Doctor Archive
Thread: Top 5 Voting Results (overall votes only)
- 20
- 22
- 0
- 22
- 17
- 27
- 0
- 12
- 1
- 0
- 0
- 0
- 11
- 0
- 4
- 9
- 1
- 0
- 0
- 0
- 0
- 0
- 1
- 1
- 0
- 2
- 0
- 0
- 0
- 0
- 9
- 0
- 9
- 9
- 0
- 0
- 1
- 11
- 23
- 7
- 3
- 0
- 34
- 3
- 14
- 0
- 9
- 0
- 6
- 9
- 0
- 4
- 4
- 14
- 9
- 7
- 10
- 0
- 4
- 0
- 0
- 9
- 0
- 7
- 2
- 0
- 22
- 0
- 0
- 26
- 14
- 1
- 0
- 43
- 2
- 0
- 14
- 8
- 0
- 13
- 0
- 0
- 0
- 1
- 0
- 0
- 36
- 22
- 12
- 7
- 16
- 0
- 4
- 15
- 0
- 0
- 1
- 0
- 7
- 4
- 1
- 5
- 7
- 7
- 0
- 0
- 0
- 19
- 27
- 0
- 5
- 1
- 9
- 17
- 20
--------------------
The top 5 in order of points (marked in red)
1.) #74 Master Doc benefits (43 pts)
2.) #87 AOE statepack cures and AOE poison and disease cures (36 points)
3.) #43 Combat Queue and Heals (34 points)
4.) #6 Enhance Action pack materials vs. other Buffpack materials in schematics (tied w/ 27 points)
5.) #109 Disease and Poison Innoculations (tied w/ 27 points)
6.) #70 player Hospital City benefits (with 26 points) was very close.
Since both #109 and #87 both have to do with countering poison and diseases (through different methods), would you like me to combine them, and bump #70 onto the list?
I will post the breakdowns on the subsections sometime tomorrow.
-T
Traigus wrote:
Since both #109 and #87 both have to do with countering poison and diseases (through different methods), would you like me to combine them, and bump #70 onto the list?
I'd probably say no to this, as I think that the AOE suggestion (#87) is likely to get turned down on the principle that CMs are the AOE guys... and if this goes, then the innoculation suggestion (#109) would disappear, too. Having said that, I still think that player city hospital issues (#70) are very important. Could you say we couldn't decide and give 'em 6? ![]()
We'd probably have to lose the AOE statepack for the issue... but that could be moved (in the same way) to the "multiple states" healpack issue for another day. I'm willing to bet the people that voted for the AOE selection were not voting for the AOE states, but rather the poison half in the first place.
I could try to push 6. It was very close. What are they gonna do.. .Fire me ?
-T
Since both #109 and #87 both have to do with countering poison and diseases (through different methods), would you like me to combine them, and bump #70 onto the list?
-T
Yes pls bump #70 onto the list
and "Doctors need a way to deal with AOE poison and disease, here are a few of our suuggestions."
That's just me though.
-T
(Though my natural preference would be to keep postign the bug list over and over again until everyone cried. Some of these thigns have been around forever.)
Traigus wrote:
"Doctors need a way to deal with AOE poison and disease, here are a few of our suuggestions."
This sort of combo sounds do-able... if we can get #70 up into the top 5 without jeopardising the ones that beat it on votes, then I reckon we should.
Combine poison disease
and bump player city hospitals(hospitals in general IMHO)
- Master Doc Benefits
- The benefits of being a Master Doctor seem like a bit of a letdown to some. Suggestions have included moving Resuscitation packs to that level for creation and/or use and/or raising the Med Use requirements on that pack, others feel doing so would be a nerf to non-Masters and suggest only working with additional content in this manner. Other suggestions include Inoculation packs for some form of immunity or resistance to various states. Point-Blank (Doctor centered) AoE state cures have been mentioned as well, as has the ability to harvest creatures at a low level of ability. Mind Stims, especially since Master Docs could care less about any way of exploiting something like this for XP (generally speaking.), consolidated wound packs (also look at the Inventory Issue) or a method to convert Med or Med Crafting XP at Master levels to Experimentation points (since there otherwise no need for that extra XP) or some other purchasable schematics/items.
- Doctors need some way to combat AOE posions and diseases (see suggestions below)
- It has been suggested that a counter is needed to the AoE poisons and diseases of CMs. An Area of Effect cure pack for each of those states would provide the proper counter. The argument could also be made for other states as well considering the AoE nature of some MOBs, such as a Kimogilla, that create those states on a group near them. Other suggestions to Poison/Disease counters include timers for how often a state can be applied to an individual, such as the new KD timers, or inoculation packs which would increase resistance to poison. Offering this skill to CMs instead, has also been suggested. Docs would like the ability to boost resists and/or immunity to diseases and poisons. This combines with 87 (AOE cures) to help deal with CMs AOE poisoning groups of people so fast, docs cannot cure anyone.
- Combat Queue Heals
- There should be a graphic display of heals in combat queue. The fact that heals actually queue up in the combat queue already confuses a large number of Medics. Most Doctors have come to understand how heals do queue up, but it would be very nice to actually see at what position they are queued at. It has also been suggested that heals should always be considered a priority queue item that jumps immediately to the front of the queue to be the next action accomplished. Although it should be noted that the preferred method for healing actions would be to treat them like non-queued actions, such as posture changes, so that they take place without any delay.
- Enhance Action -v- other Enhance Pack Resource Disparity
- Enhance Action B+ packs use simple Organic and Inorganic resources, while the rest of the B+ Enhance series uses Avian Meat and Reactive Gas. It is often considered a problem in that the Action packs should be brought into line with the rest of the Enhance packs, or the stringent requirements on the other packs lessened. Occasional questions also arise about the 2 or 3 BEC requirement that seems to fluctuate between some of the higher end Enhance schematics. Some consistency would make things less confusing or at least some clarification on the reasoning for these inconsistencies.
- Player City Hospital Benefits
- Some players have expressed concern that Player City Hospitals offer little benefit over a large house and almost no benefit over a Cantina. Houses can be used for all forms of wound healing. Cantinas can also be used for wound healing, are available on the overhead and planetary maps, and autoheal all forms of wounds and Battle Fatigue. A Hospital only appears to add the /registerwithlocation ability, which is only usable by members of the same faction, if a factional player placed the structure, anyway and is of fairly limited usefulness. Are there other benefits that we are unaware of? If not suggestions have included providing a healing bonus to those /registered there, a free vendor for the placing Doctor to use for med sales, not allowing wound healing in player cantinas and cloning centers, or some other benefit.
Refference THIS THREAD for the full list of issues.
Message Edited by Agent001 on 04-13-2004 10:30 AM