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Top 5 Issues   [ Edited ]
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MasterNerfSlayer
Doctor Correspondent
Posts: 3966
Registered: 09-05-2003


PA: Dark Legion <DL>
Server: Starsider

3 ratings - 5.0 average


Incase anyone has looked at our top 5 list lately, you may not realise that most items have been addressed in one way or another, and Zarlor's list, while complete, comprised of many issues now handled by the Star Wars Correspondent.
 
  • Crafting experimentation has been dealt with
  • Resources are now much easier to aquire than they were a year ago, and the devs feel you should hire an artisan and scout
  • Faction points for healing have been pretty much denied
  • Heals are in the queue
  • Money... well that is still an issue, but can be solved other was as being a master medic leaves you with free skill points...

So basically I want to update our issues list with what the community feels are the most important issues currently. Need to get some discussion going before I go insane!

 

Ok, for reasons I cannot elaborate on, I will be selecting what goes on the top 5 list. Please continue to make suggestions, but if they don't appear on my list, don't ask.

  1. Healing range / distance
  2. Diagnose "Refresh" button and current damage values of pools to assist doctors in buffing)
  3. Battle Fatigue notification
  4. General Inventory Search for Meds
  5. Target Friendlies keyboard shortcut

Other issues

  1. Medical Content (Mission Terminals)
  2. Groupmate Damage Beacon
  3. Money for services
  4. Faction points for healing

Ok if you know of any other bug or issue that can be reproduced reliably please make note of it.

Message Edited by MasterNerfSlayer on 10-11-2004 01:16 PM

Message Edited by MasterNerfSlayer on 10-14-2004 11:27 AM

Message Edited by MasterNerfSlayer on 10-19-2004 01:23 PM


Retired Medic Correspondent
Imperial Lance Corporal Talimar [Master Doctor / Teras Kasi Master] Starsider / TC [Storm Squadron]
Imperial Colonel Kiveryn [Teras Kasi Master / Master Ranger] Starsider / TC [Black Epsilon]
Imperial Master Sergeant Kirrilee [Dark Jedi Knight] Starsider [Smuggler's Alliance]
09-22-2004 10:30 PM   Report Abuse to a Moderator
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Re: Top 5 Issues
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Hiroku
Veteran
Posts: 98
Registered: 08-20-2004


PA: Hiroku
Server: Shadowfire


i think healing with stims (of any kind) REALLY needs fixing, like i have novice medic, and 1 box in first aid, so i can keep me alive, and help who is grouped with me, but i go and i buy some really good stim Bs, they have a base healing of like 430-450 usually. The problem is, that healing is SO random, sometimes i will heal like 250, and my BF is really low or 0, so there is no reason for it, it can really effect the fights, something really has to be done about that.
 
Thats my big beef, but thats mainly cause im not a crafter, so i dont run into the other issues.

------------------------------
Master Scout
Teras Kasi Master
Master Creature Handler
------------------------------
Anyone else think the price on loot kit drops is retarded :S
Kill meat lumps, save youself from the ppl with crazy prices
------------------------------

09-23-2004 04:49 AM   Report Abuse to a Moderator
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Re: Top 5 Issues   [ Edited ]
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Pahdbacca
Blue Glowie
Posts: 2906
Registered: 06-27-2003


PA: 5307th SpecOps Alliance Rangers (SOAR)
Server: Flurry


I know it's a dead horse....but every other starting proff gets a mission terminal besides medic.......  It's more a matter of principal now almost than a matter of practicality.
 
It would also be nice if you didn't have to be a 10 crafting Doc to do that force sensitivity quest.
 
Battle fatige notification.
 
/diagnose refresh
 
will post others as i think of them
 

Message Edited by Pahdbacca on 09-23-2004 08:22 AM

-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata

09-23-2004 05:17 AM   Report Abuse to a Moderator
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TenshiHanaKinu
Squadron Leader
Posts: 7318
Registered: 08-13-2003


PA: Rebel Alliance || Smugglers' Alliance <SA>
Server: Bria


I think increasing the Medicine Use on Stimpack B's would be a good idea so that people actually have to invest in Medic to be really apt at healing themselves.

_______________________________________________________________________________
š Dr. Tenshi Moya (a Rebel Colonel) œ
4 Elevator-hopping Pistol-toting Building-Ducking Role-playing Dancing Doctor Extraordinaire
4 Master Doctor | Politician | Entertainer | Pistoleer || Member of Smugglers' Alliance <SA> || 5-Starring Rebel Cheerleader
4 In-Game Bio || Extended Character bio [12.11.2004] || Rebel Officer || Combat Upgrade Alpha: "Team Stim-B"
09-29-2004 10:12 AM   Report Abuse to a Moderator
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Re: Top 5 Issues   [ Edited ]
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somerandomuser
Community Veteran
Posts: 699
Registered: 07-14-2004



*prepares dead horse

give medics the full range of 'medicine use, medicine assembly, medicine experimentation'
give remove those skills from the doc tree altogether.. and replace with 'doctor use.. assembly and experimentation'

this allows for CM's to compete in the low end stim market.. and gives BE's more incentive to master medic to gain access to 'high turnover' merchandise

this also grants a wide enough range on the use skill that more expensive skillpoint requirements can be placed on those stim-b's so that there is a role for 'healers' in group composition due to less people willing to invest the extra required skillpoints

note: give doc's trade in option on their skillmod clothes to convert from medicine experimentation/assembly to doctor medicine/assembly


*prepares dead horse number 2

move the /healstate command from novice doc to master medic..

will also give more incentive for players to master medic.. as well as giving combat medics a useful healing ability in combat situation..

note: doc crafted stimpacks(anything with stimpack in the name.. including state stimpacks.. high level woundpacks should be kept within the doctor realm completely in my opinion) will still be required.. but will retain medical use (if dead horse 1 is implemented) thus doc's are NOT reduced to selling to their own profession but instead expanding their market

afterthought.. res kits too..

# about the author..
i consider myself a combat medic(MCM/partial combat profession/novice doc).. the sad part is that i'm seriously considering going jedi just to have adequate healing power and survivability on a battlefield.. these ideas i post are truly inspired by the fact that i rarely am wanted/welcome to actively group (not solo-group) with other players because they have no need for my multiple-thousand point heals(more people=bigger heal 8).. and that mindheal is so detrimental to the combat medic that i can't use it nearly often enough to justify the skillcost of my primary profession).. these 2 changes if implemented properly i feel would give both medics and CM's much more viability as a 'lifestyle'.. would increase all around usefulness of both professions.. without hindering the advanced profession of doctor..

%things to consider
the entire medical profession is in fact a crafting profession to an extent.. and quite possibly with the highest turnover rates from product made to product used
the artisan forest of crafting professions do not retain their basic experimentation on the elite trees within the profession.. eg: artisan experimentation has little to no effect when crafting droids/weapons/food/armor/structures
this is not the case for the medical industry

the doctor profession has alot going for it.. 6 stat buffs.. every cure.. 2 resist buffs.. res kits.. best wound treatement available.. and best damage healing capability on single targets.. all applied by 1 doctor..
that's great.. props to the docs
but the effects of that centrilization is that buffs alone render medics and combat medics healing abilities to 'extraneous'
and when comparing centrilization of ability.. doctor buffs typically have 1.75 times the duration of entertainer buffs.. and typically twice the power or better (entertainer buff stats vary depending on migrations/species).. the other comparison point of that is that you need 2 elite entertainer professions for 3 stats.. and 1 doctor for 6 stats.. this to me seems fundamentally skewed..

i realize that this could be construed as an anti-doc statement.. that is not how it's intended.. i'm not saying to remove any of the doc's abilities or nerf them in any way(i'll leave that for the entertainers).. what i am saying is that doc for the skillpoints invested.. has too much ability/utility/usefulness granted within the elite portion of its' skilltree.. and that i feel it would be better for the medical professions if this were distributed lower in the medic skilltree thus making all 3 medic hybrid/elite professions benefit.. and making those skillpoints for doctor itself actually tally with the abilities granted within the doctor tree..

and on that note.. anyone who decides to flame saying 'CMs are too powerful.. poisons need to be nerfed..'.. i have this to say..

"CM's aren't powerful enough.. and all DOT's need to be removed.. that includes your mind poison/fire pikes/lances/knives/geo's/etc as well"

but then again i'm an extremist.. many disagree 8p

-EDIT:
mental note: when using any HTML tags.. always 'preview post' first

Message Edited by somerandomuser on 10-14-2004 04:51 AM


The primary weakness of a troll is supposed to be fire..
So why the hell are they always getting themselves into flame wars??
10-14-2004 04:50 AM   Report Abuse to a Moderator
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PaxEternus
Community Elder
Posts: 468
Registered: 05-22-2004


Server: Valcyn




MasterNerfSlayer wrote:
  1. Medical Content (Mission Terminals)
  2. Money for services



I think these two are the most important. The medical professions (Medic, Doctor and Combat Medic) are really the only professions that do not have a way of income from the system, or a way to guarantee their income from their customers. We have to act in good faith, while all other crafting, combat and entertainer professions have at least some way of driving money from the system or charging for their services.

~ ego optare tibi pax eternus ~

10-15-2004 08:14 AM   Report Abuse to a Moderator
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Re: Top 5 Issues   [ Edited ]
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Jagii
Community Veteran
Posts: 386
Registered: 08-16-2004


PA: Twin Sun Corsairs
Server: Chilastra


"Heals are in the queue" DISAGREE.
I don't believe this issue is resolved. I have mastered the medic profession and even though HealDamage or HealState goes in the combat queue, sometimes it is activated before the heal timer has run its course, resulting in a "wasted heal round," for a lack of a better term. I then have to put HealDamage back in the queue and wait for the next round before the actual healing takes place, and these few seconds could mean the life or death of a player.

"Healing range / distance" DISAGREE.
I think the current system is fine. If you increase the range, it just cuts into the reasons for becoming a combat medic. (However, I am a combat medic and my personal opinion is that ranged healing is excessively cheesy, so I don't even use it. Heh heh.)

"Diagnose refresh button" AGREE.
Either have a refresh button, or make it automatically refresh. Another thing about the refresh window I'd like to see is have the default size of the window be large enough to display ALL of damage/stat/battle fatigue pools at once, or automatically filter out any pools/stats that don't need healing.

"Battle fatigue notification" AGREE.
This is the message where it says "your current battle fatigue is limiting your medicine's effectiveness" even though it's actually saying that YOUR PATIENT'S battle fatigue is causing the problem, right? I agree that this is a problem. I was rather confused the first time I saw that message.

"General inventory search for meds" NEUTRAL.
I always go into list mode, sort by name and then type. This way all of my meds are sorted alphabetically under "Misc., Pharmaceutical." But I see how a general "Medicine" or "Pharmaceutical" category would help sort things out easier, since Pharmaceutical is a HUGE part of the Miscellaneous category.

"Target Friendlies keyboard shortcut" DISAGREE.
I find that the difficulty in finding your patient on a battlefield is well representative of the chaos of combat. Yes, it's hard to run around and click on the guy that's dying, and if you prefer the CTRL-# method of targeting, yes it's hard to target the right guy especially since group members aren't numbered and you have a lot of people in your group. BUT, being good at both of these methods is part of being a good medic, no? Nobody said the job was easy.

"Medical content - mission terminals" AGREE.
I have never even thought of this before. When I started my character out, I got money from tips from healing and participating in group missions, but having medic terminals would be pretty cool. I remember coming across a show slew of Imperial refugees one time on Tatooine, and I think it would be pretty neat if I could accept a mission to go out there and heal them.

"Faction points for healing" DISAGREE.
I would be all for it if there weren't people use the tumbler or Pet/trick exploits. But since these issues have not been addressed (nor have I even seen them being called "issues" or "exploits") I assume that these exploits will continue to be tolerated by the game developers. Therefore, awarding faction points for healing would open the door to another level of exploits, which I'd hate to see.

Other issues:
1.) What exactly is the "Groupmate Damage Beacon?"
2.) I've suggested this elsewhere. Something like a "medic pack" would be useful. If I have this medic pack equipped (like a backpack), then my /healstate, /healdamage, and /healwound commands would automatically take meds from the medic pack INSTEAD of my inventory. If the pack itself had a distinctive look to it, it would serve to identify me as a medic - this would be useful if I was in a full Stormtrooper or Marine Armor outfit, for example. I know it's unnecessary, but it would be cool if something like this was added.

I hope to see feedback about my comments.
= Andrew
Chilastra.Palacek

Message Edited by Jagii on 10-19-2004 05:52 PM

"There's nothing to talk about, Becky. I'm ugly, boys don't like me, and that's it!"

10-19-2004 05:47 PM   Report Abuse to a Moderator
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MasterNerfSlayer
Doctor Correspondent
Posts: 3966
Registered: 09-05-2003


PA: Dark Legion <DL>
Server: Starsider




Jagii wrote:
"Heals are in the queue" DISAGREE.
I don't believe this issue is resolved. I have mastered the medic profession and even though HealDamage or HealState goes in the combat queue, sometimes it is activated before the heal timer has run its course, resulting in a "wasted heal round," for a lack of a better term. I then have to put HealDamage back in the queue and wait for the next round before the actual healing takes place, and these few seconds could mean the life or death of a player.

First I've heard of it not working. I'll keep my ears open, but until it can be reproduced reliably then it's just like my post publish 9 lightsaber that dismantled itself and recovered 2 of the 4 pearls and told me about it: It's just a one off that can't be reproduced and therefore is not worth dev time hunting down.


"Healing range / distance" DISAGREE.
I think the current system is fine. If you increase the range, it just cuts into the reasons for becoming a combat medic. (However, I am a combat medic and my personal opinion is that ranged healing is excessively cheesy, so I don't even use it. Heh heh.)

Stim healing is the prime ability of our profession. The ability to heal damage of players not in combat (ie tumblers / entertainers) is going away with the combat balance, which effectively leaves only healing in combat for us to gain experience points. The current max range of 7m is too short to resulting in the "Target not in range" message all too often. Melee professions had their range increased to 15m, and the devs said they'd increase ours at the same time, but didn't. Without this increase, Medic will be a useless hard to level profession after the combat balance.

Keep in mind that our damage healing capability (read: Stim B) will be balanced in the CB along with other things.


"Diagnose refresh button" AGREE.
Either have a refresh button, or make it automatically refresh. Another thing about the refresh window I'd like to see is have the default size of the window be large enough to display ALL of damage/stat/battle fatigue pools at once, or automatically filter out any pools/stats that don't need healing.

"Battle fatigue notification" AGREE.
This is the message where it says "your current battle fatigue is limiting your medicine's effectiveness" even though it's actually saying that YOUR PATIENT'S battle fatigue is causing the problem, right? I agree that this is a problem. I was rather confused the first time I saw that message.

The message is supposed to be given to you when your patients BF is 250, not 400 (confirmed by the devs).

"General inventory search for meds" NEUTRAL.
I always go into list mode, sort by name and then type. This way all of my meds are sorted alphabetically under "Misc., Pharmaceutical." But I see how a general "Medicine" or "Pharmaceutical" category would help sort things out easier, since Pharmaceutical is a HUGE part of the Miscellaneous category.

It's not that. If you have meds in your backpack, the heal commands wont look there for them, and we want them to.

"Target Friendlies keyboard shortcut" DISAGREE.
I find that the difficulty in finding your patient on a battlefield is well representative of the chaos of combat. Yes, it's hard to run around and click on the guy that's dying, and if you prefer the CTRL-# method of targeting, yes it's hard to target the right guy especially since group members aren't numbered and you have a lot of people in your group. BUT, being good at both of these methods is part of being a good medic, no? Nobody said the job was easy.

Nobody said it was easy, but the devs said it was meant to be fun. It's not something you have to use, but some of us find the actual act of keeping players healed the fun bit, not trying to actually click on them.

"Medical content - mission terminals" AGREE.
I have never even thought of this before. When I started my character out, I got money from tips from healing and participating in group missions, but having medic terminals would be pretty cool. I remember coming across a show slew of Imperial refugees one time on Tatooine, and I think it would be pretty neat if I could accept a mission to go out there and heal them.

"Faction points for healing" DISAGREE.
I would be all for it if there weren't people use the tumbler or Pet/trick exploits. But since these issues have not been addressed (nor have I even seen them being called "issues" or "exploits") I assume that these exploits will continue to be tolerated by the game developers. Therefore, awarding faction points for healing would open the door to another level of exploits, which I'd hate to see.

A number of exploits will go with the CB, and some others may remain. The devs have said it's most likely not going to happen, but that doesn't mean we can't keep looking for a way to grant them that can't be exploited.

Other issues:
1.) What exactly is the "Groupmate Damage Beacon?"

Some kind of highlighting to identify patients that really need your healing hand. Something I doubt you'd like


2.) I've suggested this elsewhere. Something like a "medic pack" would be useful. If I have this medic pack equipped (like a backpack), then my /healstate, /healdamage, and /healwound commands would automatically take meds from the medic pack INSTEAD of my inventory. If the pack itself had a distinctive look to it, it would serve to identify me as a medic - this would be useful if I was in a full Stormtrooper or Marine Armor outfit, for example. I know it's unnecessary, but it would be cool if something like this was added.

Basically what the General Inventory Search for Meds is all about, except without the specialised pack. The specialised pack would be neat though.

I hope to see feedback about my comments.
= Andrew
Chilastra.Palacek

Message Edited by Jagii on 10-19-2004 05:52 PM




Retired Medic Correspondent
Imperial Lance Corporal Talimar [Master Doctor / Teras Kasi Master] Starsider / TC [Storm Squadron]
Imperial Colonel Kiveryn [Teras Kasi Master / Master Ranger] Starsider / TC [Black Epsilon]
Imperial Master Sergeant Kirrilee [Dark Jedi Knight] Starsider [Smuggler's Alliance]
10-19-2004 09:32 PM   Report Abuse to a Moderator
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Chaosium_451
Community Veteran
Posts: 205
Registered: 07-23-2004


Server: Radiant


  • Heals are in the queue

Having them in the queue makes sense. But there is a delay before, and a delay after the heal actually fires. Plus we also have to contend with the use timer. I tested this in live yesterday, and if I didn't time it just right, the heal in the queue fired before the use timer had reset, so that heal (with the associated pre-use delay) was wasted. The heals that misfires clears the queue imemdiately if it doesn't get used due to the use timer, so that part is OK. But on a mis-fire, you have to content with a pre-delay again when you retry the heal. THAT is the killer. I think if they removed the pre-use delay and tacked the whole delay onto the end, it would solve this problem for me. The conflict between the queue (and the delays there) and the use timer is maddening, especially when members of your group are counting on you to keep them on their feet.

So, keep it in the queue. It should be there, I agree completely. That makes total sense. But either disable the use timer when in combat, or move all the delay for the heal to the end. That pre-delay and trying to time it right against the use timer is just nuts.

 

[Edited to correct typos]

Message Edited by Chaosium_451 on 10-21-2004 12:23 AM

Iscushi - Teras Kasi Master, Master Scout, Master Creature Handler, Tier 4 Rebel Pilot- TestCentre
T'wesmynn - Master Image Designer, Master Entertainer, Dancer, Musician - TestCentre
Ilmeime -Rifleman, Master Marksman, Scout- TestCentre

Merlinda Oban - Master Tailor, Master Artisan, Master Merchant, Droid Engineer, Tier 3 Rebel Pilot - Radiant

10-20-2004 04:08 PM   Report Abuse to a Moderator
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Jagii
Community Veteran
Posts: 386
Registered: 08-16-2004


PA: Twin Sun Corsairs
Server: Chilastra


Aha, I see. I guess I like the Medic profession as it stands, even if it is harder than the Medic you propose. So hurray for me while it lasts.

Replies to comments:
- Heals in the queue:
Okay, I can dig it if what I'm experiencing isn't reproducable. It's not a big game-breaker anyway, but if I do find a reliable way to reproduce this bug, I'll let you know.

- Healing Range:
I suppose the healing range can be extended for fairness sake, but as I've stated, I'm happy with the way things are. I typically only get the "Target out of range" message when the guy I'm trying to heal is running around like a maniac, and I'm sure we can all imagine how hard it would be to heal a guy that's running around. I always tell people not to run away when they're dying, but sometimes the message doesn't settle in. They do eventually learn the lesson anyway (by either heeding my words or dying). It's a fun learning experience either way.

- Battle fatigue notification:
Whoa, so the problem is not the typo but something else altogether? I'm out of the loop.

- General inventory search for meds:
Thanks for clearing this up. Having something like this would certainly help.

- Target friendlies keyboard shortcut:
Heh heh. I'm tempted to assert that this is not something worth pursuing, but I know that a guy like me is not representative of the majority of medics. Have fun with this shortcut, if you ever get it. It would be very helpful.

- Exploits:
Too bad they won't probably won't be fixed. What really disappoints me is when a new medic asks for some stimpacks, and after I've provided him/her with a couple they use it to heal tumblers, despite my instructions not to. Can't have everything, I guess.

"- Groupmate Damage Beacon?"
Some kind of highlighting to identify patients that really need your healing hand. Something I doubt you'd like "
Ah, you already know me too well.

= Andrew
Chilastra.Palacek

"There's nothing to talk about, Becky. I'm ugly, boys don't like me, and that's it!"

10-20-2004 07:21 PM   Report Abuse to a Moderator
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EotchajCrestingcloud
Pilot
Posts: 574
Registered: 01-03-2004


Server: Kauri


I guess, for me, the one think I'd like to see is a compelling reason to have Master Medic - other than as a prerequisite for something else.  Earlier in the thread there was a suggestion to put the ability to heal states in Master Medic... very nice.  Maybe the ability to do mini-buffs without meds - similar to what TKA has with PowerBoost.
 
 
 

The toon formerly known as Angiel / Carbun
Account has been cancelled - January expiration.

10-27-2004 01:09 PM   Report Abuse to a Moderator
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osefaca
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Posts: 1330
Registered: 01-02-2004


PA: We Be Clubbin...

1 rating - 5.0 average




Hiroku wrote:
i think healing with stims (of any kind) REALLY needs fixing, like i have novice medic, and 1 box in first aid, so i can keep me alive, and help who is grouped with me, but i go and i buy some really good stim Bs, they have a base healing of like 430-450 usually. The problem is, that healing is SO random, sometimes i will heal like 250, and my BF is really low or 0, so there is no reason for it, it can really effect the fights, something really has to be done about that.
 
Thats my big beef, but thats mainly cause im not a crafter, so i dont run into the other issues.



/agree
10-27-2004 02:51 PM   Report Abuse to a Moderator
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MasterNerfSlayer
Doctor Correspondent
Posts: 3966
Registered: 09-05-2003


PA: Dark Legion <DL>
Server: Starsider




EotchajCrestingcloud wrote:
I guess, for me, the one think I'd like to see is a compelling reason to have Master Medic - other than as a prerequisite for something else.  Earlier in the thread there was a suggestion to put the ability to heal states in Master Medic... very nice.  Maybe the ability to do mini-buffs without meds - similar to what TKA has with PowerBoost.
 
 
 



States are delivered by elite professions, and therefore should stay healable only by an elite profession (personally I think it should be combat medic, not doc).
 
TKA is an elite profession, medic is not. For us to get an ability like that without being an elite profession would be grossly unbalancing, like Stim B's currently are.


Retired Medic Correspondent
Imperial Lance Corporal Talimar [Master Doctor / Teras Kasi Master] Starsider / TC [Storm Squadron]
Imperial Colonel Kiveryn [Teras Kasi Master / Master Ranger] Starsider / TC [Black Epsilon]
Imperial Master Sergeant Kirrilee [Dark Jedi Knight] Starsider [Smuggler's Alliance]
10-27-2004 03:11 PM   Report Abuse to a Moderator
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EotchajCrestingcloud
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Posts: 574
Registered: 01-03-2004


Server: Kauri




MasterNerfSlayer wrote:


EotchajCrestingcloud wrote:
I guess, for me, the one think I'd like to see is a compelling reason to have Master Medic - other than as a prerequisite for something else.  Earlier in the thread there was a suggestion to put the ability to heal states in Master Medic... very nice.  Maybe the ability to do mini-buffs without meds - similar to what TKA has with PowerBoost.

States are delivered by elite professions, and therefore should stay healable only by an elite profession (personally I think it should be combat medic, not doc).
Marksmen can land states with the carbineer tree without having mastered the profession.
 
TKA is an elite profession, medic is not. For us to get an ability like that without being an elite profession would be grossly unbalancing, like Stim B's currently are.
I don't agree that a few hundred boost points to one primary stat for 5 to 7 minutes would be unbalancing, as long as the cost to do it was significant enough that the medic couldn't just throw it like candy.  Having Master Medic along with any other profession, even Entertainer, would then be very desirable (dancers could boost their action, for example).


My point is that it would be overall nice to make the Master Medic a compelling profession in and of itself, or as a compelling addition to other professions that don't currently require it - similar to the way the elite melee professions are greatly enhanced with the addition of Master Brawler, even though it is not a requirement.  Right now, there's really no reason to get Master Medic except as a prerequesite for Doc or CM.
 
 

The toon formerly known as Angiel / Carbun
Account has been cancelled - January expiration.

10-28-2004 09:23 AM   Report Abuse to a Moderator
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Jagii
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Posts: 386
Registered: 08-16-2004


PA: Twin Sun Corsairs
Server: Chilastra


I see your point EotchajCrestingcloud, even though I do have a slight problem with your use of analogies, because I don't think comparing medic to brawler or marksman is a good comparison.
 
But even so, stating a problem is only halfway useful.  What solutions do you have?  For me, I've looked at master medic, and you get a new stimpack, more injury treatment, more foraging, and more medicine use.  The only thing I see that isn't in master medic but IS covered in lower tiers (I'm using your brawler analogy here) is injury treatment speed.  I suspect that increasing injury treatment speed will not be satisfactory.  Anybody else have ideas for what should be in master medic?  Everything else I can think of is generally covered in doctor or combat medic, and I wouldn't want to detract from these professions.
 
= Andrew
Chilastra.Palacek

"There's nothing to talk about, Becky. I'm ugly, boys don't like me, and that's it!"

10-28-2004 12:21 PM   Report Abuse to a Moderator
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Chaosium_451
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Posts: 205
Registered: 07-23-2004


Server: Radiant


You get higher medicine use (50 -vs- 40 at Pharm IV, which takes us into the Doctor-made pharmaceuticals like Stim-E and such) and the ability to make Stim-D. That seems pretty compelling to me, and was one of the reasons I went all the way with medic.

Iscushi - Teras Kasi Master, Master Scout, Master Creature Handler, Tier 4 Rebel Pilot- TestCentre
T'wesmynn - Master Image Designer, Master Entertainer, Dancer, Musician - TestCentre
Ilmeime -Rifleman, Master Marksman, Scout- TestCentre

Merlinda Oban - Master Tailor, Master Artisan, Master Merchant, Droid Engineer, Tier 3 Rebel Pilot - Radiant

10-28-2004 12:46 PM   Report Abuse to a Moderator
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Jagii
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PA: Twin Sun Corsairs
Server: Chilastra


I think if the medic profession was structured more like the brawler, marksman or artisan professions, you could just follow the same kind of example to make master medic "more compelling." For example, if there were four branches (like injury treatment, wound treatment, field tactics, and crafting), then a master medic would be more versatile, just like how master brawlers, marksmen, and artisans are. And specific trees would lead to specific elite/hybrid professions - wound treatment tree leads to doctor, field tactic tree leads to combat medic, etc. This idea isn't very creative though, since it just follows the example of these other starting professions. Not to mention how the doctor and combat medic (and maybe even bio-engineer) professions would need to be revamped to accomodate these changes.

But perhaps the medic profession was intentionally NOT supposed to be like the other professions? Maybe it WAS meant to be simply a gateway profession into doctor or combat medic?

= Andrew
Chilastra.Palacek

"There's nothing to talk about, Becky. I'm ugly, boys don't like me, and that's it!"

10-28-2004 03:18 PM   Report Abuse to a Moderator
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Chaosium_451
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Registered: 07-23-2004


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I disagree that the Medic profession is "a gateway" profession. By that logic, *every* starting profession is a gateway profession. Things like Brawler and Marksman are worse. People often take only one tree to get where they want to go. I think Medic is structured more like an elite profession: to be really good at it, you need to master it.
 
Maybe my expectations are just lower, but I like Medic the way it is. I don't feel cheated or inferior. It has a good mix of capabilities that rely on one another. Doctors are all about wound treatment. Medics are all about healing damage. A doctor never gets any better at healing damage (other than their meds) once they master medic. Makes perfect sense to me.

Iscushi - Teras Kasi Master, Master Scout, Master Creature Handler, Tier 4 Rebel Pilot- TestCentre
T'wesmynn - Master Image Designer, Master Entertainer, Dancer, Musician - TestCentre
Ilmeime -Rifleman, Master Marksman, Scout- TestCentre

Merlinda Oban - Master Tailor, Master Artisan, Master Merchant, Droid Engineer, Tier 3 Rebel Pilot - Radiant

10-28-2004 04:55 PM   Report Abuse to a Moderator
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Jagii
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I meant "gateway profession" in the sense that one MUST have it MASTERED before going into the its associated advanced professions. I mean, you need master medic to get into doctor or combat medic, but the brawlers, marksmen and artisans DO NOT need to be masters to go into a specialization - they need only to progess up certain skill trees. I know that rangers, bounty hunters and commandos do require a starting profession mastery, but I think you understand what I'm trying to get at? Unless medic was structured like these other professions, I think it would be hard to find a way to make master medic more "worthwhile" besides using it to get into doctor or combat medic.

But of course, I understand that medic is a rather unique profession and as such would have a unique advancement system.

I'm not saying that it's a problem, but I'm just pointing out why I think people might be unsatisfied with the way things are right now. In fact, I'm quite content with the status quo, but it certainly would be interesting to see how different the medic profession would be if it was structured like the other professions.

= Andrew
Chilastra.Palacek

"There's nothing to talk about, Becky. I'm ugly, boys don't like me, and that's it!"

10-28-2004 06:14 PM   Report Abuse to a Moderator
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MasterNerfSlayer
Doctor Correspondent
Posts: 3966
Registered: 09-05-2003


PA: Dark Legion <DL>
Server: Starsider


Novice professions are meant to be roughly the same power as each other. Therefore Medic should only be as powerful as Marksman or Brawler. There is a combat upgrade coming shortly and lots of things are going to change. It is at this time almost pointless trying to rearrange the current profession because of this (believe me on this one).


Retired Medic Correspondent
Imperial Lance Corporal Talimar [Master Doctor / Teras Kasi Master] Starsider / TC [Storm Squadron]
Imperial Colonel Kiveryn [Teras Kasi Master / Master Ranger] Starsider / TC [Black Epsilon]
Imperial Master Sergeant Kirrilee [Dark Jedi Knight] Starsider [Smuggler's Alliance]
10-28-2004 09:13 PM   Report Abuse to a Moderator
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EotchajCrestingcloud
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Posts: 574
Registered: 01-03-2004


Server: Kauri




Jagii wrote:
I see your point EotchajCrestingcloud, even though I do have a slight problem with your use of analogies, because I don't think comparing medic to brawler or marksman is a good comparison.
 
But even so, stating a problem is only halfway useful.  What solutions do you have?  For me, I've looked at master medic, and you get a new stimpack, more injury treatment, more foraging, and more medicine use.  The only thing I see that isn't in master medic but IS covered in lower tiers (I'm using your brawler analogy here) is injury treatment speed.  I suspect that increasing injury treatment speed will not be satisfactory.  Anybody else have ideas for what should be in master medic?  Everything else I can think of is generally covered in doctor or combat medic, and I wouldn't want to detract from these professions.
 
= Andrew
Chilastra.Palacek


Good points all.  I agree, just increasing treatment speed would probably not be compelling, although, as I mentioned above, some level of state heals without the use of medicines would be very nice to have.  It wouldn't detract from the elite professions if it would be both lower in power, and require more mind.  It would, in a way, similar to the ability of a CM to heal mind; which does not take anything away from entertainers.  Also, bear in mind that applying states is available to a variety of non-elite combat professions through specials granted (stun, dizzy, blind, etc.).

Another possibility that has occasionally come to mind is something like a "block state attack" that would be similar to the poison/disease buffs that docs give, but again, without meds and with a high mind cost.  It could be used, for example, when combatants are fighting bull rancors to block the dizzy state they throw.  Just something short term (5 minute) application.

One thing I mentioned earlier in the thread was a mini-buff of, say, 500 points to health, action and mind, or maybe to strength, quickness and focus (or whatever), that would last about 5 minutes.  That's not going to obviate the need or desire for doc buffs or dance/music buffs, but it would definitely make a difference in the PvE world, just as the powerboost does for TKA.

None of these will take anything from Doc/CM, and would in fact enhance those professions also (similar to the way Lunge2 or Warcry2 at Master Brawler does not take anything away from TKA, Fencer, Swordsman or Pikeman, or the Master Entertainer use of the mando doesn't take away from Master Musician).

Another thing that would be nice, would be the ability to heal from more distance at Master.  Not as far as with a CM, of course, but maybe 12 meters instead of 7.

One last thing that might also be good at Master would be the ability to TendWound in the wild. 

All these are meant to be ideas that would make Master Medic a profession that is compelling to have in it's own right, rather than just as a precursor to Doc or CM.  As it stands now, there's really no reason to master the Medic profession if Doctor/CM is not the objective.

 

The toon formerly known as Angiel / Carbun
Account has been cancelled - January expiration.

11-01-2004 09:42 AM   Report Abuse to a Moderator
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raz1337
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Posts: 3302
Registered: 07-04-2003


PA: Outland
Server: Kettemoor


One of my biggest problems right now is inventory management.
 
I have to stuff my area cures and area stims into my backpack, and keep all my ranged/small stimpacks and single target cures in my immediate inventory.  Then I have to drag the area cures and area stimpack up to the toolbar to use them directly.
 
There are times when it's better to use a single target med and an area med.  It's too hard to distinguish between the two with the commands given in the doctor and combat medic skill tree without doing the above. 
 
Another one of my biggest issues is the lack of real content for medics.  As a medic, my content is to go heal groups, or go to a nearby medical center and heal the wounded.  There's a lack of NPC-driven medical quests.  I thirsted for the day that the phase 1 and phase 4 medical quest would go live, because I wanted a medical quest sooo bad, it was killing me.  I finished them rather fast, and I was left with nothing, and that's all I had in the way of quests.
 
Why can't we have medical mission terminals with maybe the following things:
 
-A battle between two warring factions that requires a medic to help one of the sides.  Maybe they're both NPC's, and the medic has to keep one side alive.  If the side the medic has to keep alive is either wiped out, or has too many casualties, the medic fails the mission.  Or maybe, doctors can complete the mission more efficiently with their resuscitation skills if there are casualties.
 
-An NPC has narrowly escaped the clutches of death in a battle, and the medic must use his/her wound healing skills to nurse the combatant back to health.
 
-A plague has struck in a portion of a planet, and the medic is given a schematic to craft an antidote for the plague.
 
These are just some suggestions.
 
I'm a medic, I love being a healer.  I was a master doctor/master combat medic a year ago, but I surrendered master CM to pursue the hologrind.  After the hologrind I took up riflewoman, and recently I surrendered it to become a master CM/master doctor again.
 
One of the complaints I've heard is that some don't enjoy being "just a stim dispenser".  Our profession needs to be more interactive with the NPC's.  I have to admit, I love being a stim dispenser, but, I want more. 
 
I want more medical content than just tagging along in groups. Tagging along in a group is fun, but not what we are all about.

Message Edited by raz1337 on 11-06-2004 08:20 AM

Annoka Starkep ~~~~~~ Danielle Sevi


Jedi are like ants in an ant farm, you watch them work and play, and if one is being bad, you squish them
11-06-2004 05:07 AM   Report Abuse to a Moderator
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MasterNerfSlayer
Doctor Correspondent
Posts: 3966
Registered: 09-05-2003


PA: Dark Legion <DL>
Server: Starsider




raz1337 wrote:
One of my biggest problems right now is inventory management.
 
I have to stuff my area cures and area stims into my backpack, and keep all my ranged/small stimpacks and single target cures in my immediate inventory.  Then I have to drag the area cures and area stimpack up to the toolbar to use them directly.
 
There are times when it's better to use a single target med and an area med.  It's too hard to distinguish between the two with the commands given in the doctor and combat medic skill tree without doing the above. 
 
Another one of my biggest issues is the lack of real content for medics.  As a medic, my content is to go heal groups, or go to a nearby medical center and heal the wounded.  There's a lack of NPC-driven medical quests.  I thirsted for the day that the phase 1 and phase 4 medical quest would go live, because I wanted a medical quest sooo bad, it was killing me.  I finished them rather fast, and I was left with nothing, and that's all I had in the way of quests.
 
Why can't we have medical mission terminals with maybe the following things:
 
-A battle between two warring factions that requires a medic to help one of the sides.  Maybe they're both NPC's, and the medic has to keep one side alive.  If the side the medic has to keep alive is either wiped out, or has too many casualties, the medic fails the mission.  Or maybe, doctors can complete the mission more efficiently with their resuscitation skills if there are casualties.
 
-An NPC has narrowly escaped the clutches of death in a battle, and the medic must use his/her wound healing skills to nurse the combatant back to health.
 
-A plague has struck in a portion of a planet, and the medic is given a schematic to craft an antidote for the plague.
 
These are just some suggestions.
 
I'm a medic, I love being a healer.  I was a master doctor/master combat medic a year ago, but I surrendered master CM to pursue the hologrind.  After the hologrind I took up riflewoman, and recently I surrendered it to become a master CM/master doctor again.
 
One of the complaints I've heard is that some don't enjoy being "just a stim dispenser".  Our profession needs to be more interactive with the NPC's.  I have to admit, I love being a stim dispenser, but, I want more. 
 
I want more medical content than just tagging along in groups. Tagging along in a group is fun, but not what we are all about.

Message Edited by raz1337 on 11-06-2004 08:20 AM



You didn't actually read my list of issues? All this is on there...


Retired Medic Correspondent
Imperial Lance Corporal Talimar [Master Doctor / Teras Kasi Master] Starsider / TC [Storm Squadron]
Imperial Colonel Kiveryn [Teras Kasi Master / Master Ranger] Starsider / TC [Black Epsilon]
Imperial Master Sergeant Kirrilee [Dark Jedi Knight] Starsider [Smuggler's Alliance]
11-07-2004 06:35 PM   Report Abuse to a Moderator
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raz1337
Wing Commander
Posts: 3302
Registered: 07-04-2003


PA: Outland
Server: Kettemoor


Oh, oops, I thought we were just expressing our concerns, I just wanted to go into more detail of suggestions, I'm sorry.

Message Edited by raz1337 on 11-08-2004 12:24 AM

Annoka Starkep ~~~~~~ Danielle Sevi


Jedi are like ants in an ant farm, you watch them work and play, and if one is being bad, you squish them
11-07-2004 09:22 PM   Report Abuse to a Moderator
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ClaymoreXZ
Veteran
Posts: 5
Registered: 08-02-2004


PA: The Dissidents
Server: Sunrunner


My biggest issues with Medic or CM for that matter, is the ability to generate income from these skills. I often sit outside starports or in the medical centers and advertise my services for healing. Quite ofter, I get chastized for this advertising and even got into a long debate the other day with someone on my "choice to charge for healing, it should be free". Why should these professions be any different from the Doctor who charges for buffs, the artisan who charges for his good or the scout who charges for his harvest.
 
In my opinion there is do difference between any of these professions. We all work long and hard to acquire the skills to have a good time in this game. Many of us have choosen assistance professions, like Medics, to help our fellow players, guildmates and others achieve there objectives and keep our mutual adventures going. We do so by often sacrificing our ability to generate xp by choosing to heal in battle rather than attack the enemy or reap the rewards of looting (thank goodness for the sharing of loot in groups or I'd hardly earn any credits).
 
What I think other players should understand is that OUR SERVICES ARE PART OF THE GALACTIC ECONOMY, JUST LIKE THEY ARE. Granted, we can make stims of all sorts and can sell them to anyone who has the ability to use them. But most people because they know they don't get paid for there services to heal, don't choose the profession. Why because we're healers, should we perform for free. Heck, entertainers in the cantinia get more respect than we do! Why?
 
I personally would like to have other Medics and CM's start charging for our services. Not a specific fee, how could you figure out how much to charge (% of HAM your healing or point to be healed??) We should atleast have respect enough for ourselves and out profession, to ask for tips for our services. Other service professions do, why shouldn't we.
 
I'd like to get the opinion of other Medica/CM on this issues.

VeJay Sarahi, Sunrunner Galaxy Master Pistoleer, Master Combat Medic, Master Medic (Master Scout, Master Marksman) "Only the strong survive if they have someone to back them up"

11-09-2004 10:08 AM   Report Abuse to a Moderator
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