Doctor Archive

Thread: Big List of Doc Issues for September (Discussion only)

Zarlor
Wed Sep 03, 2003 11:38 am
#1

Here is the fully reordered Big List based on the voting we had last time. Feel free to discuss or add to these issues as you like. As always I'll also be reading the other threads for issues as well, but be sure to give me a reminder here if you brought up some issue but I forgot to add it. Generally all issues get added, but any that get brought up but are not responded too, or are not responded to in a positive manner, by at least a few other people, probably won't get added simply because it would seem there is not enough support on the issue for it to be a full-blown issue.


So here is the full list, reordered. New Items are at the bottom and the stuff in parenthesis indicates changes/additions.


NO VOTING!!!!


That's just to remind folks that this is just a discussion list for folks to mull over. There won't be any voting on the final list until the Devs respond to our August issues, as per their request. Looks like a monthly occurence at this rate (maybe.)


Please feel free to correct me on spelling, grammer, errors in what got fixed that I missed, what didn't get fixed that I forgot, confusing language, not objective enough language (i.e. you think my personal bias might be showing through), or just to call me an idiot. It's all good.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Wed Sep 03, 2003 11:39 am
#2

1.Factory Problems


Factories sometimes still do not pull subcomponents from crates in Factory production. Factories are also only producing 100 items at any given time, although sometimes they will do more, and stopping, even on a 1000 item schematic Some suggested methods for assisting with factory problems include things such as increasing the input hopper size so that more individual components could be placed there, since they have to be pulled from the crates by hand. 100 is simply too prohibitive a size for making items with multiple components without baby-sitting the factory. There are also times where if the factory does take some resources and/or items from a crate to begin making an item, but then when it fails to make the 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 schematic. It should also be noted that while it is possible to use the slider for a factory to create from 1-100 items, the slider does not granulate further, but will allow an additional 0 for a 1000 item run. 1000 items is actually very appropriate and convenient considering the extremely high demand for crated completed items, items which require multiple crates of components themselves. The 100 item production limit at the moment has caused concern that 100 items really is the true limit and it has been asked that 1000 be kept as a more reasonable limit.


The reduction of the output hopper to 1000 is also proving to be a problem and factories will consistently refuse to run and at times require that the output hopper actually be completely empty in order to run. Crate volume reduction to 1 may help with the situation, but only if it actually sees that crate as only volume 1 in all situations.


Relatedly the ability to drop a crate into the input hopper and then double-click to drop an item directly out of the crate into that hopper would also be of some help in alleviating the problem. By the same respect there are times where the crate will not even 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.)


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.


Not to mention the exceptionally slow rate of production in a factory. This is especially true for medicines 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. If it weren’t for the dangers of carpal tunnel syndrome and the requirements of factory components I think most Doctors would simply hand-craft everything, at least you get some XP for it that way. After all 3XP every 80 seconds has absolutely no comparison to 33XP every 60 seconds even using just 1 crafting tool. So to heck with the XP, it’s irrelevant for factories, but speed of the factories is definitely an issue. They are simply too slow.


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 in Holo’s response.)


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), to test the qualities of a resource if nothing else, the simple ability to survey alone wouldn’t be very useful.


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)
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. 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 classes 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, as well as the possibility of 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.

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 Rifleman 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)


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.


Enhance buffs are also being lost on occasion when logging 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.


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.


Buffs also do not seem to assist in the wearing of armor, as would be expected. Early experimentation seems to suggest that Armor requirements take a look at your standard stats, not your buffed stats.


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.” Also 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 be 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.


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


5.Heal consistency


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. (See the Money Issue.)




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Wed Sep 03, 2003 11:40 am
#3

19.Resuscitation Stat Drain Bug/Stat Loss Bug/Stat Stick Bug


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.


20.Droid Med Module Bugs


Droid med module rating are superceding the heal rates in other locations, thus GREATLY reducing the heal capabilities of medics. They 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. 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.


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 initial set of 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 doing that 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 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. 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. 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


(Added oddities with differing XP amounts between basic and advanced components and 0 XP resuscitation kits, added getting more XP for experimented, and therefore higher complexity, items)
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 and that self UXP in components has been fixed, 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. Add in that 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


(added keeping using command to refresh same window instead of opening a new one)


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 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 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.


31.Pet Resuscitation


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”. It has also been noted that Droids, to some extent, fall into this category and since droids are an integral tool for medical professionals having to deal with perma-death droids is more than a little frustrating as well.

32.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.


33.Combat Medic Components


The experimentation points and availability of components which 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.

34.Target Self


The ability to target self when clicking on your own HAM bars, such as in a group, that would function in the same way as using Ctrl-1 would.


35.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 some Doctor created items can be used by Medics, while others could be made more difficult to encourage purchasing of the usage skill levels.


36.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 an issue for Medics, but the Doctors have brought this up as well and would like to see it implemented.

37.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.


38.Incapacitated Player Location Problems


Incapped players seem to always change location from where they, apparently, dropped down, even when you are on follow. As such the player who may not have moved since the last time you were close enough to heal them just a few seconds ago, is somehow no longer within healing range, even if they look like they are at your feet. Workarounds have included using the /DragIncapacitatedPlayer command to get them to you, but sometimes the location is so screwed up that even though the player appears to be at your character’s feet, they are still outside of the 20m drag range. A possible solution is using the same location algorithm for locating the “body” that heals were using on the live player (where the player WAS close enough) when they are incapped and allow the /follow command to actually work on incapped players and corpses to get us close enough to them to perform the required heal function.


39.Battleground Resuscitation


(New Issue)


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.


40.Schematic Trading


Allow trading of schematics. There could be a possible market for this outside of the Bazaar or on Vendors. Currently the only method of transferring schematics is through a vendor or a factory where both individuals have administrative rights. Both methods are really only a workaround for the much simpler method of being able to trade schematics directly in secure-trade.


41.Wound Stat Pack Selection & the /Heal Commands


(fixed for /tendwound, it could possibly affect /healwound as well)


/heal command (wound, state, etc) does not work with the macro given, as a type must be specified. Doctors would like a way to get it to simply use the appropriate pack for the first type or perhaps worst type of wound/state it comes across on the selected target, much in the same way selecting the Heal Wound option from the patients Radial menu works if you do not select a sub-option for the specific wound. As it stands having the macros instantly implemented upon training (so they show up as /healdamage and /healstate) confuses the first time user because they cannot simply press the appropriate toolbar button and have the macro work in the same way the /healdamage command does.
It has also been noted that the Radial menu does not always provide the Heal options, even though the target is obviously wounded and/or the redial menu was just used to provide a heal.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Wed Sep 03, 2003 11:41 am
#4

42.Battle Fatigue Notification


The Battle Fatigue affecting your heal rate should be giving notification at 200 instead of 400. By the same respect the player being healed should also receive the notification message as well to encourage them to get the Battle Fatigue healed at the Cantina first before going to the Med Center and wasting the resources of the Medics their who are not healing to their potential because of this.


43.Droid Messages


Droid “Low Power” messages are too obscure and difficult to read, often only appearing to pop up off of the droid itself, which can be hard to read and especially difficult to notice if you aren’t looking at the droid directly. This is causing a great deal of confusion and a lot of folks are thinking their druids are broken when they only need to be recharged. Better notification of the “Low Power” condition, instead of the standard, “You must be in a camp, blah, blah, blah, to do that” message is needed.


44.Medical Vendor Type


Food vendors appear to be available on the Vendor lists along with other types like Junk and Armor, but there are no options for Medical Vendors.


45.Quickheal uselessness


Some people have mentioned they would like to see the Quickheal skill actually be useful. The mind costs and damage accrued are too prohibitive for actual use, and would never be used as a “last ditch” method in combat, simply because by the time a last ditch effort is needed the Doc will already have too low a mind level to use the skill. Suggestions tend to be along the lines of greatly reducing the mind and damage requirements of the skill, but greatly increasing the BF and mind wounds accrued through it’s use to balance that out.


46.Food Factory Deed Naming


The Factory deeds for Food & Chem. Factories need to be renamed. They currently state only “Food Factory” on the deed and far too many medics, and far too many architects, get confused enough by the name to think that some other factory, such as the Equipment factory, is needed. Please Fix.

47./DragIncap Macro


/DragIncapacitatedPlayer needs a Macro automatically generated like the other Macros are.

48./DragIncap Use in a Room


The ability to /DragIncap from a room or Cave/Dungeon.


49.Title Sticking


The (none) title does not save on logout.


50./registerwithlocation command


While considered nice, Docs would have liked to have seen this command more widely published (it was NOT in the publish notes). They would also like an annotation someplace besides the Planetary map as few folks will be using the planetary maps. Instead it would be nice if their Overhead (Ctrl-M) map and/or the building itself have some obvious indicator that it is manned, such as an asterisk and (manned) at the end of the name on the overhead map and a big flag that flies outside the building when it is manned.


51.Pet Healing


(New Issue)


This issue is regarding the removal of Pet Healing XP. I’m leaving the wording blank at this time as I know this issues will probably be addressed to some extent before we get around to needing to vote again. So I think the issue may be far too mutable to clearly define at this moment.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Starphire
Wed Sep 03, 2003 11:50 am
#5

I am not sure if you want ANY feedback on these, i dont think you do but i wanted to give some compliments and feedback just cause I wanna be heard


6, 7 and 8 are so awsume OMG i hope they fix.. so glad 6 is in there, wish it was up higher. As for resurection being in the master box that really bothers me I do not agree. I think it is perfect were it is incase you just want to master that tree inside the doc tree. I can be a "Feild Technician" or an "emergecny respondent" in medic, why cant i be a resurection person in doc?? They obviously made those sub titles for those who don't want to master the whole thing. I think it's perfect were it is. PLEASE dont change this.




Starphire Elation Tesra Elation - Master of All Proffessions

Cancel your ALTs in protest of to many bugs!! TO MANY BUGS!!!
I cancled mine until the big bugs are fixed!
Zukihara
Wed Sep 03, 2003 1:01 pm
#6

I'll try to contribute anything I can but it's certain we have the best correspondent of the lot.



For me, radials being so buggy is a real pain particularly when doing enhances and healing.


With more and more resources hitting the server, a consolidation of heal packs is a must. I just can't carry it all around as easy as I used to.


No voting, I know, but I'm glad to see that medical survery thing right near the top. 15 points for that is insane. Simply granting survey 4 (even 1 !) under the master doctor tree if nothing else would be wonderful andgive more incentive and reward for mastering.Being able to harvest creatures at a lowel level at master doctor would be nice as well.


As a support class, I could spend a lot more time supporting and helping people if these things were fixed.

Starphire
Wed Sep 03, 2003 1:07 pm
#7

Oh Zar I know those arn't all YOUR stuff, you are just saying what the masses are saying. I really REALLY appreciate that you read my responces. I have JUSt gotten into medic/doc I made my choise to DEF go doc instead of CM last night and I just need the top craft box to get doc, I got all my apprentice XP so I am kinda new to this prffesion boards. I think it's AWSUME that you did all that word and very admirable for sure!


I have dabled with past chars in nearly every proffesion except smuggler so I have a kinda wide viewpoint and I am very wary of anything that nerf's other classes.



Thanks so much for listening!




Starphire Elation Tesra Elation - Master of All Proffessions

Cancel your ALTs in protest of to many bugs!! TO MANY BUGS!!!
I cancled mine until the big bugs are fixed!
Zerona
Wed Sep 03, 2003 2:46 pm
#8

Great work as always Zarlor.



5. Heal consistency


In thinking about this, perhaps it might be best to have maximum and minimum ranges as experimentable items. So, you could focus your efforts on maximums to occasionally obtain a huge heal, but then you'd have to contend with the occasional dog. Other doctors could expend their efforts to narrow the range, providing them with dependable performance. I would assume the Doc's wound treatment would be assigned as a percentage on top of this.


Seems to me this would allow a bit of style to Doctor crafting much like weaponsmiths so there would be a bit more individuality to each Doc's offerings.



7. TEF Issues


Perhaps some text spam could be:


"The patient is faction aligned, and cannot be healed by unaligned personnel"


"The patient has been in a duel, and cannot be honorably assisted at this time"


"By assisting this patient, you will be a temporary accomplice to their activites and open to attack by their enemies"


I'm kind of on the fence about how to deal with TEF warnings. Perhaps a one time 30 second reapplication warning per patient (like destroying a harvester). Might screw with some medical macros, but nothing that can't be worked around.


11. Money


I know I'm in the minority here, but we are our own worst enemies here. There is unbelieveable potential to make money, but we constantly work against our fellow doctors at every turn. We have spent the better part of two months acclimating the entire playerbase to think of wound healing as free. All of us as novice's did that and many of us as Doctors do that as well. If we got it to where Wound-As were the sole domain of Medics and Wound-B+ to Doctors, we would have a two tier approach. Free medical healing that is very slow or payment-based healing that is very fast. This is the same structure as you find with weaponsmiths (CDEFs are free, advanced weapons can be expensive).


Also, I can't even begin to comment on how many people have never even heard of Doctor buffs. This is an unbelievable market for moneymaking. The best part is that it is addicting. My two most common responses are, "I didn't even know Doctors could do this", and, "Can you come and buff me and my friends again?". Considering things are only going to get harder as the nerfing continues, we are in a perfect place to make ourselves an indispensible portion of the advanced player's lifestyle.


Finally, we also have a great option to have payment based Doctor support for safaris. Many people would like to go on missions, but lack people that can support them with Revives, poison cures, and good healing.


We need to incorporate. It's done wonders for Architects. We have so much control over how are services are provided (unlike entertainers) and really have a huge impact on the player experience. The alternative to us is an incredible time sink. For us to continually talk about money issues just points towards our own missed opportunities. We should be able to easily generate the funds required to convice Surveyors and Rangers to collect the resources we need.



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.


34. Target Self


Of course, /healdamage self works quite well right now


35. Medicine Use Skill Granularity


Extending this to Doctor Med Knowledge, there really needs to be a reason for each one. Would be ideal if it broke down like:


Novice Doctor
MK I - Enhance A
MK II - Enhance B, Wound Cs, Cure Poison
MK III - Enhance C
MK IV - Enhance D, Wound Ds, Revive, Cure Disease


Of course, experimentation could lower these, but at the obvious expense of the other attributes.



50. /registerwithlocation command


What would also be nice is to list Docs and Medics that are "staff" of a hospital. For example, there would be a sign or board that a patient could examine that would list all doctors that have registered with that location. The ones currently in and registered would be listed as 'on-duty' and those not in the med center would be 'off duty'. If you go to another city, you would be removed from that list, so a Doctor could voluntarily make a med center their home base, even when they were away. Might also be a nice vehicle for fee based med centers where the patient pays insurance to it. Registered docs would get some amount of money/time 'on-duty'at their home base and money/time on-duty as a visiting doctor.


51. Pet Healing


Not a problem for me. I ask for funds up front to heal a pet. Works like a charm and they don't complain because there is no way they can fall back on their ordinary excuses ("but you get xp").




Zerona - Intrepid Master Doc/Pistoleer
MajiQ
Wed Sep 03, 2003 3:17 pm
#9

great list...wow



i did have one comment about issue


36.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 an issue for Medics, but the Doctors have brought this up as well and would like to see it implemented.



your taking business away from the Droid Engineers...and if your a medic/doctor you should plan ahead and have your packs ready. Don't need 50 medics in the medical center all of them crafting and taking up space. i might be biased, but 1 i hardly ever craft in the medical center, if i run out ofa item, that tells me its time to spend a couple hours crafting and preparing. and i did spend my money on a medical/crafting droid, so it should be my advantage to use this while others are stuck running to the crafting station.....heck put the things on the other side of town.


haha just a pet peave, moving them closer would be nice. but definatley dont like the idea of having the crafting station in the medical center.




Ohak - Bria
Master RifleLizard
Ranger
Zarlor
Wed Sep 03, 2003 3:44 pm
#10

MajiQ, answered above. This is actually a PUBLIC crafting station, nohere near as useful or as capable or as consistent (for experimentation purposes) as a DE's PRIVATE crafting module. The DE business is not harmed by this because a public station cannot even come close to competing with a DE crafted crafting module.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Wed Sep 03, 2003 3:46 pm
#11

Oh, I guess I should add that your issue would also be solved if the droid's crafting station worked only for you, and not for everyone else around it. So the station isn't the problem, it's how your droid works that's the problem, it seems to me.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Atiw
Wed Sep 03, 2003 10:58 pm
#12

Personally I think the list is great. I would like to see #7 higher on the list though.

What I would actually prefer is that they make hospitals (med centres) no combat zones. I HATE dieing in there just because I am easy prey, since I could not see who has TEF's and how it will affect me.

While I am at it, why can you kill a surgical droid? The droid is NOT a combat droid and only has about 40 HAM, you can blow the stuff over. I have had 3 of them destroyed in the last week, 90K down the drain.

Just make it so that med centres are sacred ground for all factions. Isn't there something like that in the Geneva convention as well?

Atiw



Imap
Phomeister
Thu Sep 04, 2003 12:09 am
#13

another nice list again Zar.. keep up the good work. When its time to send in the top 5 list to the devs.. you might want to consider just sending the whole list to them. Since we don't get any feedback from the devs anyway.. they won't be giving any feedback saying don't do that.
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