Combat Medic Archive

Thread: Correspondent request (please help me!)

Agent001
Wed Sep 03, 2003 1:17 pm
#1

Here is what I got from that original issues thread:


Combat Medic Crafting:
- 13 chem release duration mechanisms required for ranged E.


- Ultra high CM med use on AOE diseases.


- Fix the advanced resilence mechanism schematic problems.


- Resource differences between servers cause some servers to have very powerfull DOT's while other servers get very weak DOT's


- 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.


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


- Way too many resources need to function as a CM.


- Need a Sample/Survey skill built into the medic tree


- Usefullness (or lack thereof) of "A" and "B" level CM Meds


- Weapon Meds like poison, that cause states like stun, dizy, blind, etc.


Combat Medic Support line
- Defense bonuses, weapons speed and accuracy bonuses...accuracy while moving bonuses. Special moves of a defensive nature. More Terrain Negotiation. Also spread it out in the tree and not at just Master.


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


DOT Problems
- Longer range on DOT's.


- Resist rates across different servers need to be examined.


- The usefulness of disease needs to be examined. Right now many people consider them useful for nothing but greifing.


Mind Damage
- Mind damage has basically been the source of the screams of nerf against CM


Factories
- They are broke. Same problems as all the other crafting professions.


TEF
- TEF status - We need more information about the TEF's that we have, the TEF's that other players have, and how and when they can be transfered. Healing some guy in the hospital and getting TEF'ed without even knowing it, or being given a warning kinda sucks


Faction Points
- CM’s don’t get much in the way of Faction Points from using poison/disease


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, only med xp.


- If you kill something purely with poison you cannot access the corpse to loot it. The system doesn't recognize you as killing it unless you hit it once with a weapon


Lack of Communication from the Devs
- Self explainatory.


Combat Que
- Would be nice if meds would drop in the combat que with the rest of our attacks, instead of using whatever mysterious timing system that is currently in place


- Timers on heals and dots needs to be more accurate. You must wait 4 secs followed by 6 secs of you must wait messages is not acceptable.


Misc
- Pet healing XP alternatives


- Toggle targeting of local players


- Combat Medic Effectiveness does not add up properly


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


- AOE heals missing faction pets


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


- Bio Weapon Ideas



Zarlor
Wed Sep 03, 2003 1:27 pm
#2

Thanks Agent, at least someone actually read my request.


Only thing I would ask is if anyone thinks Agent missed anything in that list? If not I'll be happy to use it (with all Kudos to you included. )




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
HoTron-rex
Wed Sep 03, 2003 1:47 pm
#3

Components


13 CRDMs for ranged pack E - Fix the typo


Dispersal Mechanisms use Conductivity which the resources dont have - Fix It


Resilliance Compound uses Heat Resistance wich the resources dont have - Fix it


Fix Fiberplast_Yavin to load in adv resilliance compound


Fix advanced resilliance compounds to load in the stimpack schematic creation


CM only have 5 expt points for subcomponents since they are Med Crafting only, not CM crafting. Solution: either allow CM Crafting to give experiment points to the current subcomponents, or give CMs their own unique components to allow for 10 expt points on them.


Some AOE Diseases require Combat Medicine use of greater than 700. Fix it


Resources


As it stands, a CM must be 3 things to be successful: Crafter, Healer, Fighter. Yet the game does not allow for enough skillpoints to be all of these nor is there time to do them all. Resource requirements for stimpacs are far too varied and specific (planetary restrictions, type restrictions) to force us to be crafters without any medical survey. Other Artisans and Crafters have survey inherent in their skill tree. We as medical crafters do not yet are still required to find diverse resources. Solution: make resource requirements easier to find, or put a survey ability in our crafting line that only allows us to survey for and see quality of a resource (no sample). One or the other.


CM Support Line


Manual mentiones support abilities to assist medics to get to patients faster - give us more terrain negotiatoin/support skill


We Master weapon ranged support and then are given no defensive bonuses in our own Support line. Please consider actually adding defensive skills or giving us increased burstrun ability, or something. Many suggestions abound in the forums. Common ones include ability to resist dizzy, stun, knockdown. Perhaps abilities reserved for masters to prevent cookiee cutter builds going for it.


DOT Viability


Poisons and diseases are currently only useful in pvp. Their power is far too low for use in PvE and disease is useless in PvE since mobs dont heal 95% of the time. Solution: Seperate the damage systems. Have one damage system that is in line with a weaponskill as far as damage per second goes for PvE and a second that has a similar damage ability in PvP.


The Creation of a viable Poison pack requires high CM level training and hours and hours of time spent collecting resources. As such many feel their packs should be as viable as a weapon. This includes both range and damage. With the addition of Line of Sight requirement, a CM must close to within 40m and will most likely perish before completing his/her poisoning in PvP. this serious hamperment is only offset by the fact that are poisons are in fact useful if a CM lives long enough to use it. Therefore, if damage of poison/disease is considered, range must be considered as well to create a viable skill that is worth the time spent in crafting the pack.


Change doctor curepoison to be on the same level as CM apply poison. Its an easier counter fix to a combat medic.


Area of Effect Heals


AoE Heals to not hit faction pets within their area. Fix it


Mind Damage


needs to be considered on all levels. CM, BH, Rifleman. Currently it is the only effective formof damage in PvP. This is a large scale balancing issue that needs to be considered heavily before implimenting quick hot fixes.


Experience/Faction Points


When a CM kills with poison, experience is not recieved for the damage dealt to the mob. Fix it


When a CM kills a faction enemy with a poison, faction points are not recieved for damage dealt. Fix it


When a CM kills a mob with poison or a faction enemy, looting does not function. Fix it


Combat Queue


heals need to be part of the combat queue. Fix it


Pet Healing


The lack of pet healing experience hampers all medical classes. Instead of doing the quick fix of eliminating all pet healing exp, use a more comprehensive one. 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). Pets can still be Buffed by doctors for EXP, just something to consider....


Timers On DOTs and Heals


Timer modifiers of skills still do not work for self heals and on applypoison and applydisease. Make them work


Factories


Make the thing relaible. Plain and simple. 100 items per day off a factory is far too low. restarting after 100 items is acceptable to prevent people running factories forever without actually monitoring them, yet they should restart.


They still do not always reliably pull from crates. Some do, Some dont. Fix it


Targeting Allies for Healing


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


Med Droids


Their modifiers only effect /healwound in a positive manner. they effect /healdamage with a negative modifier. Fix it.


If they 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 ony 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 fo the money spent on one.


Communication


as paying customers we as Combat Medics expect the same contact and treatment of our issues as other classes. We are currently without a correspondent and many of us feel left out in the dark. Please endeavor to increase communication with us so that we dont feel left out. Increasing communication with us will keep more people interested in the game and subscriptions up....


Finally. If something is changed regarding our class I cannot stress how important it is 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.




------------------------------------------
High Chancellor- KGB SWG
Hotron - Master Riflewoman, Master Pikeman
Nereus - Master Doctor, Master Politician
Ysaanne - Secretist Extraordinaire
Zarlor
Wed Sep 03, 2003 1:49 pm
#4

hehe. No problem. Thanks.


Maybe I'll just consolidate the two of those.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Wed Sep 03, 2003 2:45 pm
#5

Ok, here's what I have so far. PLEASE correct me if I screwed something up, something is missing or whatever.This is just a mish mash of my wording and the stuff you guys did as well so it's no wonder if I screwed something up.


Also could I get a better synopsis on the Bio weapons idea?


Thanks.



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 Med use would be about right.)


·Advanced Resilience Compound does not load. Please fix.


·There is 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 usefull.


·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


·Request for defense bonuses, weapons speed and accuracy bonuses...accuracy while moving bonuses. Special moves of a defensive nature. More Terrain Negotiation. Also spread it out in the tree and not at just Master.


·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.


·The usefulness of disease needs to be examined. Right now many people consider them useful for nothing but griefing.


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


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.


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


5.TEF


·TEF status - 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.


6.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.


7.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.


·If you kill something purely with poison you cannot access the corpse to loot it. The system doesn't recognize you as killing it unless you hit it once with a weapon.


8.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.


9.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.


10.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).


11.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.


12.CM effectiveness


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



13.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



14.Bio Weapons


·Bio Weapon Ideas


15.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.


16.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.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
MycroftTHan
Wed Sep 03, 2003 2:48 pm
#6

- duration on diseases is too long



gonna repost my post from the medic boards to explain the way healing vs combatqueue works atm. could you make that sticky Zarlor?

Zarlor
Wed Sep 03, 2003 2:50 pm
#7

I CAN, but I won't. If you consolidate it into an all encompasing FAQ, with that and what med use is needed for what things, and what resources are used for which schematics, and all the other stuff that gets asked 7 times a day here, then I would be happy to sticky that.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
MycroftTHan
Wed Sep 03, 2003 2:53 pm
#8

i will adda few things like TEF, sorry, already posted with the topic i intended.


i think it is one of the biggest mysteries though and one of the most asked question.

Zarlor
Wed Sep 03, 2003 3:33 pm
#9

You're right,I need to change the wording ont aht issues. It's not that we need more information on how you get a TEF (that info is available if you just look for it, like in Mycroft's other thread.) But we do need some kind of TEF warning.


I also noticed several other items mentioned in the Big List thread that didn't get on either of the two consolidation lists above, so I've updated with some of that. I still need a consolidation of the Bio Weapon thing, if someone could help out there.


Here's the current list. I guess it does look like I can get this up for tomorrow, thanks to all the help here, so expect a new voting thread to go up then.


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


·Bio Weapon Ideas


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.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Thu Sep 04, 2003 12:27 am
#10

I'm getting a headache trying to get through theIssues thread. (And when I say I'm getting a Headache, I'm talking Migraine, and for those who've never had a Migraine let me put it to you this way... I've had surgery where they had to pull a tooth, cut me from my bottom lip down to my neck, cut my throat open to fit a nice littel breathing tube,saw through my jawbone, pull that jaw all the way out to the side just to they could remove a tumor from the base of my tongue. I had a migraine not too long after getting off the morphine from that surgery, maybe 2 days later. Come to find out that Tylenol with Codene wears off after 2 hours on me, instead of the usual 4. So I had, in effect, no pain killers after major surgery and that extra pain triggered a migraine. That migraine hurt far more than that piddly little pain of a split lip/cut neck/broken jaw/cut-up tongue. When people say migraine, they ain't talkin' some little headache, believe me!)


I would really appreciate it if someone would try to create for me a consolidated listing of the issues brought up there in as unbiased, uncolored, no-commenting-or-ranting, kind of way possible. Please try to keep out comments about how "stupid" something is and stuff like that, and don't favor your own personal solutions over any of the others brought up. And don't NOT include an Issue just because you don't agree with it, please.


Just a bulleted list of the issues with a summary of each issue and any suggested solutions for the issue (even if it's just Fix It, like the 13 component typo.)


If possible try to consolidate multiple issues into a single issue if they will fit. For example the 13 components orthe need for resources that don't have ratings that apply and so on could all get listed together under an issue like Schematic Problems, or something.


Thanks.


Time to bury my head somwhere.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Wolfe1027
Thu Sep 04, 2003 12:35 am
#11

I would say one problem we have is when we switch from Master Medic to CM we start or crafting experiment points over from zero...that kinda makes our healing ranged stims lousy.

Kevlan Wolfe
Combat Medic/Pistoleer
MrKelso
Thu Sep 04, 2003 12:42 am
#12

Another problem: faction points. Combat medics fight player characters of other factions using poisons and such. We do not receive faction points when that player dies of the poisons, but if the player kills us, we lose them. There should be a way to make this more balanced.


Another more pressing issue: factories. My factory is still inop after two weeks and many "bug fixes". They really have to get this fixed, since combat medic components require factory crates of subcomponents.

Agent001
Thu Sep 04, 2003 12:44 am
#13

You guys dont understand what he wants, so hold on for a sec, and dont post any new issues in this thread.



Zorlor, if you give me bit I will compile the list for you.

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