Combat Medic Archive
Thread: Top 10 Questions
Krase
Tue Jan 27, 2004 9:39 pm
#40
Can we have an inhanced version of drag incapacitated player? something like /carryincapacitatedplayer would expand our profession. Make it easier to do and faster. CMs are used to being in the thick of battle, so we should be able to more an incaped player easier.
Can /healmind costs be reduced so they dont kill us when we use it?
Can we get more skill points for /firstaid? We are on the battlefield so we should be able to more quickly stop someones bleeding quicker.
Krase
Tue Jan 27, 2004 10:17 pm
#41
sorry about the bad grammer, No sleep, nofood make Krase something something.
It should read:
Can we have an inhanced version of drag incapacitated player? something like /carryincapacitatedplayer would expand our profession. Make it easier to do and faster. CMs are used to being in the thick of battle, so we should be able toMOVE an incaped player easier.
And:
Can we get more skill points for /firstaid? We are on the battlefield so we should be able to stop someone's bleeding faster than a medic.
Oh, and the standard, remove the +1 HAM limit to poisons for the first incap but make the incap last longer due to the poison. And Nerf the sock monkeys, they deserve it. What with their dodge and melee attacks.
hehe.
TempestSquad01
Tue Jan 27, 2004 11:43 pm
#42
IlyaMasool wrote:
novamarine wrote:
2. Why are all the combat medic resources so rare?
2b. Is it intended they only spawn every couple of months?
Second this also.
Resource required for lot of Combat Medic is bit inconsistant.
I feel Tolium gas should have been Naboo Reactive Gas and Eleton gas should've been Endor Reactive Gas to balance with Tatooni Fiberplast and Tolusian Water of Doctor.
IlyaMasool
Wed Jan 28, 2004 1:54 am
#43
novamarine wrote:2. Why are all the combat medic resources so rare?2b. Is it intended they only spawn every couple of months?
Second this also.
Resource required for lot of Combat Medic is bit inconsistant.
I feel Tolium gas should have been Naboo Reactive Gas and Eleton gas should've been Endor Reactive Gas to balance with Tatooni Fiberplast and Tolusian Water of Doctor.
DocSavag
Wed Jan 28, 2004 6:27 am
#44
Well I agree actually but it was asked at least 3 times in various formats and it does give the devs a chance to clearly state for our purposes what their opinion is on the subject.
AudioOrgana wrote:
DocSavag wrote:
7. Why was item hex-color coding removed from crafted items, but kept for houses, backpacks, etc.?
I don't know if I'd waste a precious question spot with this one, since we already have the answer.
They said that it was removed because it competed with the "premium" column in the bazaar.
We countered with, "Then make them not show up on the bazaar that way, but let them everywhere else".
This is an issue that I definately feel needs to be pushed, but I'm afraid their answer will be nothing new, and we will have wasted a ?.
Just my opinion,
Audio
Tarnak_Archvold
Wed Jan 28, 2004 8:15 am
#45
Q 1.
Good question, though the only answer that would be use full is "we will look in to making it possible"
Q 2.
Not a good question at all. We know that the devs never predicted the need for merchants to move vendors, or they would have made it possible to move them. So there are 3 possible classes of answers.
a) Code changes to difficult or impossible.
b) SOE does not se the need for us to move vendors as we can just create new ones.
c) To little effect for the effort given the professions size.
Nether of these answers will do us any good. Even if they say that it is on thair "to do" list, we could not use it for anything. In fact, we will likely get a sucker-coated version of a reply saying something vague about tactical issues.
Q 3.
A good question, an answer will end the debate on the whole "keeping vendors" debate. Witch means a less cluttered forum.
Q 4.
Again a good question, even though the answer likely is that it is classified as a terminal and not as a NPC.
Q 5.
Again a good question, they a "And if no, the why not?" added to the end world be nice.
Q 6.
Anther good question, an explanation of why would be nice. In addition, if there is no reason why, we can be reasonable sure that we will get the ability at some point.
Q 7.
A bad question, they removed it because the coloured items was competing with the premium sale on the bazaar. Backpack can be re- coloured because they can be renamed, and building like wise.
Q 8.
Any answer will be useless. This is a requested feature in disguise. The chances of a brush-off answer or a "says nothing" answer is to big. Waist of a question I would think.
Perhaps if it the question was put in a different way, so that it was asking of the possibility of the devs looking in to creating this function in the future...
Q 9.
Much like 8, but with a bigger chance for a useful answer.
Q 10.
Why ask this, we know it have to do with the vendor/bazaar database problems.
Even if we get good answers to this questions we will be none the wiser (with the exeption of Q:3). If the answers will do us no good then why ask the question, especially when they are limited.
If the only reason to ask a question is to get SOE to say something like "we never thought that would be needed" or "we cant make that happen" or "the code does not allow for that", so the winners can get more reasons to wine or better reasons to quit over, then what is the point of that.
DocSavag I do not think you should follow the majority. If most peapod wand the question "will you reconsider the vendor item cap?" Then you ask that ?
You are not democratically elected, nor are this board a democracy. You should ask the question that you think it will be best for the merchant community to get answered to. The questions that will give us a better understanding of what the devs want with the profession, and the question that will allow us to better prepare for the future.
Good question, though the only answer that would be use full is "we will look in to making it possible"
Q 2.
Not a good question at all. We know that the devs never predicted the need for merchants to move vendors, or they would have made it possible to move them. So there are 3 possible classes of answers.
a) Code changes to difficult or impossible.
b) SOE does not se the need for us to move vendors as we can just create new ones.
c) To little effect for the effort given the professions size.
Nether of these answers will do us any good. Even if they say that it is on thair "to do" list, we could not use it for anything. In fact, we will likely get a sucker-coated version of a reply saying something vague about tactical issues.
Q 3.
A good question, an answer will end the debate on the whole "keeping vendors" debate. Witch means a less cluttered forum.
Q 4.
Again a good question, even though the answer likely is that it is classified as a terminal and not as a NPC.
Q 5.
Again a good question, they a "And if no, the why not?" added to the end world be nice.
Q 6.
Anther good question, an explanation of why would be nice. In addition, if there is no reason why, we can be reasonable sure that we will get the ability at some point.
Q 7.
A bad question, they removed it because the coloured items was competing with the premium sale on the bazaar. Backpack can be re- coloured because they can be renamed, and building like wise.
Q 8.
Any answer will be useless. This is a requested feature in disguise. The chances of a brush-off answer or a "says nothing" answer is to big. Waist of a question I would think.
Perhaps if it the question was put in a different way, so that it was asking of the possibility of the devs looking in to creating this function in the future...
Q 9.
Much like 8, but with a bigger chance for a useful answer.
Q 10.
Why ask this, we know it have to do with the vendor/bazaar database problems.
Even if we get good answers to this questions we will be none the wiser (with the exeption of Q:3). If the answers will do us no good then why ask the question, especially when they are limited.
If the only reason to ask a question is to get SOE to say something like "we never thought that would be needed" or "we cant make that happen" or "the code does not allow for that", so the winners can get more reasons to wine or better reasons to quit over, then what is the point of that.
DocSavag I do not think you should follow the majority. If most peapod wand the question "will you reconsider the vendor item cap?" Then you ask that ?
You are not democratically elected, nor are this board a democracy. You should ask the question that you think it will be best for the merchant community to get answered to. The questions that will give us a better understanding of what the devs want with the profession, and the question that will allow us to better prepare for the future.
DocSavag
Wed Jan 28, 2004 8:55 am
#46
That assumes that I know more about this profession and what you guys need to know than you do collectively which isn't true. The problem is there aren't a whole lot of mysteries about this profession to ask. But I'll tell you what I'll put the questions I would like to know below and you guys can decide:
1. Currently there is a lot of debate about the fact that there is no skill point check for managing vendors. Is it the intent of the development team that vendors operate normally even when owned by players who no longer have the Management skill required to place that vendor?
2. Merchants are eager to have to bigger role in player cities and the best idea seems to be a Mall/Store front which would be unique to player cities and give merchants the ability to open large scale operations instead of the merchant tent which is suited for smaller shops.
3. Vendor appearance is important to many people and currently it isn't possible to affect the physical appearance of your vendor once it is created. Is it technically possible to have Image Desgners do a "makeover" on an existing NPC vendor?
4. We understand that most of the Terminal/Droids don't speak and thus cannot adbark, however the Protocol Droid has a special place in Star Wars as being very vocal..having the Protocol Droid at master be unable to adbark seems wrong to many merchants. Can this be changed to allow the Protocol droid to adbark?
5. Many people feel that Merchant would greatly benefit from a profession revamp along the lines of what is being done with chefs, planned for smugglers, and other professions. Is this something that is planned for the merchant profession?
6. Having to destroy a vendor to change the name is a very burdensome task. Assuming that this isn't currently possible, although other items in game can be renamed (backpacks, structures) would the development team be open to researching the possibility of adding this feature in the future?
7. The item categorys are in need of a serious revamp. There are categories with no items in them, items in the wrong categories, and items which don't seem to have any category. Is there a current plan to do a complete review of the categories?
8. Backpacks and other containers have been problematic on vendors off and on since launch. Is it currently acceptable to offer and sell containers like this on vendors and if not is their a plan to make it work better ?
9. Many merchants and artisans feel that one way to help with the database and item storage is to allow merchants to sell items in crates/resource crates and allow the buyer to buy one or more units (having the vendor remove the item from the crate for retrieval) Is this something that might be possible in the near future?
10. Recently the entry fee for a building was changed from a very high number to a fairly low one. Since this is used to facilitate private sales (by utiliziing the entry list on a structure to exempt payment of the fee) many merchants/crafters would like this number raised to a much higer level than it is now (in the 9,000,000 range). Is there a compelling reason why this can't be done fairly soon?
There you go that is what I would ask. The interesting thing is that I have asked most of those questions of the devs and some I know the general answer to and some I don't. None of them have been given any real attention by the dev team and this might achieve that. I think the lists are fairly close but I agree that it is pointless to ask questions we know the answer to or that we can't expect to get anything useful from.
Message Edited by DocSavag on 01-28-2004 11:28 AM
Tarnak_Archvold
Wed Jan 28, 2004 9:27 am
#47
Much better... Thees questions are open ended and invite a longer explanation of the dev teams plans for the future of the profession...
This is nit picking but should the end of question 4 not read:
"Can this be changed to allow the Protocol droid to adbark?"
This is nit picking but should the end of question 4 not read:
"Can this be changed to allow the Protocol droid to adbark?"
DiLune
Wed Jan 28, 2004 10:25 am
#49
Okay, no other questions on marksman? So far we have:
1. Can any of the suggestions in any of the Master Marksman threads be worked into the combat pass?
2. Will the damage types of the weapons ever be reverted?
3. Do they still intend to use generational weapons?
4. What can be done about the Wookiee Bowcaster? (It would be amazing if this were a generational weapon IMO)
5. What does /cover do for marksman?
6. Why is the master marksman box so vacant?
7. Why do carbine specials have cool state effects but rifle and pistol don't?
If nobody else comments I will submit these today.
The_Great_Destroyer
Wed Jan 28, 2004 10:29 am
#50
Hrrmmm. People also don't seem to know about Tumbling's effectiveness outside of grinding Medical xp. Might ask if they can take a look at that. Otherwise the most frequent questions on this board are about what skills actually do, so I'd ask them if they can review the descriptions of each skill to try making them clearer...
DiLune
Wed Jan 28, 2004 10:41 am
#51
Good call GD. I'll add:
What is tumbling supposed to do? (I have an idea the answer will involve the fact the Devs weren't expecting people to Spam specials all the time.)
Draznar
Wed Jan 28, 2004 11:47 am
#52
I like. May want to include resource stacks with the crate issue.