Combat Medic Archive

Thread: Poison can now be cured with TUMS!

ZenTripper
Sat Nov 29, 2003 1:03 am
#14

Umm.. the incap dance problem. You know, THE one thing the +1 change was meant to fix.


What is the incap dance problem? I am new to this profession and never heard of it.


BTW, I wouldn't blame the Devs for not seeing other avenues of exploit on this because I don't remember any CMs mentioning what you describe as an avenue of exploit either. So we must ALL be pretty dumb not to have seen it, right?


Maybe dumb, I'm not gonna go there tho. I am a software engineer and one of the jobs of the development team and the testers is to ensure that implementing a fix does not cause additional problems. I have been with this profession for a few days and have encountered HUGE holes with this supposed fix. I have reported them as exploits and you should do the same!


Yes, the change can be frustrating. It's especially so if you are a solo PVE-er (which I tend to be a fairly large amount of the time.) But it's in. What we need to do now is not complain about it,


Wrong. Everyone should complain about it! and then suggest solutions to fix it. There have been many unjust things that have been roled back and this is one of them. This change has created exploits. The real problem here is the stupid incap dance bug. That needs to be fixed another way. And you still havn't explained what it was!


Getting mad about it, though, won't get you too far. I know for a fact that in some cases when a Dev hits a post and they see folks starting to rant, name-call or point fingers, they are far more likely to just stop reading that thread because it ends up being labeled as unproductinve in their minds. Point out the problems and offereing solutions is the way to attract those flies with honey, because that vinegar gets you nowhere.


This was a BAD fix and it is causing uber exploits. You should know this better than anyone as your color indicates to me you are probably a correspondent. noone is pointing fingers and noone has explained what the dance incap was?


I am perplexed that you don't seem to care about this problem and want us just to accept it. I am also baffled that these problems that I have uncovered in hours havn't been found by the TC team. The +1 patch was a bad idea. Lets solve the real problem here which is this incap dance thingy. So without trying to slam or rant at me, please explain what it is.

Ahakdo
Sat Nov 29, 2003 2:33 am
#15

Main problem with everything is the fact that the game isn't thought out as well as it should be and patches going live without being fully tested.


Here's some ideas to make testing better thus making the patches better.


1. Implement a character copy or some sort of way of generating things on the TC. Most patches on the TC isnt fully tested out because the fact of the matter is that no one wants to level up another character on the TC AND have his main character on whatever server.


2. Stop listening to the whiners and actually investigate for themselves what is causing the problem.


3. Listen to the freaking corospondents.(SP?) They are there to HELP the devs but for the most part it seems that they aren't listening to them.





Jeht posting with ahkado cuz im gone to wow...horde for teh win.
haze85
Sat Nov 29, 2003 4:18 pm
#16

2 questions:


1. why is it wrong for poison to kill? if a snake bit me, i wouldn't miraculously be cured just before dying... nevert tried tho.. All other mmorpgs that i've played haf had poisons/dots kill if the target runs outta hp n i didn't see any problems with that. however, the dots or poisons normally cant take out a full hp bar just by itself (power or duration)..


2. who on earth suggested the 5min pause (incap delay) thing?.. lol ive never heard of it before now but that's just stupid.


possible fix: Change CM experimentation values


allow poison to incap..


allow CM range beyond 64m


IF they can afford to experiment that much into range/power... a poison that can be thrown 64m+ away should beWEAKn IMPOTENT (lol). likewise.. a poison strong enuf to incap can't be thrown from long distance.


yes this can be seen as a nerf.. but hey, u can incap! and u can throw beyond 64m!!! just not at once =p

Sleksheea
Sun Nov 30, 2003 3:27 pm
#17

I LOVE my main purpose of being a grinding tool for entertainers to power level! Best 169 skillpoints ever spent!


(Um, note that that is sarcasim... though true).


Also, I never get asked to go on hunting trips anymore because as soon as I heal the group, I get aggroed by all the creatures and that's the end of me.


**edit** this class, I'm quitting and going Master CH like my holocron wants me to.




I TOLD them they should have made our spherical space station out of the same magnetically shielded walls as the garbage compactor! -Sleksheea
TheGreatOne00
Sun Nov 30, 2003 4:04 pm
#18

All I can say, and Ive been saying this for awhile is that, CMs area SUPPORT class. We dont kill as as effectively as some others, but guess what, why should a support class win duels 90% of the time? I duo a lot with friends in pvp and guess what, we are effective as ever. Throw in an AE poison, if they start running away, throw an AE disease. Heal the flame dot thats on me and my friend. Use Fishak/muon/gluecose pate if my mind is low.


For those of you who want the +1 removed, you have to realize if this happens, our poisons will need a severe decrease in damage in pvp. Maybe you would rather our poisons doing half damage and have them incap, I for one WOULD NOT like that solution. We are a support class, weaken the enemies and let your friends kill them. Its what we are there for, not to be on the front lines soloing BHs which we were before this change went in.




Ovonn Ig'A
Master Doctor
Master Fencer
haze85
Mon Dec 01, 2003 6:16 am
#19

exactly.


weaken the damage or potency of our poisons so you cant be as effective in a duel with only 'support' class abilities.


+1 incap just creates a bunch of griefing and exploit possibilities that doesn't really solve anything.


(if for sum reasons the devs should stubbornly prefer the +1 incap make it at least so fire damage gets the same limit too. right now, everytime i catch fire i die 90% of the time.. how do u cure fire i'd like to know.. running to a river is not very plausible when im knocked down..)

1imawookie1
Mon Dec 01, 2003 9:53 am
#20

You guys need to get over this 'we aren't good in combat' thing. I don't understand why not. What is preventing even a master CM from using the rest of their points in weapon skills? I plan to have pistoleer mastered soon and probably move to carbines for the state attacks. CM is not a class, its a set of skills you use in addition to other skills. Augment wisely.




imawookie
Carbineer/Combat Medic/Doctor
Resident of New Aldera, Talus, Lowca Server
DoctorGriggs
Mon Dec 01, 2003 10:02 am
#21

I have been pretty silent on the +1 no-incap issue and I must admit the first time I heard it I thought it sounded like a decent idea to avoid griefers. Now that it has been implemented I think it is an awful system and really made a dent in the class's ability to solo in PvE. Now with people hunting holocrons, as a Master Doctor/Master Combat Medic my one ability I had that allowed me to try to get a holocron is gone.

I think that this +1 no-incap issue needs to be revisited.



Griggs - Undead Priest
Co-Leader of the Unholy Legion - Kalecgos

Tilday
Tue Dec 02, 2003 12:36 am
#22

I as a Master CombatMedic would rather the poison incap the person once then go away completly. Thus returning the poisons purpose and removing the problem of getting incaped 3 times in a row with in 10 minutes. i think that is a very good compensation.



If this doesnt happen then i want to see flames stop short of burning me to death and leave me with 1 health point. Its the same darn thing and is only fair.


Zarlor
Tue Dec 02, 2003 6:28 am
#23

Best as I can tell flames are supposed to stop at 1hp. There seems to be some kind of bug that allows wounds on a PC (not on an NPC, go figure) that will allow you to go incap by the wound tick droppiung your damage below 0. It's not supposed to happen that way, though. The Devs are aware of the problem, but I have no idea what they might do about it or when then will be able to get to it.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
WildWildMaN
Tue Dec 02, 2003 6:51 am
#24

Main problem withTC is in its nature - its very unstable, unpredictable patch schedule and longer downtime, even longer than Eclipsefew months ago. No fun to play constantly at all. Only those dev-beggars play there who was granted free gametime for being dedicated TC players. For example, i feel confident with CM profession and i am willing to test new changes and improve profession. In fact, being a RL gamedeveloper its even more interstingto develop games for me than to play Butno wayI willgrind new char and gather that **edit** precious resources again. Ask some jedi-wannabes. So TC is just another QA server, a little bigger and buggier.



Prett
Member of Dantooine Scouts Guild.
Militia member russian town Banir.
----
Master Swordsman
Master Pikeman
Elite Imperial Soldier
Imperial Pilot Ace
Teako
Wed Dec 03, 2003 9:08 am
#25

I dropped Master combat medic for doctor due to this. Combat medic only got ranged stims to fight with. Im what you can call a hardcore pvper.


Disease?..no..disease was wrong from the start, too slow and doing wounds dont win your fight. But you grief players afterwards with it. Maybe you lose the battle, but they spend 30mins on healing everyone. Disease should have been a temporary DEBUFF from the start, and not something causing stupid wounds.


Poison should incap and go away as suggested. The currentstate leaves everyone that got poison applied to just run and nothing happens. Atleast docs was needed before to cure and revieve the poisoned. Now people just run and come back later to fight again. Docs just lost more, trust me on that issue.


I picked up doctor now, since the buffs is alot better now that some poison that needs to tick while I have to run after the target with something to target that pool. Most buffed and spiced people regenerate too fast for the 1HP to tick again to actually keep them low. Most people regen up to 400 mind before it ticks again. Some can even regen fully.


A doctor to stop a poison within 8 seconds of the first tick, 16 seconds before tick 2 that usually incapped.


Anyway, Stim F, revieve, buffs, cures, better experimentation is far far better than ranged Es and some poison.




Shintai, Imperial
Chimaera
Carbineer/Doctor
Sundari - Located in the city of Luxor on Lok - Shop at -139 -2916
Ackehece
Wed Dec 03, 2003 9:33 am
#26

how about an incap poison that does full speed teh first time to incap , regens 50% during incap, does 25% speed till second incap, regens 25% and does 25% speed till third incap and no regen (should only kill a small percentage of players with tiny mind pools) - which would also nudge them into putting more mind into mind pool. the person would still be looking for a doc on the quick
it would have to be tested to see how well it works in reality but this is just a small suggestion



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




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