Combat Medic Archive

Thread: Dev Feedback on medical DoTs...

Zarlor
Mon Feb 02, 2004 7:45 am
#131

I tend to think of the "gas" as not an actual gas, but something mroe like Nanobots. Presumably these would work through exposure to any biological tissue exposure, not just inhalation. After all, how else would your "gas" be able to distinguish friend from foe like it does now?


That's how I like to think of it, at any rate, and then the effects make more sense.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Cibila
Mon Feb 02, 2004 9:45 am
#132



RhenGordon wrote:


Cibila wrote:
I dont mind the tick on the poisons, but it should take into account accuracy and ranged defenses, I get hit by poison every single time, as opposed to when somone throws a grenade at me, or I get shot at, I dont get hit every time. Yes I know there is a stat called potency which affects the chance it has to stick, but this should be taken after hit/miss equation and not as an absolute. Much like FlameDOT that hits you even if the special misses. This is my 1 and only complaint. Damage and ticks are fine, if you get hit, you get hit.


Cibila

As much as I fear to do this, you have to think about this in terms of the delivery of this type of attack. A grenade, flame cone or any other physical form of attack actually has a chance that if you are within a certain area you will not be hit.

This is not the same thing when you look at poison / disease. Poisons have an almost 100% casualty radius to them. Why? because everyone has to breathe. A nerve gas attack will effect almost every single person in combat unless you are wearing your gas mask, and even then it is known to be absorbed through the skin so a gas mask only prolongs the agony.

Again I hate to bring in real world solutions to a game, but that is why you are probably seeing the 100% effectiveness within a range. I think you will be able to get some items to raise your resistance though and then it will become even more important for us CMs to expirement our potency up. Of course this kills effectiveness.







Point taken, however you are not carpet bombing a 10 km radius, you are throwing an individual poison pack, much like (choose a rock, a grenade, a shot) you theoretically can and would miss, sure you would have a radius but you could be way off, As for gas masks, Comp and ubese seem to be sealed and filtered, if we are going to consider such things. I understand you can get poisoned easily by gas, but the in game mechanics make a special exception for poioson/disease while every other attack has a chance to hit miss. This is just unfair, or maybe the ranged defenses could be also taken into account with potency. No one in RL (per your gas example) has a 100% accuracy rate, neither does anyone in game...except for poisons, this should be addressed. Or give the players some way of countering it as with gas masks or non doctor poison stims (im not implying that one stim would drop the poison either). Im sure you can come up with a good solution, maybe work in a resitance to armor?

Cibila
Mild-Breeze-Trooper
Mon Feb 02, 2004 9:48 am
#133

1) THINGS THROWN FURTHER THAN 64 METERS IS A BUG, IT IS BEING ADRESSED, THERE IS NO NEED FOR PANIC.


2) POISONS DO NOT, I REPEAT -SINCE IT SEEMS NECESSARY- NOT, TICK ONCE EVERY SECOND. THERE IS NO CAUSE FOR ALARM.


Maybe we should make that a separate post and make it sticky. Hell, maybe we should make that one a banner and pay SOE to put it on top of every page.


What really makes me mad is the fact that Master Architects can fire laser beams from their noses that not only kills me and destroys everything in my inventory, they destroy everything in my lots, tax my PA for money and uses my credit card to buy midget pr0n of the internet as well. That is some serieous beef that should be nerfed right away.


And the way TK-masters can use their special abilities to fly and even travel instantly to other planets without having to wait for the shuttle and never suffer from lag, that irks me... It's clearly broken.


Lets critizise things that are not bugs. Bugs are to be reported not flamed about. And when we critizise things that are in fact a feature in the game, let's try to keep to the real figures. Use a stopwatch, time the ticks. Shut up and go to your own forum. You don't se me bitching in the Rifleman forum, do you?




Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
Cibila
Mon Feb 02, 2004 10:09 am
#134



Mild-Breeze-Trooper wrote:

1) THINGS THROWN FURTHER THAN 64 METERS IS A BUG, IT IS BEING ADRESSED, THERE IS NO NEED FOR PANIC.

2) POISONS DO NOT, I REPEAT - SINCE IT SEEMS NECESSARY- NOT, TICK ONCE EVERY SECOND. THERE IS NO CAUSE FOR ALARM.

Maybe we should make that a separate post and make it sticky. Hell, maybe we should make that one a banner and pay SOE to put it on top of every page.

What really makes me mad is the fact that Master Architects can fire laser beams from their noses that not only kills me and destroys everything in my inventory, they destroy everything in my lots, tax my PA for money and uses my credit card to buy midget pr0n of the internet as well. That is some serieous beef that should be nerfed right away.

And the way TK-masters can use their special abilities to fly and even travel instantly to other planets without having to wait for the shuttle and never suffer from lag, that irks me... It's clearly broken.

Lets critizise things that are not bugs. Bugs are to be reported not flamed about. And when we critizise things that are in fact a feature in the game, let's try to keep to the real figures. Use a stopwatch, time the ticks. Shut up and go to your own forum. You don't se me bitching in the Rifleman forum, do you?






If you would take the time to read carefully, I never once mentioned the tick rate of poison or the fact that it can be thrown 84m. I am not bitching either, I am discussing a valid point that is not considered a known bug.

You apparently are lacking in reading comprehension skills, and in tolerance to other peoples opinions. These 2 things are necessary to enter a written discussion in any public forum without looking like an ignorant, brash and self-centered megalomaniac who thinks knows the answers to everyting and does not have to listen to other peoples well intended views.

Cibila
Mild-Breeze-Trooper
Mon Feb 02, 2004 10:46 am
#135








Cibila wrote:

If you would take the time to read carefully, I never once mentioned the tick rate of poison or the fact that it can be thrown 84m. I am not bitching either, I am discussing a valid point that is not considered a known bug.


You know, if you never wrote any of those things, it is quite possible that I did not intend you in my post


Yes, it is staggering, but people can actually write things on this forum that are not directed at you. I hope this will not in any way lessen the enjoyment you get out of life or playing SWG, but I hope that stating that my intention was never to point these obviousities out to someone who in fact does get it will help you realise that the selfcentered person here is not I.


You apparently are lacking in reading comprehension skills, and in tolerance to other peoples opinions.


For not critizing you? Yikes, wonder how you would have reacted if your name had actually been mentioned in my post. (quick check... I can't see it... I might have done something wrong in making my post so that it got delivered to you personally as an insult and if so I apologize for that. Otherwise... just back of will ya?)


These 2 things are necessary to enter a written discussion in any public forum without looking like an ignorant, brash and self-centered megalomaniac who thinks knows the answers to everyting and does not have to listen to other peoples well intended views.


Geee... I didn't understand that you were sarcastic and in fact didn't oppose my post at all but instead tried to illumiate the problem that we CM:s are experienceing on this forum. Sorry... no hard feelings.

Cibila


The first, and only time that name is mentioned in my post. And that is as a result of quoting you and not erasing it. Just thought that I would feed the self-centered megalomaniac.


Hey, try to smile, just once a day... it might work wonders.










Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
Fishtank
Mon Feb 02, 2004 12:58 pm
#136

This might help you smile cibilia, taken from chef forums:


"Forget breath of heaven...Vasarian brandy is going to be one of our best sellers. Some people on the test center are already having problems with keeping up with the orders.


Why is this? Well, it can buff Mind, Focus and Willpower for around 166 with decent materials. The cool thing is that with a light additive they got the filling down to 12! This means that if you fill up you can get a buff of 1328 to the mind attributes for 40 minutes. And you can take another roughly once every 5 minutes."

TheGragg
Mon Feb 02, 2004 7:55 pm
#137


Zarlor wrote:

Ummm... I know it keeps getting mentioned, but folks seem to keep ignoring it anyway, but the past 64m range is an acknowledged bug. CM max range is supposed to be 64m. Period. So again, trying to blame CMs for a bug is... well it's rather useless. Anything that happens past 64m as far as CMs are concerned is just a bug and should not be considered a part of what is truly viable with CMs. A fix is in the works for this so trying to argue the point is just wasting time. It's being fixed.





Zarlor, what kind of a corrospondent are you? CM's ARE to blame if they're using their meds past 64meters. If it truley is a bug then they're in the wrong and guilty of EXPLOITING! Exploiting is the action of taking advantage of a bug to give a player unnatural or unintended benefits in-game. Its rule number 12 under "rules of conduct." It cleary states that you will not exploit. If it is truley a bug then relize that its a bug and don't take advantage of it, aka don't EXPLOIT IT! Experiment something else besides range. Make it more potent, whatever. Grau'din or whatever ur name is and all you other combat medics who're using stuff past 64 meters are bringing a nerf apon your own profession. The devs are reevaluating the range. Looks like these 100 meter superman throws are going to be a thing of the past. Good ridance.



____________________________________________________________________________________

"People are sheep. If your not going to be a shepard, at least be a wolf."

Gatton - Ex-Captain of the WidowMakers
Pahdbacca
Mon Feb 02, 2004 8:23 pm
#138






TheGragg wrote:





Zarlor, what kind of a corrospondent are you? CM's ARE to blame if they're using their meds past 64meters. If it truley is a bug then they're in the wrong and guilty of EXPLOITING! Exploiting is the action of taking advantage of a bug to give a player unnatural or unintended benefits in-game. Its rule number 12 under "rules of conduct." It cleary states that you will not exploit. If it is truley a bug then relize that its a bug and don't take advantage of it, aka don't EXPLOIT IT!




Bug in the sense that it was attempted to be fixed once and the fix did not work. Being as the original intent for medical DoTs was to have range dependent on resources and experimentation (Heck, one sub-component is dedicated to range), the range is still being tweaked.


Since the Devs are aware that medical DoTs still go beyond 64m and yet they have not stated it is an exploit, you'll just have to deal with it until a fix is found that works.



As for what kind of a correspondent Z is, he's one of the best. Not because he is one of 'the medical guys' and not because he plays a CM. He is one of the best because he is very objective and does the best job of representing the communities he is involved with out of all the Corrs, including myself. That's what kind of Correspondent he is.





-----------------------------------------
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
Adam723
Mon Feb 02, 2004 8:40 pm
#139

The damage of poison/disease doesnt bother me so much. What bothers me is that they never miss. No matter how much defense you have they hit, at any range. Make them like granades, an ideal range, accuracy mods, the whole thing. Give combat medics +thrown weapon accuracy.

TheGragg
Mon Feb 02, 2004 8:56 pm
#140


Pahdbacca wrote: Bug in the sense that it was attempted to be fixed once and the fix did not work. Being as the original intent for medical DoTs was to have range dependent on resources and experimentation (Heck, one sub-component is dedicated to range), the range is still being tweaked.

Since the Devs are aware that medical DoTs still go beyond 64m and yet they have not stated it is an exploit, you'll just have to deal with it until a fix is found that works.






Pahdbacca wrote: Bug in the sense that it was attempted to be fixed once and the fix did not work.


A bug is a bug. If the dev's attempted to fix it and its still broken then its still a bug.
Dev's are not required to report what is and what isn't an exploit to the public and rarely do. Intentionally taking advantage of a bug is exploiting, its as simple as that. Players can either choose to adhere to the dev's intent of fixing the bug by not taking advantage of it, or they can exploit it. This could easily be accomplished by experimenting other aspects of your meds besides range. If you're aware that throwing over 64 is a bug and the dev's have tried to fix it already, don't experiment past 64! Otherwise as previously stated, your taking advantage of a bug that hasn't been fixed, also known as exploiting.



____________________________________________________________________________________

"People are sheep. If your not going to be a shepard, at least be a wolf."

Gatton - Ex-Captain of the WidowMakers
Khragon
Mon Feb 02, 2004 9:18 pm
#141

I cant experiment it to only 64m, my 3 compoents I make prior to the poison before I even experiment make it over 64m and I havent experimented yet.
TheGragg
Mon Feb 02, 2004 9:22 pm
#142


Pahdbacca wrote:

Ummmm, ok, hows about this...

It's not a bug, but something they are considering changing right now.

That make ya feel better?






Then why'd they try and fix it? Whatever Pahdacca, you were the guys saying that it was a bug. Guess I'll just wait until the next publish and see what happens. As for the guys saying he can't craft dots with ranges less then 64+, look at it as a challenge. You know of the 74meter turret exploit? Just do your best to not take advantage of the bug, or whatever it is. If that means crafing 66 meter dots instead of 80, so be it.



____________________________________________________________________________________

"People are sheep. If your not going to be a shepard, at least be a wolf."

Gatton - Ex-Captain of the WidowMakers
Zarlor
Mon Feb 02, 2004 9:32 pm
#143






TheGragg wrote:
Zarlor, what kind of a corrospondent are you? CM's ARE to blame if they're using their meds past 64meters. If it truley is a bug then they're in the wrong and guilty of EXPLOITING! Exploiting is the action of taking advantage of a bug to give a player unnatural or unintended benefits in-game. Its rule number 12 under "rules of conduct." It cleary states that you will not exploit. If it is truley a bug then relize that its a bug and don't take advantage of it, aka don't EXPLOIT IT! Experiment something else besides range. Make it more potent, whatever. Grau'din or whatever ur name is and all you other combat medics who're using stuff past 64 meters are bringing a nerf apon your own profession. The devs are reevaluating the range. Looks like these 100 meter superman throws are going to be a thing of the past. Good ridance.





What on earth does mentioning that the 64m issue is being looked into have to do with what kind of a Correspondent I am? Is therea reason for trying to throw a personal attack into the debate (although what the attack is is rather nebulous, though implied.)


At any rate, if someone is "exploiting" what do you want me to do about it? And what relavence does it have to CM damage? Again, Damage isn;t the problem, the range is the problem. YOu can bring u the range problem all you want, but it's being looked into being fixed. If you want to try ot say that any CM shooting a poison further than 64m is an exploit by your definition, well... go ahead and report it. I'm not stopping you. Heck I'm agreeing that if we are getting stuff to go beyond 64m, then we're in the wrong, so I'm not sure what exactly you are trying to argue here.


I'm simply trying to say that the Devs have acknowledged the situation and are looking into a fix. What more do you want them to do? I mean havine it fixed yesterday is an obvious answer, but that;s not happening, but continuing to argue about it further is rather non-productive when they say they are going to fix it, don;t you think? There isn;t anyting WE can do to fix it, we have to wait on the Devs. But what's the point of continually bringing it up as a problem when it's agreed that it's a problem? So we agree. Can we move on instead of trying to beta up on each other over something we agree on? I'm not sure I see the sense in continuing this.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
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