Combat Medic Archive

Thread: Big List of CM Issues for August (VOTE!)

Zarlor
Thu Sep 04, 2003 6:53 am
#1

Well, I know it's actually September now, but just o keep it consistent with the toher folks who were sending in their lists for August, I'll call it an August list anyway. So there.


Special thanks go to Agent001, HoTron-rex and JediQuic who pretty much compiled the entire list below. I just considlidated and in a few cases re-worded and/or reorganized a few things.


One to the voting, though. Here's how it will work.


List your Top 10 (that's right 10, not 5) issues from the list below in the order of impoartance to you. If you have an issue not on the list, just add it in on your list. Chances are your add-in will not make the final list I send to the Devs (because not everyone will go back and see your new issue) but at least it will get added into the mix for next month's issues to be voted on (assuming this process is followed next time, since I have no idea what your real correspondent will be doing IF they ever get us another one.)


For example (and no, this is not MY personal list, it's just a made up one.)


1) #23


2) #2


3) #98


4) New Issue: Whay aren't there more Wookie CMs? I think Wookies need to have a natual bonus to CM Usage to help encourage them!


5) #3


6) #8


7) #99


8) #12


9) #2754 (Wow, this issues list is LONG!)


10) #1


I will be using a preference voting foumula for determining the order of the issues, so be sure to put them in order. Double votes will only be counted at the highest level, so if you vote for Issue #3 as your #1 and your #8 issue hopeing to boost it's score, forget it. You'll just lose a vote for your #8 issuesince only the highest rating you give it will count. So don't cheat yourself, list 10 different issues.


The voting will close at 2pm ET/11am PT on Thursday September 11th. The final Top 6 (it's actually a Top 5, but Correspondents get a Pet Peeve issue they also get to send in. Since we don't have a correspondent for this profession, I'll be sending in out Top 6 issues instead of my own Pet Peve issue simply because I already got a Pet Peeve issues on the Docs Issues. No need to hog it. ) will be sent in that Thursday afternoon or on Friday morning at the latest. I'll post that final email here for everyone to see, so you'll know exactly what issues the Devs are supposed to be addressing, if they ever do address them.


I'll then reorder the big list below based on the voting that comes in and I'll repost it up here strictly for comment or any new issues anyone else wants to add to the list. At least if we do get a correspondent in before the next time we are supposed to send our issues they'll have a starting point to work from.


So Vote away and make YOUR voice heard!




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Thu Sep 04, 2003 6:54 am
#2

1.Combat Medic Crafting/Schematics:


·13 Chemical Release Duration Mechanisms are listed as required for Ranged Stim Es. Please fix this apparent typo.


·CM Med Use on AOE diseases list somewhere in the 700-900 range. Please fix this down to the proper level. (Looks like a misplaced decimal or extra zero in a formula to me, since it seems that 1/10th the CM Med Use would be about right.)


·Advanced Resilience Compound does not load. Please fix.


·There are some concerns that resource differences between servers cause some servers to have very powerful DOT's while other servers get very weak DOT's. Guidance on the issue is requested. The concern here is that while some servers may have CMs in line with the damage being produced by combat classes (using less skill points to get there skills, it should be added) other servers are hampering CMs from being balanced simply because the resource selection available will not allow them to be competitive and/or useful. There is simply no way for CMs to gauge each other’s ability or how well balanced they may be since all of their skills rely on the resources used to make their items.


·CM’s don’t get to carry over experimentation points into the CM crafting line, and cannot use CM experimentation points on medic sub-components, sub-components only used for CM products. Suggestions are to either allow CM Crafting to give experiment points to the current subcomponents (if possible) or to med crafting (if not), or to give CMs their own unique components created using CM Med Crafting.


·Change poison/disease components to not use conductivity, etc when ingredients required do not have those stats.


·Way too many resources needed to function as a CM and/or way too many stat requirements are needed. A schematic pass is requested to help simplify things a bit on this front.


·CMs also request some form of Sample/Survey skill built into the medic tree


·Usefulness (or lack thereof) of "A" and "B" level CM Meds should be investigated.


·Weapon Medications like poison, that cause states like stun, dizzy, blind, etc., are requested for consideration.



2.Combat Medic Support line


·A request is made for improving the skills set of the CM by possibly providing such things as defense bonuses, weapons speed and accuracy bonuses...accuracy while moving bonuses. Special moves of a defensive nature. More Terrain Negotiation.


·A better spread of skills throughout the tree, and not at just Master, is also requested, in order to provide a set of useful skills outside of only those available at Master CM.


·Look at adding more abilities for the CM to be geared towards PvE.


3.DoT Problems


·Longer range on DoTs is requested.


·Resist rates across different servers needs to be examined.


·Examination of the AoE animations are also requested in order to better show the actual area affected by them if possible. Judging the area affected can sometime be difficult to eyeball and this would help.


·The usefulness of disease needs to be examined. Right now many people consider them useful for nothing but griefing. Perhaps alternate effects, such as preventing a player from being stimmed and/or healed while affected.


·Improvement of Doctor cures needs to be considered to bring them into line with CM poison/diseases.


·Diseases also need to be examined for the timer errors that allow a disease to continue even after a player has cloned. This bug makes the diseases look like a griefing tool and cause a great deal of concern among non-CMs. Bad press that CMs don’t want.


·CM’s don’t get anything in the way of Faction Points if the poison/disease is the killing factor. Same for loot or harvesting of any MOB killed by poison/disease. The system doesn't seem to recognize you as killing it unless you hit it once with a weapon.


4.Mind Damage


·Mind damage has basically been the source of the screams of nerf against CM. As listed in so many other Medic profession correspondent lists, a focus and review of this issue is requested.


5.Factories


·Make the factories more reliable and useful. 100 items per day off a factory is considered far too low. Having to restart the factory after 100 items is acceptable to prevent people running factories forever without actually monitoring them, if you must, yet they should restart.


·They still do not always reliably pull from crates. Some do, some don’t. Please Fix


6.TEF


·We need more information about the TEFs that we have, the TEFs that other players have, and how and when they can be transferred. Healing some guy in the hospital and getting TEFed without even knowing it, or being given a warning kinda sucks. AoE heals only exacerbate this problem, since the healing is non-selective and a CM may incur a TEF without ever meaning to, simply because another TEFed player was in, or ran into, the field of healing.


7.Faction Points


·CM’s don’t get anything in the way of Faction Points if the poison/disease is the killing factor. Same for loot or harvesting of any MOB killed by poison/disease.


·FPs should also be provided when healing groupmates in the way that Combat XP is now being provided for healing them, as well.


·Consideration is also being asked in the area of FPs in PvP. Considering that CMs will often drop an opponent using something like a poison from range, where they need to be as a support/healing profession, they will rarely ever be able to DB an opposing faction player, and as such get no faction credit for the kill. This obviously affects all classes to some extent, but it particularly poignant among the support classes.


8.PvE viability


·Poisons, the main weapon of a CM, are underpowered in PvE compared to other elite combat classes.


·No xp for the damage done by poisons, other than initial med xp.


9.Lack of Communication from the Devs


·Combat Medics expect the same contact and treatment of their issues as other classes. We are currently without a correspondent and many feel left out in the dark. Please endeavor to increase communication with us so that we don’t feel left out. Increasing communication with us will keep more people interested in the game and subscriptions up....


·Patch notes must be kept updated better. If something is changed regarding CMs it is important to inform us through patch notes. Altering the game mechanics without informing the players leaves them feeling violated, ignored, and worthless. Proper use of the patch note server will keep more people happy, playing, and paying.


10.Combat Queue


·Would be nice if meds would visibly drop into the combat queue with the rest of our attacks, instead of using invisibly doing so mysterious timing system that is currently in place.


·Timers on heals and DoTs needs to be more accurate. Wait 4 seconds followed by 6 seconds of “you must wait” messages is not considered acceptable. Should the Diagnostics skill of the CM affect the actual delay (it seems to by the message) or does the message need to be changed so that Diag is not used when considering the time delay.


11.Pet healing


·Pet healing XP alternatives are requested, such as no med exp for healing your own pet (just like yourself). Bring back exp for healing someone else's pet at a lower level than it was before (perhaps 1/2 or 1/4 of what is normally gained for healing a human).


12.Local Player Targeting


·A hotkey for targeting of group members should be given to medics. The current system of being forced to click on the name in the group window, hit your healdamage key, and then re-target your enemy all while perhaps running for your life is extremely hampering to physical game mechanics. Perhaps allowing a group toggle hotkey would fix this.


13.CM effectiveness


·Combat Medic Effectiveness does not add up properly, maxing out at under +90 instead of +100.



14.AoE Stim Problems


·Fix the duping charges in AoE stim packs when targeting a player out of range.


·AoE heals seem to be missing faction pets. Please fix to include healing of ALL friendlies.


·AoE stims that target yourself do not affect the surrounding area


15.Bio Weapons


·CMs seem to like the idea for a more standard combat option within the Combat medic tree. Something like a Bio rifle, pistol, or carbine. This would be similar to a commando gun, starting at the novice Combat medic box and gaining +speed +Accuracy type stuff that only applies to that gun. Suggestions have been made to give such a weapon a few specials, possibly with special status effects attached to it, or just damage augmenting specials. Rifles have been suggested because rifles normally have a Mind cost attached to their special uses as a balancing point more effectively because health and action special costs would be pointless to a Profession that can heal those more often. It could be rationalized in the SWG universe as a Radiation Gun, Poison darts, Poison gas, Gravity gun or whatever, just something to the effect of causing instant damage to a biological system. Further balance could be given to the consideration that any particular special of a weapon may need to use some form of crafted “ammo”.


16.LoS issues


·LoS should be looked at. While many acknowledge it could be exploited, it seems the issues were not with LoS, but NPC pathing. As it now stands CMs cannot use their weapons over even a barbed wire fence, but a CH pet can walk right through even the wall of a bunker.


17.Med Droid Issues


·Droid medical module modifiers only effect /healwound in a positive manner, yet they effect /healdamage with a negative modifier.


·If droids are going to be as weak as they are, they should be callable anywhere, or permadeath needs to be removed. It is far too easy to loose a droid in combat now to warrant actually having one. Its only use as of now is to slightly assist a doctor when applying stat buffs in a camp and as a mobile crafting station. More variability/versatility needs to be added here for the money spent on one.


18.Group Performance Enhancement


·Combat medics should be considered a reassuring presence in real combat. They should add the same value to groups in this game. This could be implemented by letting their presence in a group add something to the group as a whole. Kinda like the Squad Leader is supposed to enhance the skills of individuals grouped with them. An example might be a group-wide reduction in action and/or mind costs for special moves. I'm sure other ideas will also surface if the concept is accepted.


19.Skill Tape Takeover of Abilities


·There have been concerns raised that skill tapes and BE enhancements (once fixed) will give a serious advancement to a non-dedicated Medical professional. For example, someone could use the /healdamage command and toss ranged stims without ever needing to take Combat Medic with the proper Combat Med Usage tapes. The concern suggests that certifications exist in other professions to prevent this same thing from occurring, as well as having special commands, so having the skill without the command is, in effect, useless. Solutions have included some kind of certification system for differing levels of meds or utilizing a few extra commands to granulate the levels of which meds can be used at what levels so they are not strictly dependent on a skill level.


·Skill Enhancers are, presumably, of no use to Master Level characters since skills seem to top out at +100. Masters should be able to get beyond +100 skills in order to remain competitive, or even surpass others who simply use skill tapes to match Master level skills.


20.Medical Missions


·CMs would like to see the addition of some for of Medical Missions, since virtually every other profession has some extra content like this. Considering the oft-discussed problems with money that most of the Medic professions have this may prove to be at least an alleviation to that.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
AyaOnane
Thu Sep 04, 2003 7:23 am
#3

Thanks so much for compiling this Zalor!


Here's my choices


1 - #9 - dev communication
2 - #2 - CM Support line
3 - #8 - PvE viability
4 - #4 - mind damage
5 - #20 - medic missions
6 - #3 - DoT issues
7 - #1 - Crafting issues
8 - #12 - player targeting
9 - #11 - pet heals
10 - #10 - combat que




* * * Aya Onane, Kettemoor Galaxy * * *
Pistoleer, Creature Handler, Bio-Engineer
The Phantom Legion
c0bra
Thu Sep 04, 2003 7:39 am
#4

Thank you Zarlor.


My list, not necessarily in any order (except the first one):


#9
#1
#5
#2
#4
#17
#14
#13
#11
#8




whiskey tango foxtrot
zandra
Thu Sep 04, 2003 7:49 am
#5

Thanks so much for doing this Zarlor!!



Here is my list:


1) 1


2) 5


3) 3


4) 8


5) 13


6) 14


7)2


8) 12


9) 18


10) 20

MycroftTHan
Thu Sep 04, 2003 7:51 am
#6

1.) #9


2.) #1


3.) #3


4.) #6


5.) #5


6.) #7


7.) #16


8.) #10


9.) #8

Gimptacular
Thu Sep 04, 2003 7:54 am
#7

<3 Zarlor.


1. 1


2. 16


3. 9


4. 7


5. 13


6. 14


7. 19


8. 6


9. 8


10. Honestly I can't say I care much about the rest. I'd rather focus on the big problems instead of draw flames for caring about "stupid new things, you f'ing overpowered medics." Call me a cynic




Olriech
www.phank.com
Zarlor
Thu Sep 04, 2003 8:14 am
#8

That's not a proble, Gimp. It just means any issues you don't vote for get no points, so if you only had 1 issue that was a big deal for you, it would get 10 points, but nothing else would.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Thu Sep 04, 2003 8:15 am
#9

er... that is to say none of the issues woudl get any points from you. (So in this case with no #10, nothing gets that extra 1 point you would have been able to give it with a vote.)



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Agent001
Thu Sep 04, 2003 8:31 am
#10

1) - 1.Combat Medic Crafting/Schematics

2) - 2.Combat Medic Support line

3) - 9.Lack of Communication from the Devs


4) - 8.PvE viability


5) - 14.AoE Stim Problems


6) - 3.DoT Problems


7) - 4.Mind Damage


8) - 6.TEF


9) - 10.Combat Queue


10) - 20.Medical Missions


U-5MA
Thu Sep 04, 2003 8:33 am
#11

Major props to Agent001, HoTron-rex, JediQuicand Zarlorfor your effort.


I'd prefer to see thebug stuff sorted first, so with that in mind:


1


13


14


17


4


6


7


8


10


11


There's quite a bit in the list which is non CM specific, so I've tended to stick with the more CM oriented choices.


Zarlor
Thu Sep 04, 2003 8:45 am
#12

Here's my personal Top 10. (Yeah, I know I'm the one sending these in, but as a Master CM I think I deserve a vote, too! )


1) #9 Communication


2) #3 DoT problems


3) #7 Faction Points (we deserve them too, doggone it. Heck I had folks ask me why I was botherng with Project Dedeye, thinking 500 FPs just wasn't a big deal, until I reminded them that when I heal them I'm not killing, and when I'm poisoning I'm not gettign credit for killing, so I get virtually nill in the way of faction points compared to what they get.)


4) #8 PvE Viability


5) #1 Schematics (C'mon, most of these should have been fixed before we even went live, for crying out loud. 13? 3? How hard is that?)


6) #2 CM Support Line


7) #17 Droid Issues


8) #19 Skill Tape problems


9) #16 LoS Issues (yes, I think we darned well shuold be able to throw the stupid poison greanade over/through the barbed wire freakin' fence! I think this is an NPC pathing issue, not a non-LoS issues. We should have non-LoS, IMHO, as should Scout/Ranger Traps and grenades for that matter.)


10) #4 Mind Damage


Yep, I know I don't have foctories on my list,I guess because I probably make more Doc stuff in the factory than I do CM stuff. And besides I think they are already looking into this issues pretty heavily and would rather bring other stuff up for Dev notice than something they are already working on.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
roganemor
Thu Sep 04, 2003 8:57 am
#13

1) Option to turn off auto-defend andability to stop attacking (let me keep getting hit, but dont slow me by turning heals into combat actions).


2) 2


3) 1


5) 6


5) 8


6) 3


7) 7


8) 9


9) 10


10) 19



Relg


Master Combat Medic




Relf
ret. Master Bio Engineer/Doctor

Relj
ret. MDEF
WCod Mall, 1k from Mos Espa (-3891, 2763) now in ruins

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