Doctor Archive
Thread: Big List of Doc Issues for September (Updated, Discussion)
Zarlor wrote:1) added in. I wold note that I THINK (but I'm not positive) that logging in this situation will at least knock the characters wound levels back up to be at least 1. I haven't tested this, though, but it should be like the stat-stick bug in that respect.
That solution didn't come to mind as we were in the heat of battle. I may have to do some experimentation on that one with my commando friend.
Zarlor wrote:2) You've lost me on this one, kinda. I still get XP notifications. They mean nothing and don't add to anything beyond the 80k XP cap I've already hit, but I am getting notifications of getting XP. (Are you on Bloodfin as well, by chance?) At any rate XP notifications is not much of an indicator on cures/bleeds anyways. It either cures it or it doesn't. I will add in if we could get some of the the numeric indicators added, though, such as instead of saying "you reduce the bleeding", or cure or whatever, you get a message for "you reduce the bleeding by X amount".
That is very interesting. Since the last largish patch, I have not gotten experience notifications for any skill that had reached an experience cap. Generally this is healing and apprenticeship xp. I will test with rifle as well to make sure. My server is Gorath, and I'm amused to see we have the same stomping ground: Dearic, Talus
Zarlor wrote:3) Already on the list (and the CM list for that matter) with a mention under #9 and on its own as #17. However, it should also be noted that while I agree a Doc cure shoulod be the counter to a CM DoT, I think it should also depend on resources used. In other words, if a CM makes a DoT with 1000 stat resources and a Doc makes a Cure with 500 stat resouces, the cure SHOULD only be half as effective as the DoT, IMHO. If the both used 1000 stat resources, hwoever, the Doc should cancel the CM 1 for 1 in that respect, I would thihk. You are right that I do not think that is the case right now, though. I think the proper counters would be an AoE cure for Docs and same potency cures to counter those DoTs.
I will say that I think since CMS do have a greater requirement to their profession (the addition of the Ranged Weapon Support line and Novice Marksman) that they probably should get a slight boost in taht respect. Meaning that if the poison and the cure are purely equal in stats of resources used, (and the Poison does use more resources than the cure, BTW) then the posion should have a slight improvement over the cure. Just my take, though.
Its worth noting the difference in medical use value between poisons and cures. My poison C comes in just under 75 (combat medic support 4), while cure C comes in at 96 (Master Doctor). So the poison cure already requires a slightly more advanced professional to cure it. On top of that, and the big edge that I see a combat medic having, there is not (at this time, and I don't really believe there should be) an area effect cure for poison. This forces the doctor to make some really tough choices as to who to save.
This is just an update of the same old list you are used to seeing here. A few new items have been added (look at the bottom of the list, as always, for those) and some items have been updated (look for the notes in parenthesis under the issue name for these).
I've also started to include small notes to Dev statements that would seem to affect some issues. Not all of them have links and such, though, just quick notes. I'll try to be more complete with them later.
Otherwise, as usual, feel free to discuss, criticise, berate or do whatever you want with these but....
DON'T VOTE!
Once again this list is just for discussion, the actual vote for reordering this list will not occur until we have had a response to the last Top 5 we sent in for the end ofAugust.
1.Factory/Harvester Problems
(Removed fixed issues, updated crates issue to include lag as possible part of issue, added power management and radioactives problem, reworded factory speed issue, consistent maintenance/power displays added, added status checking ability, added harvester notification requests, added crates size slider request)
(*New*) Factories currently do not seem to be providing the 10% Crafting XP they are supposed to provide.
There are times where if the factory does take some resources and/or items from a crate to begin making an item, but then fails to make that item, it will eat the resources/components and 1 item off of the schematic without producing anything. We would like to see a factory double check that it’s requirements for all items are fulfilled before it actually processes those items and the count down on the schematic.
There are times where a crate will not dump an item into inventory. The whole crate just seems to be stuck and will not give up anything. (Reports are less frequent of this happening, at least, but it still does occur. In some cases this appears to just be a server lag issue were a crate will take several minutes, or even tens of minutes, before it finally dumps the items removed into inventory.)
Factories also have the annoying problem, when sharing or providing admin rights for another player character to use the factory, that the factory sends all email about what is happening at the factory to the Factory owner, not whomever loaded the schematic and pressed the start button. Is there some way to grant this notification method? Continuing to notify the owner is fine, but adding in the individual doing the crafting is also very much needed.
(*New*) Power management on factories (and harvesters for that matter) is fairly annoying in that there is no way to tell the structure which power from inventory to use. It is not even possible to hide a power source you do not wish to have used (such as radioactives) in a container. Of particular annoyance here is that a radioactive, usable in some components, will be used preferentially over something like Solar Power, which has very few uses in med production.
A request to check the status of a factory has also been made. Being able to open the input hopper during the factory run (to add resources if needed, or remove crates or at least see how many have been made even if the window is only made viewable, but inaccessible) would be a big help and provide some ease of mind that things are working as they should be. (Although it should be noted that the Output hopper can be opened, and is refreshed automatically, simply by selecting the Option item from the radial menu on a factory during the run.)
A request has also been made for some kind of Time-To-Completion timer being added to the factories radial menu, or even in an email sent at production start. Obviously game time is not always going to be accurate, but an estimate at the beginning of production would still prove useful, nonetheless.
(*New*) Consistency is also requested (and this applies to harvesters as well) between the maintenance interfaces and displays and the power interfaces and displays. Perhaps changing power to show in a days and hours format like maintenance does.
(*Reworded*) Some suggestions have been made to speed up the rate of production in a factory. This may be more noticeable for medicines than some other items where the absolutely lowest complexity on an item is 10, meaning it would take 80 seconds (not quite a minute and a half) to produce 1 item in a factory, whereas by hand crafting the same items they can often be produced faster. It has been noted that factories do allow for a more consistent product run (as well as being an alleviator of the tedium of hand crafting) and that factory components are practically a requirement for upper-level meds, so the current rate may have been considered acceptable in that manner. Considering the requirement, in many ways, to have a factory some increase of speed would generally be appreciated, however (or perhaps just the lowering of the complexity ratings on many meds and their components). There are, however, many dissenting arguments on this issue.
(*New*) Requests have been made for more notifications from harvesters and factories. While the current notification when at 50% maintenance is nice, it would be far more useful to receive notifications whenever a harvester stops and for what the reason was, such as ran out of maintenance, ran out of power or the resource is no longer available. The ability to set notification when maintenance or power reach a certain level would also be a nice addition, but even a set rate, such a notification when harvester is down to 24 or 12 hours left on either of those would be useful.
(*New*) We’d also like to see a slider or box that allows adjustment of the factory crate sizes produced. While 50 is a decent size for something, many times it would be nice to make 10 crates of 10, instead of 2 crates of 50, for example.
For more information you may wish to reference the following threads:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1201
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1224
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=2466
2.Doctor Surveying/Medical Forage
(Issue is being addressed in some manner we don’t know of based on some of Holo’s threads.)
Docs seem to feel the need to survey for their own resources and dislike the need to use skill points in Artisan in order to do so. Let's face it, anyone getting into the Doc level had to craft to get there, so the SWG version of a focused Doc is, in fact, a crafting profession and they want the abilities to self subsist in that capacity in the same way as Artisans do.
One could argue that this is related to the problems with the /medicalforage command being of no real value to the profession. Since CHers seem to have been given the ability to heal pets without having to take Novice Medic to do so this request doesn’t seem too unreasonable to many Docs. The other problem comes from the idea put forth previously by the Dev team (or Holocron at least) that Doctors could always just buy their resource needs. However, Docs have many very specific resource needs (Dantooine Berries, Class 4 Liquid Petro Fuel, Avian Meat, Lokian Wild Wheat, etc.) that very few, if any, other professions truly need. Considering the prevalence of the Money issue for Docs, the market for surveyors to cater to the medic market is simply too small to be successful in comparison to what a surveyor could make catering to one of the artisan professions. In this way it could also be argued that rarely would Doctors be able to actually compete with Artisans on the resource market simply because their normal resource needs are not the needs of other professions. Worthwhile resources for any good medicines are just rarely found on the bazaar, unless that resource also overlaps with an artisan need, and then they price on such an item will be driven by the artisan ability to make far more profit on the item than the average medic pulls in.
It should be noted that some are also having this issue in regards to scout skills and the need for some meat requirements. Again the situation tends to revolve around the idea that scouts will make far more profit from catering to the Hide/Bone needs of Artisans than they will from catering to Medics. In general these needs by Medics are not nearly as high as the artisan requirements and there seem to be far fewer folks who have as much of an issue when it comes to harvesting meat.
Other suggestions include providing survey only capabilities to increase with Pharmacology much as it does for Artisan, but disallowing the sampling capability and perhaps with a smaller range. Others have noted that without some ability to sample (perhaps limiting Docs to only ever being able to sample 1 resource per sample tick or even just letting the survey tool show the resource values that only a Doc would use from those resources), to test the qualities of a resource if nothing else, the simple ability to survey alone wouldn’t be very useful. Suggestions have also included making the ability part of some kind of decayable survey tool made by artisans that let a Doc survey, ensuring a continued resource stream to artisans to compensate for those few Docs that try to make money as miners instead of as Docs.
For reference the following thread may be of interest:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1540
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=5233
3.Mind damage.
(uncertain if parts of this issue are addressed or not due to ambiguity and possible mistyping of a /healmind command in the Dev response to our issues, some recent threads suggest providing this is being looked into by the Dev team, but the manner is uncertain)
This appears to be a major concern amongst both Medics and Doctors (and Combat Medics, for that matter). It seems to be a fairly major issue discussed in multiple threads on multiple boards out there in the community and perhaps part of the problem is simple frustration in being the person everyone is counting on to keep them going when you can only watch helplessly as someone's mind is being damaged and there is nothing you can do.
Suggestions have ranged from leave it as is, since it is a balancing factor to keep combats from being too long to either letting Doctors or Advanced Medics (or Combat Medics, even) heal mind at a 1:1 rate or possibly better Although most admit that healing at a better ratio would be fairly exploitable since a medic could then stim their mind faster than they would lose it, even though once you hit Master, who really cares about exploiting Healing XP anyway, possible modifiers to that would be stims that are mind specific, are at higher levels (say Mind A becomes available when you would normally get Stim C) and can be used on others only, not for self-healing. However it could also be argued that even if the medic simply were not allowed to stim their own mind, two medics could help each other to heal indefinitely, but it has also been pointed out that this is, in effect, what a Doc or Medic already provides for combat (and entertainer) professions in allowing them to ignore their special costs by healing them so they can use their abilities endlessly. Giving mind stimming ability to Entertainers or Chefs or as a form of /rally command for Squad Leaders has also been suggested. Mind stimming only mind incapped players has also been suggested (a Doc could still never stim himself that way for any exploit purposes). Even the ability to create Enhance packs, of the usual Doctor skill ability, has been suggested as at least a better method of staving off the damage potential in a manner befitting what Docs are capable of compared to food and spice buffs, even if that buff is not given to Doctors to make. One of the more popular suggestions is to simply reduce the amount of damage given with mind hits, or to reduce their frequency. Removing the ability to incap from Mind (you’d still be limited in not being able to heal more, etc.) and letting the “head shot” moves, such as those of the Rifleman, actually take large chunks of both Health and Action instead, have also been suggested. In all cases it is acknowledged that any form of Mind Healing would also require rebalancing the mind-damage-dealing professions.
While there may not be a consensus on the issue there does seem to be a HUGE amount of interest and concern on the topic and I am sure the community would at least like to get some feedback and or considerations from the Dev team on what they see as the balancing factors between mind damage, healing mind damage and perceived problems with nerfing the mind-damage-dealing profession.
I would suggest referencing the following threads to get the majority of the viewpoints involved, but should a tighter synopsis of these threads and their suggestions be needed, please don't hesitate to ask me for one. (I know, one of these is from the Medic forum, but there are a lot of Docs piping in on the issue, and one is from an outside forum that sees a good deal of traffic and interest from the Doctor community.)
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1299
http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=785
http://dynamic6.gamespy.com/~swgcraft/forum/viewtopic.php?t=1315
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=2177
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=3612
4.Enhance Packs.
(Added armor and buff issues, added buff loss on resuscitation, added perma-incap issue)
There are several issues revolving around all of the enhance packs, and especially the B packs.
Stuck HAMs on buffed players are proving especially annoying to many Doctor characters. Either the HAMs stick after being buffed so that the player cannot see when they are getting damage (Mostly Fixed, still seeing reports of this, but less often), they stick so that the Doctor cannot see that their groupmates are getting damaged (a very dangerous situation)(Mostly Fixed, still seeing reports of this, although it appears it can be worked around by disbanding from the group, running out to 100m away, running back and rejoining the group.), they stick for both the Doc and the player(Fixed?), or they simply do not scale properly so that the buffed bar simply goes out past the edge of the window and any damage sustained to that attribute is not seen until it gets below the point where it can be seen inside the window.
(*New*) Enhance buffs are being lost whenever a character dies, even after being Resuscitated. Previously only when cloning would buffs, understandably, be lost. With buffs no longer remaining even after Resuscitation that skill is becoming even less valuable. We are hoping this is just a bug and not a new situation stealthed onto us (it was NEVER mentioned in any patch notes).
Enhance buffs are also being lost on occasion when logging or in rare situations when crossing (or so it seems) server boundaries yet the enhance timer remains active, as if the player still were buffed. This one is proving to be of some difficulty, especially for higher level Doctors who have longer Buff times.
The timers on Pets are also screwed up in that if a pet is enhanced using the same buff that is used on the Pet’s owner at approximately the same time, after the buff wears off normally from the owner, for example, the Pet’s buff will also wear off. However the Pet’s timer will still be active, so even though the owner could be re-buffed, the Pet cannot as the game states the pet already has an enhancement to that attribute. (Storing then recalling the pet is a likely workaround for this.)
There is also no notification of a buffs expiration, as folks cannot see that stream of lost numbers while in First Person mode and may not notice that they have lost their enhancement. There has a been a report that there is some notification, but that it easily gets lost in other notifications or is simply not very noticeable. Possibly some other graphical notification of what buffs you currently have and possibly a blinking notification that those buffs are about to expire would be helpful. Allowing the buffing medic or groupmates to see who has what buffs would also be very advantageous. One suggestion was made for a type of Pie Chart as an icon on the HAM, like where other states are shown, that slowly cuts away slices of the color until it is getting low, perhaps blinking for the last minute or so of the Buffs duration. Even simply converting the Duration rating from seconds to an hours:minutes:seconds format would be helpful.
(*New*) Buffs also do seem to have some problems when used to assist in the wearing of armor. Sometimes other buffs methods seem to assist. It is likely related to Mind encumbrance in some manner, but the error message, which always states “'You are not healthy enough” seems to imply it is a Health related problem, when in fact it could be mind or action related. A more descriptive error message may help in alleviating some of these problems. One of the links below is to a thread further investigating this issue. (#9640)
There is also the possibility of griefing involved with buffs. Should a Doctor use lower level buffs on someone they could be, effectively, locked out from getting a better buff. Some other method of replacing lower level buffs should be allowed.
Experimentation on Ease of Use on Enhance Packs makes them HARDER to use, not easier. Very frustrating for the lower level Medicine Use individuals who gains access to higher level Doctor Crafting in that they cannot use these packs in the same way they had gotten used to being able to use Stim Cs at a lower Pharmacology level.
Enhance pack radial menus also are bugged. As posted by Kamat (and tested on the Lowca Galaxy) “Selecting a target then going into inventory, selecting the item, and then selecting the enhance target always causes me to enhance myself. I cannot use this to enhance any target.”
The Pet Radial menu does not show Enhance options (it can be done manually, but it's not on the radial for a pet). Please add it to that menu for consistency sake.
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.
(*New*) Enhance Packs have been related to a perma-incap bug, as well, since these buffs, in effect, allow you to take more wounds when buffed than the character actually has. Once the buff wears off the character is left with a negative wound level. (Logging may correct this problem to give the character at least 1 positive wound.)
And finally, Enhance A packs can be made at a lower skill ability than Advanced Wound Treatment and are given a low enough med use requirement that most Doctors will have no problem trying to make and use one as soon as they acquire the ability to do so. Unfortunately trying to use the packs without Advanced Wound Treatment means that they do not work, but they also do not give notification of why they do not work. This proves to be very confusing to many new Doctors. Same for Cure Poison Statepack. (And possibly Disease as well). Please provide some form of error notification when trying to use these packs.
More information on the last item can be found in the following thread:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1168
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=5278
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=9640
5.Heal consistency
(added Heal Variability as experimentable attribute suggestion.)
Since wound/damage healing and, especially, buffs seem to have such a wide range of healing levels we would like clarification on how this massive variability is generated and were wondering if it would be possible to reduce the variability ranges we are currently seeing. I think most folks seem to suggest that they can live without their Enhance Bs buffing for 500 on rare occasion if they can get rid of the occasional 150 buff and maintain a more consistent level of buff. Buffs are considered part of the bread-and-butter of Doctors and some level of consistency in them that we could determine from our base enhance number on the pack and our skill level would make these buff far more marketable. There’s nothing worse than selling a buff for a flat rate and telling the customer the buff averages out to a, say, 300 point enhancement, only to have it go off for 150 or passing on a Master Doc buff for 1800 and impressing one customer with a 2300 buff only to get an extremely negative response when the other gets a buff for on 500. The negative responses are the ones that are truly remembered by other possible repeat customers and this is definitely a difficult issue when making our skills sellable.
(*New*) A suggested alleviator would be to not only allow experimentation on base heal, but experimentation on heal variability as well. Thus a Doc who spends most of the experimentation points on Base Heal would still see a great variability, while those who spend on heal variability would get less mega-heals, but also less low-ball heals, providing a more consistent heal range. (See the Money Issue.)
6.Experimentation Issues
Experimentation does not seem to work correctly or consistently. Even with experimentation risks being listed as 0% there are still a great many critical failures, failures and some moderate and standard successes. Wholly inconsistent with the 0% failure rating guaranteed by the crafting station. Having highly experimented crafting tools and stations do seem to alleviate the problem a little, but not by very much. At least some think that having some possibility of failure is acceptable, but they do wish to have some indicator of what the possibility really is since obviously it is a greater than 0% chance and some would suggest it is really as high as a 5% chance. Amazing successes, on the other hand, appear to be far more rare than critical failures and do not produce as nearly drastic improvements as critical failures produce in reductions, there is simply no good trade-off here. We really would like more consistency and a more reliable, documented, experimentation methodology.
Also Malleability ratings do appear to affect the difficulty levels of crafting an item, but this is not otherwise annotated anywhere, not even in the Advanced Guide on Crafting on the main SWG website. Better documentation on Malleability’s affect on experimentation needs to be made available.
7.TEF Issues
(added No-Fighting or no heal TEFs being garnered in Med Centers)
(*Dev Response by Holo to similar issue listed as “Onscreen notification that you have received a TEF flag. I see this happening as a 'state' icon in your character's HAM window.” was “-- we are already working on this and I think it may be in an upcoming update.” Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=533754#M533754)
Notification of when a TEF might be incurred to allow the Doctor to NOT heal a character that would give them a TEF in a potentially deadly situation and some representation for covert characters to know when they are under the effects of a TEF. Not to mention the additional problems of getting TEFs from inadvertently healing covert opposing faction members, which allow your own faction mates to attack you. Requests have been made suggesting that Med Centers be no-fighting zones. (*New*) Perhaps medics/docs registered at a Med Center would not incur a TEF, but when healing away from there (or perhaps if not registered) they could incur a TEF as a possible solution beyond notification that may help the problem.
Also, better documentation is needed to explain the TEF healing problems. Many neutral Doctors cannot understand why they cannot heal a factioned player, or why they cannot heal an otherwise apparently unaligned player who had just been in a duel or some such. Some notification other than it being "unwise to heal such a person" would help to provide clarification. (Personally I like to see it as to heal a Rebel is to bring down the wrath of the Empire, while to heal an Imp would also bring down their wrath, since they only trust their own Docs. However you wish to explain it, though, the message needs to be clearer on why it is “unwise”.) Other suggestions also include allowing the healing, but allowing the Doctor to incur a TEF, even a stacking TEF, that they are notified of. So that if a Neutral Doctor healed an Overt Imp player, they would gain a Rebel TEF, if they then turned around and healed a Rebel player they would ALSO gain an Imp TEF, thus being fair game for either side in the conflict, since being neutral could be maintaining non-aggression between both sides, or it could be viewed as equally aggressive to both sides. Some Doctors have expressed interested in being able to expand their role-playing options by healing whomever they wish, even if there are penalties involved as long as those penalties are well known.
For some further suggestions can be found here in some of the comments:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=8267
8.Medicine Organization and Inventory Management
(possibly addressed in part according to Holo’s response of “Add smarter find medicine code”, updated persistence in open windows and sorting, added link for a suggested combined pack schematic)
(*Dev Response by Holo to issues listed as “Organize/reorganize the inventory window, so that you can keep things where you want them, instead of the seemingly arbitrary and random method that's currently used. This might be done by use of a ‘Lock in place’ radial menu addition to any/all UI windows, for example. < or > How about a grid system for this where we can simply place the item in any square of the grid?” was “-- I could swear that at one point we were working on this, and I don't know what happened to it. I'll inquire for sure.” Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=533754#M533754)
It has been suggested that some kind of equip-able Medic Bag exist that would allow a Doc to put all of their medicines (and only medical items) in that allows sorting and that would also be searched, alongside of type level inventory, for the purposes of finding medicines with the use of some medic-related commands. Presumably this would be in addition to the wearable Travel Pack. Another possibility was mentioned of consolidating med-packs into single types. Like having a Healpack-C instead of one each for Action and Health, or a Curepack-A for curing ANY state, not just dizzy or blind, and so on. This last suggestion may also help the Developers in greatly reducing database bloat. Even changing the naming conventions of Medicines to a more standardized form so that all Med Packs and Stims, and so on, can at least be sorted better alphabetically. Shorter names wouldn’t hurt either (after all, why are there Small Stimpacks, when there are no Large Stimpacks? Why waste putting the word Large in there?) Stacking of meds in some way or putting things back into crates has also been suggested.
We would also like to see better management of medicines that are in inventory, such as allowing searches from the /healdamage command to search for a stim in packs if it cannot find it in upper level inventory.
(*Updated)*) We’d also like to see persistent windows and persistent sorting. Far too often we can set up our multiple inventory windows just the way we like/need them, with items sorted in a particular order so we know exactly where to look for them in a hurry (and we ALWAYS need them in a hurry, it seems) but as soon as we clone, log or take a shuttle all the windows close down and the sort order is completely lost. We have to go through the trouble of reopening all the windows and resorting everything in order to be useful again instead of jumping right back out there. Please provide some method of persistence.
And finally, many would like clarification on the methodology for heal pack selection from inventory when using, for example, the /healdamage command. Is it simply the last Stim in the inventory chosen? The strongest? The weakest? The one with most/least charges? Alphabetically? By Stim serial number? Could it be made to be more consistent and possibly follow one of the methods listed above, such as always using the pack with the least number of charges, or the highest base heal rate, or even intelligent selection choosing lower level packs for smaller heals and higher level packs for bigger heals. Perhaps we can at least try to sort our packs in the manner of pack selection, if nothing else, to try and order our meds so they will be taken in the order we would like to have them used.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=9797
9.Master Doc Benefits
(added counter for Resuscitation pack issue and harvest ability, added Mind Stim suggestion, added combined wound pack suggestion)
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.), or consolidated wound packs (also look at the Inventory Issue)
For a sampling of the discussion see:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=7596
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=8075
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=10330
10.First Aid Improvements
Allow First Aid to be a skill that improves. For example if a patient is hit hard enough to bleed it may currently take a Medic with FA2 6-10 times to cure that bleeding, and a Master Doctor will take the same amount of heals to cure that bleeding. Perhaps once someone is into the Doc levels of wound treatment their skill would reduce the number of times needed to stop the bleeding to, say, 2-4 times or even less. As it stand CM Poisons (another form of bleed, really) can sometimes be cured in one application, but bleeds simply cannot and are far too overpowered in comparison to that. Providing better First Aid would greatly assist in alleviating that problem. Other suggestions are that this improvement top out with Master Medic, or that the improvement, being trauma related, be given to Combat Medics. A suggestion for a craftable bleed state pack, a Band Aid if you will, could even be created for this purpose to ensure a resource drain for the skill improvement.
11.Money
This topic comes up very frequently on the Medic threads, but just as frequently, if not more so, on the Doctor forums. There is a lot of concern about how a focused medical character should be able to make money. By this I mean that we are talking about a character who's primary skills and interests are in the healing arts (which would include crafting of meds) and not, necessarily, combat or resource management. The self-sufficiency of the profession does not really exist except in a few small methods, of which the primary one for making money IN the profession would be production and sales of Small Stimpack Bs with some income coming from the sale of the service of enhancing stats (not nearly as useful an income source until Master Doc is reached). There is a much smaller niche market for medical resources and components, but most Doctors seem to feel that resource gathering and sales, while obviously an integral part of the Doctor profession, is more of the realm of the artisan and such sales would be, in effect, making money as an Artisan, and not as a Doctor.
The other methods of making money seem to be far less reliable, or are not well supported by the game. Primarily, for those interested in providing services such as Healing or Enhancing, there is no secure method of trade to ensure that the Doctor is paid for their service while also ensuring that the customer gets the service they are requesting. Suggestions have included some form of secure trade window, like is done for normal trading, having a Doctor’s healing actually use packs that the customer has on their person instead of the ones on the Doctor (and thereby the Doctor could sell the medicine to the player and then heal him with those), lowering the Med Use requirements on some medicines, such as A packs, such that anyone could use them thereby opening the market for more pharmaceutical products that Doctors could then sell. Having Doc-specific mission, like the artisan or entertainer missions. Giving Doctors some sort of Vendor ability to encourage pharmaceutical sales. Again there is no true consensus on the issue other than that most of the Medic classes tend to rely on other methods of subsistence and take time doing those things that they may not be interested in or may not be fun for them (the usual, delivery/destroy missions, for example.) The issue is an important one amongst the player base and receives a lot of attention on the forums and in game from many of the medics and Doctors I have spoken with.
Of notable reference are the following threads:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1768
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1197
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1650
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=6196
12.Combat Queue Heals
(*Dev response: Issue being looked into as a likely patch)
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.
13.Faction Points
Docs are interested in seeing a share of Faction Points in the same way that we are getting Combat XP. It is considered inappropriate that a medic professional would be out in the field and, being unable to assist in taking out an opposing faction NPC or player (because they are healing those who are doing so), they will not gain FPs and so will progress much more slowly in faction gains, while providing at least as valuable a service as the person providing the offensive capabilities. Other considerations have included gaining FPs for healing Overt faction members, especially considering the dangers involved in gaining a TEF in this manner in a place that is known for finding unsuspecting TEFed characters (i.e. The Med Center, see TEF Issues).
14.Healing Range/Distance
Heal range is annoyingly small. Just enough so that at the normal follow range healing simply cannot be done. Is it possible to increase the standard range just a smidge, to 7-8M, perhaps, or to decrease the standard follow range?
15.Doctor Content
There is concern that there is a lack of Doc specific content, such as missions to craft medicines or to heal an NPC someplace or to go someplace to heal folks until X number of wounds have been treated and so forth. Such missions could be construed as a method of alleviation of the issues concerning how Docs make money. (See the Money issue)
16.Crafting Schematics
Crafting schematics do not seem to properly reflect exactly how they are utilizing their formulae. For example some basic testing has shown that although a schematic states a Stim should get it’s power rating though 66% OQ and 33% PE and it’s Charges through 66% OQ and 33% UT. However, it appears that using an Inorganic with a PE rating does NOT yield additional power, as the schematic would imply. Clarification on this, such as annotating on the schematic that only the Organic affects Power and Only the Inorganic affect charges, should be made if this is truly supposed to be the case, or it should be rectified to properly select all ratings available from all components in other to create the final product. It would appear from further testing that like attributes from different resources are actually averaged, and not additive, which is counter-intuitive to a crafter’s expectations. We would really like some clarification on the issue and better documentation of it.
There are also several schematics that use resources that do not have stats required by their schematic. In particular, the Infection Amplifier and Advanced Infection amplifier use Reactive Gas and Aluminum, neither of which has a PE rating, 33% of the Power for that component. Dispersal Mechanism and Advanced Dispersal Mechanism Use Liquid Petro Fuel and Inert Petrochemical, neither of which has a Conductivity rating which affects the Range and Area of Affect on the component. On the final schematics for all Enhance packs other than Action the schematics require Avian Meat and Reactive Gas, neither of which have UT rating which affects the charges available. The same is true for the top-level Cure Disease and Poison packs.
It has also been noted that despite the increased complexity and resource requirements of something like an Advanced Biological Effect Controller over a standard BEC the standard BEC will still provide more XP. By the same respect, despite the complexity of completed meds, such as stim or wound packs, theses also provide less XP, relatively, than grinding out components.
Additionally the schematic for Advanced Resilience Compound will not load into the crafting tool at all.
For more info the following thread is useful:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=5996
17.AoE Cure State Pack
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.
It has also been noted that the current CM poison strength, while now acknowledged as viable, does not have an acceptable counter in even a standard Doctor Cure Poison, in that it often takes a Master Doc with a similar Cure Pack to a CM’s Poison pack anywhere from 2-4 applications of the cure in order for it to take effect. Combined with the AoE issues above it would be utterly impossible for a Doc to even come close to countering a CM AoE poison. It has been suggested that at the very least the Disease and Poison Cure packs be boosted up a bit in capability.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=6476
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=6618
18.Pet Stimpacks
(modified wording, added certification suggestion)
Some Docs are incensed about the idea of giving pet stimpacks to anyone for healing Pets. (Not at the BE’s for making these packs, but that anyone can use them.) Something that was previously the purview of the medic classes. Letting some other class utilize stimpacks, even if it’s just for pets, seems like a slap in the face by giving anyone the ability to use an item that is otherwise exclusive to Novice Medic, when an integral skill required for Medics, Surveying, won’t even be considered for Medics because it would somehow interfere with Artisans (who already have far greater financial stability than the medical professions). Not to mention the ability of these new stims to heal mind damage on the fly when no other class in the game has this ability for use on player characters. Some clarification on the reasoning for this issue or some other form of compensation, such as reducing med use requirements on A packs, mind healing, a certificate system allowing on Pet Stim A use by anyone, but higher levels only to be used by BEs and/or CHs, the removal of the mind heal component of the stim or the removal of pet stimpacks altogether has been suggested.
19.Resuscitation Issues and the Stat Drain Bug/Stat Loss Bug/Stat Stick Bug
(consolidated Pet Resuscitate, and Battleground Resuscitate into this issue, added Enter accepts cloning issue, added Consent to Resuscitate and clone delay suggestions, removed droid reference on pet permadeath issue)
The 60-second stat drain after Resuscitation persists beyond 60 seconds. Food/buffs/spice seems to rectify. Likely this is related to stats getting stuck at lowered levels after taking wounds until those stats are kicked back to normal by doing something to affect the stat. Please fix.
Resuscitate pack usage on pets has been asked for. Since this obviously does not apply to true beastie-type “pets” as they no longer have perma-death, I believe this request still applies primarily for NPC-style faction “pets”.
Upon death in a battleground players are immediately removed from the field, rendering the Revive skill useless. It has also been pointed out the relative uselessness of buffs in that arena as well since mind damage is highly focused upon in PvP battles. These two issues combined make a Doctor virtually useless in that arena considering that Buffs and Resuscitation are their two primary Doctor abilities and practically the pinnacles of the profession. It has been requested that there be at least a short delay upon player death in the battlegrounds so a doctor may attempt resuscitation.
(*New*) Typing while a corpse and hitting enter sometimes is accepted as a Yes response to clone, often to the default cloning center of the closest facility, even if they player would have preferred their bind point. This is a problem for Doctors in that a player may have been attempting some message or communication and accidentally have cloned when a Doctor was available, sometimes even just about to, Resuscitate them. Please look into removing this default behavior.
(*New)* A request has also been made for a pop-up box to appear to the player of an unconsented corpse telling them that a Doctor is attempting to Resuscitate them, would they like to give consent for this action to occur? It was also suggested that a short delay, perhaps 30-60 seconds, would not be to out of line as an acceptable penalty for death before cloning is allowed. This also gives a Doctor a bit of time to get to a player and at least let them know that they are willing to Resuscitate them, if they prefer not to clone.
20.Droid Med Module Bugs
(fixed droid permadeath)
Droid med module ratings are superceding the heal rates in other locations, thus GREATLY reducing the heal capabilities of medics (or increasing on those rare instances an experimented Med 6 Module is on the droid in question). Please check to ensure that only the best heal rate is utilized.
Droids are also now affecting the damage stim rates when they are out, greatly reducing what a stim would normally heal damage for with no droid around at all. While it would be nice to have a 10% increase with a well experimented Med 6 module, it is requested that droids either be taken out of the loop for heal effectiveness with stims, or that the greater heal rate of an area is also considered for stims, but where the standard heal rate is considered 100% irregardless of location (thus allowing for a 100 heal rate normally, but gaining the bonuses of a droid that has a higher rate if it is available.)
(*Fixed*) Relatedly, most med droids are now in extreme danger in the field. Why is it that CHs get away with no pet perma-death, but those of us that must rely on droids (Usually droids with no armor of combat capabilities) are subject to being smacked by this? It is already an extreme inconvenience dealing with a incapped droid by requiring it to be stored and retrieved only in the appropriate places, but forcing one of the poorer professions to constantly buy expensive droids is rather ludicrous. It’s easier for us to just heal in camps (since we’d have to pull them out there anyway to be safe) and skip the droids altogether. (*Fixed*)
21.Factory Identical Components
There has been a request to alleviate the requirement for factory identical components. It is possible this would not really be considered a problem if Medics had some decent ways to make money (see the Money issue) as then they might actually be able to afford a factory, or at least be a viable market for other Doctors running factories to sell to them. Right now it is considered a rather non-productive market to sell to, primarily, other Medics (although a few are making it an acceptable market in this respect.)
22.On Fire Cure
The ability to cure the “On Fire!” state created by several attack forms has also been requested.
23.Correspondence Response
Many Doctors feel slighted by the lack of direct response to our correspondent issues. We are most interested in providing what input we may into improving the Doctor profession, and the game in general, by whatever means we can and since the correspondence program is the most official method provided, it is felt that a more timely, and thorough response to the issues the correspondent forwards is needed. Such responses should be public and posted directly to the forums and address the issues as presented. Without proper input on Developer considerations on the issues we cannot provide better feedback in the continuing development processes.
24.Damage/Stim/State Timer and Bug
A timer on these like we have for wound packs to let us know when we are ready to heal Damage or a State again would be very helpful. As it stands now we simply have to continually hit the appropriate method of healing or attempt to keep an internal track of times between heals.
Relatedly the State packs (and when a Doctor stims themselves) seem to ignore Diagnostics level in that they notify the Doctor that he must wait, say 3 seconds before healing again, but after three second it continues to give a command stating you must wait before you can do that to what would appear to be the full delay of someone who had no Diagnostics skill at all, or about 6-9 seconds, in effect doubling the delay rate. Please fix.
25.High Level Wound Pack Consolidation
A request has been made for a set of low level wound packs (assuming no consolidation is done based on the Inventory consolidation issue) that would heal, say, Health and the Health secondaries all at the same time and another pack for Action and the Action secondaries. Perhaps limiting them to a comparable A, B and possibly as high as a C-pack, but no higher, at the highest of Doc crafting levels.
26.State Pack Persistence
Would it be possible to get some level of persistence in Cure State packs? The states appear to be regained upon the very next hit by a MOB. For example, why unblind someone when they are just going to get blinded again before they can even get their own attack off. Some persistence in the state cure packs would provide some level of immunity to being afflicted with the state again immediately. Another possibility would be that state cures offer a temporary increase in defense against that state.
It should also be noted that many states do not seem to have some very obvious effects and with the timer-related errors involved in state pack usage, few Doctors, or their patients for that matter, bother with State healing, apparently. Considering the defense bonuses no being fully applied to moving characters, getting to a character to apply a state cure is even more difficult. Clarification on the effects of various states, review of their effectiveness and review of their persistence on healing would be welcome.
27.Auto-Retaliate
The ability to turn off auto-retaliate when fighting has been requested. The reason being that for healer characters the actual fighting process slows down their heals, and can sometimes cause confusion about who/what is targeted occasionally causing heals to go in the wrong place. Some medics prefer to avoid having any weapons in hand in an attempt to not have attacks being fired off from them that might slow down their ability to heal. The possibility of ensuring that heals get priority in the combat queue by going immediately to the front of the queue may help to alleviate this at least some.
28.Crafting XP
Docs are feeling a bit hampered by the crafting requirements of the class. While there are a few who simply do not like crafting at all, many seem to feel that crafting is acceptable, but only if it improves with use. An example pointed out on the forums was that a Stim E will often heal for 1500-2500, or about 600-700 xp a heal. That 1 stim E provides about 500 crafting xp. Since there are 41 charges on a stim E that means a difference of 41*700=28,700 healing xp, as compared to that 1 stim providing only 500 crafting xp. A ratio of 57:1 instead of the 3:1 that would be expected for proper scaling of raising the skills evenly. (Actually it has been noted that those numbers are probably a bit off, but the ratio is still approximately valid). Admittedly compared to the time it takes to use those charges enough stims could be made to equalize that ratio, but it is requested that the metrics be looked at again now that Factory XP is back to where it should have been (well, if it is supposed to be at 10%, even though factories are not giving that now) and that self UXP in components has been fixed and also keeping in mind that there are folks who are just grinding the meds for these lines to catch it up to their other med levels.
Some items do not seem to be giving proper XP, such as Resuscitation Kits providing 0 XP or that a BEC will give 36XP in Practice mode while an Advanced BEC (using a total of 13 more components) is giving less than that as well as experimented items, having a higher complexity, do not give more XP than their unexperimented versions.
Some have also suggested that perhaps Doctor is simply too easy to Master. I am still uncertain whether this is intended or not and whether or not it is really balanced enough compared to possible speed of gain rates for other professions. It may be a situation where, as Holocron has told us before, the game simply does not start until you completely allocate all of your skill points and that philosophy being somewhat counterintuitive to how many other MMORPGs are played. Or if this is truly a valid concern that having Master Doctors within this time frame is unbalancing to the game. Perhaps guidance of the Dev thinking on the issue is needed, or the rate of gain should be adjusted. The crafting requirements will definitely need to be more balanced, however, in most players’ experience, some suggesting either making it easier, or making the rest of the line harder or somewhere in between.
Please reference the following for more information:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1383
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=2020
29./diagnose Refresh
There have been requests for the new /diagnose command to either have a refresh button added to it, that it automatically refresh at some interval (perhaps every 15-30 seconds), or that reissuing the command will refresh the current window instead of opening a new one. The window also comes up rather small and it is not the easiest display to read. Perhaps something more like the Ctrl-C display or coloring the names base on their appropriated HAM section would help some. Adding in the HAM Damage levels (not wound levels, but damage levels) and the max level of a stat (to make it easier to check buff status) has also been requested.
30.Skill Enhancement Concerns
(Expanded issue to include SEAs not working and the concerns in the second paragraph)
There have been concerns raised that Skill Enhancing Attachments (SEAs) and BE enhancements (once fixed) will give a serious advancement to a non-dedicated Medical professional. For example, someone could get to Novice Doctor, take 2 levels of Wound Treatment and, with the proper Med Usage tapes be instantly capable of using D-level Enhance Packs. 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.
(*New*) At the same time it should be noted that SEAs to not currently seem to be working correctly. There are issues with having to socket them only when the clothing is not worn, that tapes cannot be removed from clothing once socketed, that clothing must be removed before logging out, or the tapes will actually prove to be penalties instead of bonuses, and there is also concern that beyond +100 the are utterly ineffective, thus providing that Novice Doctor, in the example above, the means to be as good as a Master Doctor with a +100 Wound Treatment, but that the Master Doctor cannot get better since +100 seems to be a practical limit. (Although this may just be an anomaly of SEAs not working properly to begin with.)
31.Medic-related Clothing
There is a white coat, but other types of red, white, or white with red patterned-clothing for medics has been requested.
32.Combat Medic Components
The experimentation points and availability of components that are only usable by Combat Medics has caused some confusion. Having them in the Doc tree provides Doctors with an unfair advantage to experimenting on an item they do not use, while Combat Medics who have not taken any Doctor skills can only make those components at a reduced ability. It has been suggested that while increasing Medical Crafting through Organic Chemistry in the Medic field, that, even though it will be unused at first, Combat Medic Crafting also be raised. Or that crafting apply to combat medic crafting as equally as it is to Medic/Doc crafting. This may make a Doc/CM have an incredibly massive number of experimentation point (presumably 15), but then again they end up using so many skill points to get it I can see how that could easily outweighed the advantage that would bring.
33.Target Self/Groupmates/Friendlies
(added groupmates at toggle-targetable, added Ctrl-Q as possible fix to group scrolling, added number display on group names, added selected target visual aid indicators, added targeting of friendlies)
The ability to target self when clicking on your own HAM bars, such as in a group, which would function in the same way as using Ctrl-1 would. A request is also made for a quick way, like Tab (perhaps a toggle to make Tab work through enemies or friendlies) for quickly scrolling through groupmates (Ctrl-Q may already be mapped to do this?) or through friendly (or at least non-aggro) targets as well.
(*New*) Additionally it would be helpful to list a number next to all of the group member names making it easier to know which one is associated with which Crtl-#.
(*New*) It has also been requested that a selected group member be made to stand out more than with just a blue box outlining them and their blip on radar. Something like a flashing name and/or radar dot in order to better locate the targeted individual in a clumped up group.
34.Medicine Use Skill Granularity
Many would like to see more granularity in the base Medicine Use levels for different meds, to encourage balanced increases in the Medicine Use skill. Possibly even reducing some medicine use levels so that Medics can use some Doctor created items, while others could be made more difficult to encourage purchasing of the usage skill levels.
35.Med Center Crafting Station
The Doctors would also like to see a Public Food & Chemical Crafting Station in Med Center. The inconvenience of having to leave the Med Center to craft more packs for patients who want healing “right now” to both the Doctor and the Patient seem a bit much for such an easy fix. Admittedly this is more important as an issue for Medics, but the Doctors have brought this up as well and would like to see it implemented.
36.Med Center Grouping
Grouping for Medical classes in the Med Center has been brought up. The consideration would be that healers could group, in much the way Entertainers do, for minor healing gains and/or minor XP gains or even for simply lowering the variability of heals as many would simply prefer some greater consistency there. The suggestion for auto-splitting /tips was also brought up in conjunction with this idea, perhaps with a /tipsplit or /grouptip type of command for the patient to use.
I find it unlikely that this will be addressed. I'm running into this issue on Tempest, where the resources I need are simply not available on the bazaar. Fortunately, I'm part of a PA, so I've solicited the help of the artisans to help me plant harvesters for Doc specific resources.
Given the amount of money docs can make via Buffs and Reses, perhaps this is intentional? I've decided to start harvesting myself, but perhaps this just creates a market for the artisan/doc?
Just some random thoughts...
Actually it is supposed to be addressed in some manner.
In one sense the Devs have already acknowledged problems with /medicalforage and have been looking into solutions, per their own posts early on in the forum and a few other posts that can be found with DevTracker.
The other sense is that being issue #2 means this item was sent in directly to the Devs as a Top 5 Issue for the Docs by the Doc Correspondent (me). According to the terms set forth by the Devs regarding the correspondent their end of the bargain REQUIRES that they respond to our Top 5 issues. So in that sense this issues should definitely see some kind of response, even if it is a negative one. (And personally, I think it is more likely than you might think at being a more positive result, especially when considering all the arguments presented in the threads linked in that mesage as well as others.)
Of course the problem with the premise in that last paragraph is simply that we never even had our first set of 5 Issues directly addressed by the Devs (unlike the Combat and Crafting classes did.) But at least Holo has made a public statement that when it came to the correspondents they "blew it" and just did not hole up their end of the bargain. All we can do is hope that situation is rectified so we can actauly get those responses.
Gallion: You know, I really haven't been deliberately taking notice of any XP spam, since I'm capped on everything anyway, so it has been irrelavent for me. It's just that I keep thinking I've been seeing it, but it's possible I'm just remembering pre-patch spam, instead. I'll try to take more of a look for me as well.
Even so, folks are, in general, getting Med XP, yes? I would think every Novice Medic on every server would be completely up in arms if they weren't since none of them could ever progress in their class if that were the case.
As for Med Use values, those are for similar resources and, relatively, similar components? If so, then that's probably a decent leveler that allows the poisons to have some extra something to make the extra point cost give it that tiny oomph.
As for AoE Cures, that is exactly what isse #17 (and the metion under #9) is all about. I fully agree that Docs are and should be the counter to CMs. There are some that would argue that for some reason if it says ranged or AoE on it it should be a CM thing, so I suppose you could argue that CMs should get such cures. Either way is fine with me, really (just give doc a Point-Blank AoE cure, though, if you ask me, sure it's AoE, but it's not ranged AoE). I just think we need a proper counter, jut like you said. At any rate, I was only pointing out that it's alrady an issue on the list.
However, if that issues does not seem to be sayig what you are saying, or you think something is wrong with the wording on it, definitely let me know. Is it not clear that AoE Cures is what that is asking for?
Factories also have the annoying problem, when sharing or providing admin rights for another player character to use the factory, that the factory sends all email about what is happening at the factory to the Factory owner, not whomever loaded the schematic and pressed the start button. Is there some way to grant this notification method? Continuing to notify the owner is fine, but adding in the individual doing the crafting is also very much needed.
Keep it the way it is, this is good.. if it changes you should have an option to keep it this current way. When I first lent my factory to someone I wanted to know what they were making. Now we are friends and I trust the person so now I could turn it off for myself if it was possible. But I am the owner of the factory *I* want to know what is being made in it.
Is something about the wording on that issue unclear? It does state that continuing to notify the current owner would be fine.
BTW, factories only notify you when the stop producikng, not when they start, so in that respect isn't it already a little too late if someone is making something in your factory you don't like? You wouldn't find out until either it was already done being made, ran out of something, or was stopped. Of course if you are really untrusting of someone you could always run out to your factory at any time and stop production. It's not like giving someone else admin rights all of a suddenprevents you from still having those rights.