Combat Medic Archive

Thread: BTW...wheres our response from the devs on our issues?

Elenora
Wed Aug 13, 2003 3:00 pm
#1

Werent these supposed to be out yesterday? Why did 1/3 of the classes get them but not the rest? niether the doctors or medics are up either...


sigh...




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
PlasticBoy
Wed Aug 13, 2003 4:16 pm
#2

Q-3PO said yesterday that the non-combat answers wouldn't be out until today. Now he is saying that it may be even longer:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=298942
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=309318#M309318



--
Ackava Doci, Master Combat Medic
Visit the SwgWiki at http://plasticboy.com/swgwiki
Elenora
Wed Aug 13, 2003 6:01 pm
#3

uh so we are non combat huh?!




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
HoTron-rex
Wed Aug 13, 2003 6:04 pm
#4

apparently... surprised E?



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filthy_mcnasty
Wed Aug 13, 2003 7:48 pm
#5

yes the COMBAT MEDIC is non-combat. ... (dramatic pause) ... if we're NON-combat shouldn't we just be Medics? Anyway about responses don't expect anything a developer says to be even 50% true. They are WAY too optimistic about their goals. When they say a week, expect a month minimum (*cough* weekly reports are now monthly ones *cough*). When they say improvement expect a change that has nearly nothing to do with the issue and doesn't make any sense how it's going to fix the problem or even address the remote region of that issue.


Basically, believe it when it goes live, never sooner.




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PlasticBoy
Wed Aug 13, 2003 9:14 pm
#6

I wouldn't read too much into our classification as non-combat, they also said Bounty Hunters are non-combat. Here's what Q said about it:

Q-3PO wrote:

For the purpose of our design meetings regarding the issues, we broke the professions into 4 loose categories: Combat (the ones you see today), Crafters (most everyone off of the Artisan tree), Healers (Medics and entertainer types) and Scout/Hybrid. Bounty Hunter got put in the last category. These aren't official categories, just a way for us to manage the length of our meetings (each has a comparable number of professions).






--
Ackava Doci, Master Combat Medic
Visit the SwgWiki at http://plasticboy.com/swgwiki
Wolfing
Fri Aug 15, 2003 9:28 am
#7

I had a chance to look at the responses they'll give, but they are in the spell-checking/approval stage. I'll give you the core of it:


Top 5 Issues:


1) Disease/Poisons Packs - while using very high quality resources and components allows you to make a usable pack of each the effects do not seem to be worthwhile for the trouble it takes to make these. Currently Disease does nothing of notice.


Response: We'll look into this.


2) AOE Stims - This issue is being addressed as per Q's latest post, thank you!


(edit: not submitted in report, this issue is still present, their "fix" of this problem didn't fix anything, will be resubmitting)


Response: Do you have AOE stims? We'll look into this, but can't you just send a stim to each opponent? it doesn't do much anyway so what's the big deal?


3) Ranged StimPacks - there have been inconsistent reports that /healdamage is not letting you heal a target within standard stimpack range (6m) and gives "No Valid Medicine Found" when you actually have plenty of ranged stimpacks.


Response: We'll look into this, but in the meantime, why don't you just move away from the patient to heal them?


4) Combat Medic Crafting - Fix typo on the Ranged Stimpack E to only use 3 Chemical Dispersion Mechanisms instead of the 13 it's currently set to. Also, look into the way CMs experiment for their components. Currently all crafting professions start over when they earn their Elite Profession. In the Medic profession this is true with CMs, yet Medics don't max out on Medical Crafting/Experimentation and must continue on to Master Doctor to be able to make the highest possible packs and components. This does not seem to fall in line with how every other crafting profession works. Please either switch CMs to use Medic Crafting/Experimentation for their crafting, or change Medics to finish off Medic Crafting/Experimentation with Master Medic and start Doctors over with Doc Medicine Crafting/Experimentation.


Response: hmm.. 13 is a bad luck number... we'll change it to 12, but then we'll have to lower the ranged Stimpack E effects. The rest was rather confusing, can you explain again in less than 10 words please? Oh, and again, we'll look into that (whatever that is)


5) The /medicalforage command is pretty much useless since in order to even make the basic StimPack A you need multiple units of any single component. It would take a medic HOURS to /medicalforage to randomly acquire enough resources to make one StimPack A, even in emergency situations. Please look as this command and try to make it worth using. One suggestion is to make it look at the organic resources in the area and randomly /sample any of them (ones that would give an artisan return, not the "resource too low to find anything" message.) and based on concentration & medical foraging skill it would return a stack of units appropriate. Each /medicalforage use would randomly gather just like this, sometimes you'd gather the same thing, other times you'd get something else. In this fashion /medicalforage would be useful in emergency situations where you need XX organics to make that stimpack you really really need.


Response: Hmm... so many words! Ok, we'll look into this. We'll probably change stimpacks A to use less components so you can use the /medicalforage to make them... but then we'll also reduce their effectiveness too to reflect the few components needed.


Elenora
Fri Aug 15, 2003 9:32 am
#8

Hahaha frightning realistic...


wolfing are u a dev in disguise?!




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
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