Medic Archive

Thread: A Way to regain 15 Skill Points: Repost from Doctor Forum.

vortexala
Sun Aug 17, 2003 8:16 am
#1

So I've been out of skill points for quite some time now, doing the old 'which to forget so I can advance' dance so that I could master Doctor. And, luckily, I managed it.


However, my combat skills aren't all that great, just good enough to 'get-by'. And why is that? Because there just isn't enough skill points to do any more.


But then I got to thinking...


After looking at what skills I had, I realized that the ONLY reason I have artisan(15 points) is so I can use the survey tools to find a nice spot to place my harvesters. It costs me 15 Skill Points just to be able to find a spot to place my harvesters? What the heck is that about?


So, my idea here, since the CHs recently were given their own stimpacks/vitality packs for their pets since they didn't want to have to spend 15 points on medic...why don't we get our OWN survey tools? Or, at the least, cert the tools so that anyone with novice artisan or novice medic can use them?


This gives us an additional 15 skill points to use, and will mean I can finally give up all ties with the artisan profession.


Feedback? responses? hell..at this point I'll even take trolling.


copy & paste..gotta love it




~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Aleriel
Sun Aug 17, 2003 11:34 am
#2

Hmm. I like your idea. I'm also having to keep Novice Artisan for surveying and harvesting, cause there's just no other way to make all resources required for crafting. Some people tip well for healing, but most don't bother.

Sidenote: I heal mostly for XP and for free otherwise out in the field, but if someone comes to med centre specifically for healing, I expect a tip.

Back to topic. Running missions is another option, but destroy missions got nerfed, and explorer missions take forever.

So, yeah, if we could somehow get SoE to stop restricting surveying and harvesters, that'd be very cool.



Oriad Ackoto
~ The Quintessential Dabbler ~
Current Professions: Artisan, Carbineer, Creature Handler, Marksman, Medic, Merchant, Scout

Traigus
Sun Aug 17, 2003 1:21 pm
#3

I'm assuming you only want /survey...

not /sample

...the trouble here IMO is...

The reason that novice skills are so expensive is because they hold al lthe fundimental commands for that profession.

If we want /survey (and not the rest of novice artisan)... what wil lwe pay for that... it can't be free..5 points?


The second problem is...

If we get /survey... Why can't another professions request /healdamage.. /healwound /diagnose... or any of our novice skilsl for free (or even 5 points too).

It sets a precident.

BTW I'm in the same boat... keep survey 4.. or even novice artisan.. or get mroe gun skills.... 15 is a lot of points.

I think the solution to this problem is not stealing a /skill from another novice profession.


The solution to this is (drum roll):

Player missions.


We already have NPC survety missions... Woudl it take too much more work to impliment plyer survey missions (whenever we get player missions)...

terminal lists... paying 1000cr. for 80% spot of liquid petro fuel. Player surveys it (automatically blocks out surveys in no-build zones)... Mission completes. player gets his payment. we get an e-mail with waypoint.

Solves 2 problems

1.) we need to know where to place harvesters.

2.) low level artisans need goods/services they can actually sell (there is nothing to sell until PAST the novice block of the advanced professions.. even then it is hard to sell without all 4 boxes in crafting/experiment).



I dunno... we will probably disagree on this (lol surprise)...

but swipign a skill from another novice box, will set a very bad precident, and degrade a very fundimental design choice (which can be argued to be good/bad itself, but unlikely to be able to be changed without a total skill system re-write) of expensive novice skills which have great value in several/many... basic "/" commands that jsutify that cost.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Traigus
Sun Aug 17, 2003 1:33 pm
#4

---extra stuff I added when repostign on doc board--- paste

Also with this...

I think there should be an "information terminal"

Which lists all the schematics in the game, and also lists the current materials and their stats (on each planet).

This would eliminate the inability to see quality.. and would include meat/hide bone resources as well.


We coudl also then have player missions (like explore teminal missions). Harvest 1000 units of Brevin corellian herbavore meat for 4000 cr.

-T 08-17-2003 04:32 PM



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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GozertheCarpathian
Sun Aug 17, 2003 5:38 pm
#5

I already basically do "Player Missions" by getting my artisians friends to survey for me. I REFUSE to touch the artisian tree. I played it in Beta, I don't want to deal with it. A lot of people said I'd be "gimped" by not doing it, but I've been progressing just fine in my eyes. I just realize I DO NOT have to do everything myself. Frack go "hire" a Novice artisian. They're ALREADY going out there, just tell them to "keep an eye out for XXX." We're doctors/medics/combat-medics, I'm sure we can come up with some nice reward for these young artisians.






P'twic Sunami
Flury Server
Master Medic
vortexala
Sun Aug 17, 2003 7:03 pm
#6

Actually Traigus, I wouldn't mind player made survey missions. It would give me an easy way to get what I need when I need it.


But, barring that, I'd like just the ability to survey for a good spot. Or the ability to simply use the survey tools by certing them with Novice Medic.


In all honesty, we deserve it.


Novice Artisan leads to every single crafting profession in this game with the exception of Medic, Doctor, Combat Medic, and Bio-Engineer. These 4 crafting professions branch off of Medic. Therefor, medic should get some form of survey ability.


Even if it is a gimped version of the Artisan branches survey.



note: when I say survey I'm actually talking about survey AND sample. We have certain qualities we look for...




~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Traigus
Sun Aug 17, 2003 9:05 pm
#7

Holo mentioned once that they would not be adverse to the stats of materials showing in the survey tool...

I agree something needs to be done.. I don't think survey and sample fit with medic though.


-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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vortexala
Sun Aug 17, 2003 10:12 pm
#8






Traigus wrote:
Holo mentioned once that they would not be adverse to the stats of materials showing in the survey tool...

I agree something needs to be done.. I don't think survey and sample fit with medic though.


-T




Why not? We are as much crafting professions as the 'real' ones. We have resource requirements which, at the higher levels, can be JUST as specific as the Elite 'Crafting' Professions.


Dantooine Berry fruit, Tatooinian Fiberplast, Lokian Wild Wheat, and Talusian water are always available true, but what about Dolovite Iron and Liquid Petrochemical IV? And then there are the resource requirements of High-Level CMs which I have no clue about.


I mean, honestly, give us the ability to survey for these materials ourselves. Even if it means we have to buy the item from an Artisan and it has a set number of charges. Even if it means we can't actually /sample for the resources but can at least see the stats of the resource. Even if it means we can only survey within a 64KM range.


I don't care.


Just give us something.


We already have to go to artisans to get the personal harvesters. And Architects for the bigger ones. And we go to them for the power generators. We are already dependent on them for these tools, allow us to get the survey/sample tools from them as well.


We all know /medicalforage is uesless. It has been for quite some time now(and yes, I know it's reasoning for being in-game and it's origin),. It needs to be removed and replaced with 'something'. Let that something be the ability to survey...




~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Silax
Mon Aug 18, 2003 4:47 am
#9

Well... I guess I will join the Party.

I agree that this issue must be worked on. Although some of my friends are artisan based, that certainly doesn't mean they have the time or inclination to go out and find my Dolovite Iron or Yavinian Fiberplast.

Player mission present a problem, however - We have to ensure that we pay for the costs of the players to do this for us. A novice artisan cannot, more than likely, afford to go to Lok and clone and afford the trip back home. Higher skilled people "might" do this if they were just running along in a group to do destroy missions, but I really think they might not. And then, whats 1k to them for their troubles?

Also, this could come to be expensive. Server resource cycles may come once per week. So do we pay up to 10k per resource per week? Not considering quality? I don't have that kind of money available.

- So why not this solution:

Improve Artisan survey skills in some way. Give them really high range, maybe 512m, and/or a new ability at higher levels of the survey skill to find exemplorary quality (higher than what is available on the planet elsewhere) resource mines which they could then place a harvester on (this would be an automatic skill that has a certain percentage chance of going off and the stats vary, but overall are better than what is available on that planet for that resource).

Next, do what they are doing with Pet Stim packs - allow everyone to use a resource tool, poorly at best but still able to use it. Set it with a small range.

As far as being able to "see" the quality of the resources, have an additional box which will give information on the resource, but only at high concentrations of that resource - say like 70+.


I think that this is not a bad suggestion as it does improve the ability of the artisan profession with what they want and likewise allows the Medic related classes to use surveying skills - just not as well as the artisans.

In addition, artisans will still have the ability to sell high end quality resources to the medic based classes as they may only exist poorly on planets during an off cycle. This particular fact will help us not have to deal with having a 33 OQ 100 PE resource if we are willing to pay for it.

- Silax the Mime
Quinalla
Mon Aug 18, 2003 9:25 am
#10






Traigus wrote:
Holo mentioned once that they would not be adverse to the stats of materials showing in the survey tool...

I agree something needs to be done.. I don't think survey and sample fit with medic though.


-T



I really like this idea, give /survey to novice medic or even everyone and show stats in the survey tool. I hope they do something about it because it does seem silly that medic, doc and CM have as much of a need to survey as any artisan profession, but we don't have it in our tree.



--Quinalla Hran, Combat Medic, Lowca
vortexala
Mon Aug 18, 2003 2:02 pm
#11

Amorphous, those are all actually some great ideas.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Scorus
Mon Aug 18, 2003 2:27 pm
#12

The problem with your idea is that you are not a Creature Handler. The list of cases where they are the exception to the rule gets longer with every patch.



Scorus
Amorphous42
Mon Aug 18, 2003 2:36 pm
#13

So maybe we need a Creature Handler trained survey and mining Cupa?
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