic Archive

Thread: This Medic is Sick of being a second class citizen

One_Ton_Bothan
Thu Sep 11, 2003 1:53 pm
#1

---All support classes need more attention from the devs we have had the fewest changes sense release and it's not because we don't need them---


Ok I am a master doctor and master combat medic and after 2 months of play as that I have found the following to be my biggest problems/grievances. I am posting this split up into the 3 different medical areas so the right Devs see them that is if you really believe they read the boards.(some items are repeated in more then one class but the new items are at the top of the lists) Medic


Crafting:


- Broken crafting schematic for the advanced resilience compound you try to open it and it just says loading schematic forever.


- We are forced to travel to some of the most dangerous planets where most crafting classes can just wait for there resources to shift some place safe.


- The resources we need are incredibly rare and in many cases we are the only ones that need them so no one else harvests them forcing us to take some artisan skills.


- Crafting stations located in or near medical centers would be really nice as in some cities they are quite a along way off


- Crafting failure rate seams to be much higher for medics then an equipment crafter often I will fail up to 5 combines in a row on bio effect controllers even at master doctor


- This one just bothers me but the no build zone for 1000m around nym’s strong hold on Lok just seams to a bit much for such a dangerious planet. Last time I ran out to my harvesters there I passed no less then 30 of those giant lizards whose name I forget.


- The amount of crafting xp to medical xp is way off you can master all the other fields and only be half way into the second level of the crafting tree


Skills:


- Diagnose is a grate command but can you please add a refresh button to it


- The keyboard/macro commands don’t find medicines in bags and most medics like to bag that stuff up to keep the inventory uncluttered.(for some reason the revive command dose find them in bags but none of the others do)


- The healdamage command is still a bit dumb in that it causes you to throw area stims if anyone else is in range with even a single point of damage could area heal maybe get it’s own command


- Medical forage(sigh) this command needs some tweaking big time. - It should forage for everything a medic needs not just organics as you use more none organics then organic at higher levels


- It needs to stack up what it’s foraging right now every forage takes up 1 item slot which means you can only forage 60 times before you need to clean up the inventory


- Need a bit more guidance in what you forage for right now it’s 90% junk you pull in


General medicinal needs/wants:


- I would really like to be able to turn off auto return fire when I get attacked shooting back just makes them madder and that’s the last thing I want to make a rancor


- Some way to block my self from the SL forced attack command attacking just slows down my heals


- There needs to be a bigger gap between medic and advanced medical classes because so many people are taking novice medic and cutting them out once they can self heal.(note to medics selling low level stims to these people just makes it harder for you to get a group)(note to none advanced medics who don’t like my last note bite me.) - Healing needs a stronger base line right now you can heal any where from 500 to 2000 with the same stim D


- Explanation of what are skill mods do they aren’t really that self explanatory what is there dosen't help


-This is a big one the ability to keyboard hotkey all 19 group member plus myself. Right now you can only select the first 8 and you’re self. I know the commands are there for 3 more but they don’t seam to work that would be the ctrl-0,-,= do nothing for me when they should be selecting members 9,10,11. you just give me the option and I will figure out where to bind them on the keyboard.


Howlin Bonesaw M.D.

Moshi-Eclipse
Thu Sep 11, 2003 2:45 pm
#2






One_Ton_Bothan wrote:

- We are forced to travel to some of the most dangerous planets where most crafting classes can just wait for there resources to shift some place safe.






buy from someone who is willing to take the risk or take the risk yourself







- The resources we need are incredibly rare and in many cases we are the only ones that need them so no one else harvests them forcing us to take some artisan skills.






What artisan skills do you need? and what resources do we need that is extremely rare? I'm a master doc. and the only thing i am unable to get my hands on is dolovite, and that's just cause i don't wanna pay so god awful much, perhaps it's diff on yoru server but on eclipse we have everything we need, and plenty of people supplying it.




- Crafting stations located in or near medical centers would be really nice as in some cities they are quite a along way off




get a droid with a crafting station, can pick up an Adv. Surgical for 10-15k






- Crafting failure rate seams to be much higher for medics then an equipment crafter often I will fail up to 5 combines in a row on bio effect controllers even at master doctor




Check the malleability of your inorganics




- This one just bothers me but the no build zone for 1000m around nym’s strong hold on Lok just seams to a bit much for such a dangerious planet. Last time I ran out to my harvesters there I passed no less then 30 of those giant lizards whose name I forget.




see first comment




- The amount of crafting xp to medical xp is way off you can master all the other fields and only be half way into the second level of the crafting tree




i made 55k crafting exp in 4 hours. Get a stak of Lok. WW and a stack of Tat. FP craft ABECs for a few hours and poof, yer done.






- Diagnose is a grate command but can you please add a refresh button to it.




hit esc. and rediagnose, how hard is that?




- The keyboard/macro commands don’t find medicines in bags and most medics like to bag that stuff up to keep the inventory uncluttered.(for some reason the revive command dose find them in bags but none of the others do)






I agree with this one!




- Medical forage(sigh) this command needs some tweaking big time. - It should forage for everything a medic needs not just organics as you use more none organics then organic at higher levels


- It needs to stack up what it’s foraging right now every forage takes up 1 item slot which means you can only forage 60 times before you need to clean up the inventory


- Need a bit more guidance in what you forage for right now it’s 90% junk you pull in







/medicalforage is a waste of command line... just don't use it






- I would really like to be able to turn off auto return fire when I get attacked shooting back just makes them madder and that’s the last thing I want to make a rancor




whether you shoot back or not, chances are he's still gunna kill you






There needs to be a bigger gap between medic and advanced medical classes because so many people are taking novice medic and cutting them out once they can self heal.(note to medics selling low level stims to these people just makes it harder for you to get a group)(note to none advanced medics who don’t like my last note bite me.) - Healing needs a stronger base line right now you can heal any where from 500 to 2000 with the same stim D






the heal thing is frustrating, but as an MD i can enhance, revive, cure anything as a novice medic you can... uh... heal...



Now don't think i'm a jackass for posting this it's just some people are never satisfied... just cope with what you have and be glad they don't ban you...




/check
/faint
/Moshi
Niles2828
Fri Sep 12, 2003 5:48 am
#3

Some people want everything to be a cake walk. This entire board (not just the medic board.... the entire professions board) is filled with people whining about making their profession the easiest and most advantageous to play.


What's wrong with a little challenge? If you were to come across difficulties like this in real life, would you be able to go complain to someone about it in order to make it easier? No. You'd figure out a way to solve your problems.


I have dealt with some of the problems you mentioned, but I actually put my mind to work and found some ways around the issues.


- My med crafting is excellent.


- I don't use medical forage, and I supply myself with my own materials.


- In combat, I target my groupmates with the group list, not with the ctrl command.


There are other ways to solve your problems then whining about them.




Sunrunner: Cypherr Lydell - Master Doctor, Master Combat Medic
Valcyn: Jadan Vekkar - Master Merchant, Creature Handler,
owner of Jadan Vekkar Vendors (Theed, -3500, 5575)
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Oaker
Fri Sep 12, 2003 5:57 am
#4

Yeah not be rude, but one of the reasons the medics are one of the least patched is because there really is not much that is broken. SOme minor tweaks I agree, but do not ask for the attention to swing your professions way, you may not like what comes out.


The schematic is a good fix, obviously.


The /diag command should work like the cntl C wound panel, that would be really nice.


As the one poster said, buy a crafting station droid, they are wonderful.


How do you know the fails for us are worse for others? The malleability may be a good point.


I sorta like the rare hunting for resources. You only need to keep 5 skill points to be able to survey everything.


Everyone else has to deal with the same 1000m distance we do.


I do agree though that the stim A's and wounbd pack A's are fine with Med Use 5, but the Stim B's should be tied to Pharm I or II, and the Stim C's should be able to be used at Pharm III, none of this 31-32 use crap so you have experiment the use down.


That is the one part of medics I dont understand, why can every Joe use Stim and wound packs B's with novice medic, but a Medic with Pharm III cant use Stim C's that are not experimented down.


That is a bit out of whack.


Medics are one of the least broken classes that I have seen.




Kirkrok
Chilastra
Master Creature Handler/Pistoleer/Medic
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