Medic Archive
Thread: So what do you guys think about the new survey/harvester nerfs?
Hi,
Well, I'm glad I have Org Chem 4 all done. Now I don't have to survey as much. I think its bad what they did. If they want to make this realistic, the machine should slowly degrade, and occasionally break down. Not constantly, and you should be able to fix it up to a certain %age if youd on't have enough money to take it up to 100%. Its awful.
As for surveying, I'm just going to do that paringly when I have to I guess for a while. I'm almost done with Master Medic. After that, I can worry about my next step.
-Taiv
Most of my sales are to soloers that take novice medic to solo.
I have occasionally sold Wound A packs.. but not many.
Selling to other medics won't pick up till many of the medics who don't want to craft craft enough to get to te master level of whatever medic skill they want to be master of (medic, doc, CM).
Eveyone seems to want the master label.
I only met one person in beta that didn't want the master Doc, and just bought meds to get level IV in the other 3 branches. He did have to craft enough to get master medic though.
It is going to be a while before anyone wants to buy meds over medicine use 5, because they'll need to craft themselves to get to a point where they will feel they don't need to craft anymore.
It doesn't help that there is an XP drift in Doctor (dunno about CM), where we gain med XP faster than 3 to 1 on craft XP (C stims +).. so we end up having to craft long after maxing our med XP to get our master level.
Im not mastering doctor...im just getting treatment IV and crafting IV for revive packs...Im going full master medic...
Problem with the selling of stim packs come from the fact that people that just want to heal themselves to reduce downtime will never need anything more than B cuz they will not increase their pharm...they are most likely to increase FA instead...
Anyone getting high enuff to get use stim C will prbably be wanting to master medic, which means they will make their own...
so we are basically stuck on selling Bs, which any scrub can make...even tho at doc crafting II my packs are way more effective than normal Bs, but would u pay extra for it if there were a billion Bs on the market?
The only people i do sell my high quality Bs to are a few people that tried my product off the bazaar and realized the quality of it...never sold a C pack in my life...nor pool wound Bs or stat wound Bs
Hi,
Stimpack A's are still sell for me a little. As are the Woundpack A's. Not much, but enough for maintenance on my house and harvester. Of course, my harvester isn't running at the momment. I had to put 2500 credits into it, and I only had 1200. Oh well, I'll fix it tonight.
-Taiv Aarzak
I'm not liking this at all. /sample was my lifeblood. It's what made me an independant medic, not having to buy resources or anything like that. Usually it was a couple hours and I have enough stims to last for a hunting trip or 2. The whole /sample nerf increased my time 2x. So now I need a whole lot of busywork for a little but of hunting/killing with my friends.
I don't see the need for medic interdependancy from the back end, our services are free. EVERYTHING we make should be able to be /sampled without factories, harvestersor resources like an ear lobe from a 37 year old male 3 legged Krayt dragon. We sink enough time, effort and money into the profession without having to pay MORE through the nose than we already do.
I always wonder what the real metrics are for those folks more concentrated on the Medic profession. Holo mentioned in one of his threads about one of the Devs that plays a Medic and could easily make 15,000 by selling resources using his harvesters. Of course he's making money selling resources, not medical products or services. In other words he's making money as a Surveyor/Artisan, not as a Medic, is what that tells me.
So how do things look for medics across all the servers? If the poll on the web page is any indication only Entertainers had fewer folks starting in their profession than Medics. That might be a tad scewed(sp?) because thoe "in the know" took artisan to start to give them a leg up they would need for Medic, but it's still a pretty small population.
Do we really get tipped poorly, in general? (That might be scewed(sp?) as well, because of friends helping us out on tips, as opposd to seeing how well medics get tipped only while in a med center or a camp, for example.)
Are sales of our meds really as poor across the board asI have seen them be locally?
And can anyone get away with selling buffs? No way to secure trade and Enchance Action or Health, but my reputation tends to preceed me for being very trustworthy, but still nobody is buying a nice 20 min. buff of 100-200 point sof Health and/or Action when I /shout near the bank.
Jut curious about these things as I continue in my quest to find other ways for the purere Medics-classes to make money within the class instead of outside of it.
I for one am thinking it really sucks most for the med crafters...its so hard to sell our meds to start with since anyting over stim C requires high levels of pharm, so we are stuck selling stim Bs and As which are so easy to make the bazaar is flooded with them...
for instance, if we were armor or weapon crafters and we could make high level gear, we would have people flooding us with orders...but as it is, the more advanced and effective my packs are, the less people can use it...this really sucks...
Right now im running missions to get 30-40k to built a good buffer so I can run harvesters without worring about money...thats a ton of destroys...
On top of this, they nerf my only effective source of resources, AFKsurveying...
Luckily i have a few K of all the resources i need stock piled, but I dont know how the new medics are gonna be able to deal with this...
What's ur take on this whole thing...
We are crafters like artisans, but our selling system is so screwy right now....
Hi,
I just wanted everyone to know that I put 2500 credits into my Flora Harvester. It pulled up *2* samples, and is at 95% now sitting dead. It also degrades when its not running. What kind of a system is this? This is ignorance. Machinery does NOT run like that in real life. C'mon, Developers! Let's THINK a little here.
-Taiv
Taiv:
Your 100% correct. Its just plain wacky. 95% condition, and it wont function. Heh. Im ok with it not harvesting as much resources when the machinery is degraded, but to just SHUT DOWN at anything below 100%....
I abandoned selling meds, it just wasn't working for me. Instead I build two harvesters and sell one for 2500 while using the other. The 2500 gives me enough to run the harvester for 4 days. If I have the harvester reap aluminum, steel and ore for one of those four days, then I have enough money to make quite a few harvester deeds and sell them. Or I just put half of whatever I get out of the harvester on the market at 5 per and use that money to keep it running. And if they reduce harvester maintenance as they have said they will do, then this becomes a cakewalk.
If you are willing to become a surveyor/engineer then it is very, very easy to get what you need. Though I still contend that we shouldn't have to, this essentially makes medic into an advanced profession. Actually, if you assume that finishing those two lines is necessary (an assumption I believe in but I know others find laughable), then we have greater pre-reqs than the advanced artisan professions who only have to master engineering or domestic arts.
Scorus
This readjustment to the Sample/Survey process really didn’t affect me at all. I stopped sampling a long time ago: I started using Harvesters.
I run a total of 4 Harvesters: Water, Ore, and Flora along with a Windmill for my energy needs.
Maintenance Fees for 1 Harvester is roughly 750-1500 Credits and will keep the Harvester at 100% for a 24 Hour period (cost varies with the type of Harvester). So my normal daily Credit Output runs roughly 4500 credits. This seems very fair to me.
It takes roughly 1500-2000 Wind Energy to run 1 Harvester for a 24 hour period. This Energy requirement seems quite excessive. I will probably have to set up another Windmill to meet this requirement. Quite doable really.
Where do I get my daily maintenance fees? Well, you can bet it isn’t from tips. I rarely spend anytime in the Medical Centers anymore. I find I get much more Medical XP (along with that much needed Combat XP) out in the field, running with a regular group of friends. But, I digress. Back to my cash inflow. I get my cash from the daily Bazaar sales of my excess ore. A few Ores sell very well on the open market. One quick trip to the market and I am normally set with maintenance fees for 2 or 3 days. This, from the selling of excess Ore from ONE days worth of Harvesting.
On a side note, 2 round trip (key here is round trip) FedEx Missions can net you close if not over 4K in Credits and it takes roughly 30 minutes.
My Harvesters keep me in the resources I need for my profession along with supplying me needed upkeep cash. And as you can see, I am NOT really using a lot of Harvesters