Combat Medic Archive

Thread: CM Issues being addressed

Zarlor
Tue Sep 23, 2003 9:07 am
#1

Just to give everyone something of an update, the Medical Professions' (and other stuff) designer, Ben Hanson, has gracioulsy let me know that some of the issues being looked at for us include:



  • ABEC XP issues

  • Usefulness of QuickHeal

  • Usefullness of First Aid

  • Power of Cure Posions and Disease as compared to similar level CM Poisons and Disease

  • Adv Resilience Compound not loading

  • AoE Disease pack Usage Levels

  • Ranged Stimpack E typo

Those would all be parts of, in at least some manner, issues #1 according to the current Big List ordering. (And just getting this list is a partial address of Issue #3).


Keep in mind that the absolute earliest we could see any kinds of fixes like for any of the above stuff would be in the next full Publish, which has yet to be announced. Publishes normally only come out once a month and they go to Test Center for at least a week or two before going Live. The current one seems to be running a tad late, though. At any rate that means that the absolute earliestwe could even hope to see some kind of fix on these go in would be in about 2 weeks, but it is more likely that we won't see anything until the next publish is released, so 6-8 weeks at a guess. I'll update you if I get anything more concrete.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Cutter10
Tue Sep 23, 2003 9:18 am
#2

Awesome. Thanks a bunch for the update Z. On the ball, as usual.


C

vortexala
Tue Sep 23, 2003 9:18 am
#3

Any reasoning why they can't hotfix the typos?



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Akitt
Tue Sep 23, 2003 9:20 am
#4

I can wait... atleast we got a response. 5 months from now we may actualy work!
Kirillian_NaJax
Tue Sep 23, 2003 9:21 am
#5

after much sneakiness, I finally managed to not get that community maintenance thing.


Sounds good! Those look like good fixes, and hopefully it's a sign that they're starting to look our way a little more.




Kirill NaJax
"Back from the dead."
Acts7
Tue Sep 23, 2003 10:01 am
#6

my BIG QUESTION - when is the experimentation going to be fixed???????????????????????????????????


The reason I ask


I use organic with OQ of 989 and PE of 956 now that SHOULD yield AMAZING results MANY times over.


I get none when crafting initially and when experimenting - I get like 1 out of 50 using avery good 30% efficiency chem craftring station and a +10.79 chem crafting tool.When I DO get those "amazing" results... it DOES NOT increase the power EVEN one point.


that sounds like a major issue I know MANY MANY MANY medics/master medic/doctor/combatmedics with the identical issues.


That would be to me a top TOP priority rather than the boosting of poison heal.


Anyone else comment on this? where are the devs at with fixing it?


SOLUTION: I dont really have one - its more of a bug that has benn numerously reported on Intrepid




Actso Sevene Combat Medic with Coventry
New Coventry, The Heart of Corellia
Vendors in the tents by the shuttleport
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HoTron-rex
Tue Sep 23, 2003 10:07 am
#7

/gasp


a medic designer speaks? Z, do us a favor and suggest to him that he has Q post this on some forum... hell, the Image Designers get a post about whats being looked at in their class and we get a tidbit from you. I'm beyond happy that somethings actually being done for us and knowing that help out there exhists. However, very few people read these profession forums but do read the dev tracker.... a little equality goes a long way to making people happy.


also, i have to echo what vortexala said. any reasoning given why the typos cant be hotfixed? especially the ranged E one? seems like the easiest fix ever to me....




------------------------------------------
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Jacore
Tue Sep 23, 2003 10:15 am
#8

Z,


Thanks for the update...you continue to be the model for whomever of us Xahn picks as the next correspondent.


These issues are indeed easy to fix, and would go a long way...


By the lack of responses...I take it I'm in the minority of those fearful about the day we can actually use AOE Disease. I fear that the griefers of our midst (which I think are few) will incite a backlack upon our class that makes the commando flamethrower rants look tame.


Jacore

Zarlor
Tue Sep 23, 2003 10:43 am
#9

I can only guess that they don't want to hotfix some of these things because they've gotten burned on a few of the hotfixes they have done of over the past couple of months. There seems to be enough backlash IF something happens, that they seem to be saving more and more of the hotfixes for "critical" issuesand exploits only. Have you noticed we aren't getting daily hotfixes like we used to? Might be a good thing in some ways for keeping stability.


So I think that's the deal. If it's any consolation I would think that something likethe typo fixeswould make it into this publish, not the next one, but that's just a guess on my part, I don't really know.


As for the specifics, I got a go ahead on these. Just remember that are no guarantees that these will even make it into this publish, in fact the suggestion is that the majority of these issues will most likely not make it in until next publish (say 6-8 weeks a way, at a guess. The publish cycle seems a bit wobbly right now.)


In other words I don't want to hear a bunch of CMs whining next week that these aren't fixed or even after this publish if they aren't fixed, because I'm telling you right now they may not get fixed until later. But at least we have some acknowledgement on a few of the issues, including several that were in the CM #1 issue. So I think it's at least a start for us and certainly more than we had before.






+Fixed a problem with area diseases where the skillModRequired and the duration attribute ranges were switched.


+Increased the experience given for crafting advanced biological effect controllers so that it falls in line with other medicine craftables.


+Fixed a typo in the ranged stimpack E schematic which caused it to cost 13 duration mechanisms instead of 3.


+Increased the power of quickHeal and reduced its mind cost.


+Increased the power of firstAid. It now reduces bleeding at a rate of 3 times the medic's injury treatment.


+Increased the power of cure poison and cure disease dots to make them more competitive with the strength of high level dots.


+Fixed some problems with advanced resilence compounds. They should now be craftable.






As for getting the Devs to post direct, I'm sure they may end up doing some of that, butI think they are expecting us (as in the correspondents) to handle the communication outflow for stuff like this directly on our profession forums. I'll start stikying any threads like this, though, at least for a week or so to keep those who visit the CM forum in the loop.


I should note that the method I passed these on to the Docs was directly noting these in their Issues list. So no need to float a seperate thread for that over there, since everything is all in one spot.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
vortexala
Tue Sep 23, 2003 10:50 am
#10

Wow. All I can say is, Wow.

They're FINALLY fixing things. And finally, FINALLY, after all these months, they're going to scale /firstaid...

*returns from the dark side of the rant*

Ahhhh...mebbe now I can put the rant away for good



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
GunnarW
Tue Sep 23, 2003 10:57 am
#11

Umm that's nice that's they're gonna fix the typos and stuff, but.... Ranged stim E should only take ONE Chem release and 3 of the other 2 parts. Look at the progression of components in the stimpacks (ranged and otherwise) why would the E jump from 1 to 3 CR's??? Even their typo fixesare full of nerfs OMG LOL
OnlyMaestro
Tue Sep 23, 2003 10:59 am
#12

I'll believea patch for medics when I see it. For now, I won't hold my breath -- we are a rather thankless profession...but alas, we hold the power to heal and revive!



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

DedMnWlking
Tue Sep 23, 2003 11:05 am
#13

don't do that Texxie. The lesson that I learn from all of this is "He who complaints/screams/rants/raves/posts the loudest gets their class fixed. Now don't get me wrong I am VERY grateful that they are finally taking the time to look at our class. I see that post from a programmer's point of view.


It reads, "We'll look at the few lines of code and run spell check".


Our class still has ALOT wrong with it before they can even START to tweak it. And I have to agree with an earlier post in this thread....Why can't misspellings be hotfixed? ever get a "moderate success"? or shouldI say"moderate successs".


Now I'm no English teacher and that is my point...I ALWAYS run spell check (if the program has one) and I know that coding programs have checkers in them.


So, don't put that rant away Texxie, I wouldn't be surprised if this isn't a "Well, this is an easy fix maybe if we run out spell checker they'll shut up so we can nerf the BH class"

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