Doctor Archive

Thread: 10 Questions for the Devs?

vortexala
Sun Feb 01, 2004 4:28 pm
#1

Having seen the 'Top 10 Questions to the Developers' threads pop up on other forums, and now seeing TH actually coming back with answers, I was wondering why the Doctor Profession has yet to see a 'Top 10 Questions' thread yet?


Were we passed over for this? Are we supposed to wait our turn? Is Traig on vacation?


At any rate, since I haven't see one started, guess I'll just drop a few questions here:



  1. What is the Developers Vision for the Doctor Profession? Are we truly supposed to be stuck in medcenters or well away from the 'front-line' performing our duties? Or are we just as capable of fighting on the front-line, healing and rezzing as we go? Are we a 'true' crafting profession(with requirements for certain resources/stats etc) or are we a 'hybrid' crafting profession?

  2. Will there ever be anything done regarding the difficulty in obtaining credits in this profession?

  3. Will there ever be anything done about the intense reliance on other players/professions that Doctors have in terms of advancement?For instance, we can only advance(on our own) in one of our 4 branches, the others force a dependency on others for xp gain.

  4. Will there ever be anything done about the lack of availability of resources? In order to obtain resources 'most' have had to either become artisans themselves for the basic survey and sample abilities, or scouts for the harvest ability, or both. For the most part, we have to obtain these resources on our own since most others would rather spend their time and ability obtaining resources for the Elite Artisan-Based crafting professions such as Weaponsmith, Architect, Armoursmith etc. (Ideas for ways to give us these abilities in the form of limited-use(consumable) tools and/or droids/droid modules have been suggested)

  5. Will anything ever be done to change our resource requirements so as not to be so stringent? For a crafting profession that doesn't have the ability to survey or sample built-in, it's an additional blow to have them seek out these high-end(and often rare) resources.

  6. Will we ever be made the true counter to CMs? Will we finally be given curative abilities that can keep up with their poison/diseases in terms ofquantity rather then quality? Not asking for AoE Cures, but at the least an innoculation(buff) with a set timer would suffice.

  7. Will we ever be given a place within the GCW that actually allows us to advance within the GCW via Faction Points by using our professions abilities rather then combat related ones?

  8. Will mind Damage healing ever be returned to us? With the combat revamp and HAM changes removing the xp exploit found in beta, will Doctors, or for that matter ALL medical healers, be given their mind damage healing ability back?

  9. Will our inventory issues ever be addressed in the form of a 'medical bag' or some other way such as consolidating our medicines? A doctor, in order to be effective, must carry a staggering number of items within their inventory at all times in addition to the regular items such as clothing, armour, weapons, tools, etc.

  10. Don't have one at this time...so..uh..can I have a cookie?



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Lunah75
Sun Feb 01, 2004 7:05 pm
#2

Good post....I especially like the part about the GCW and faction points......if I stick to healing my fellow rebs and not combat I am still a important part of the group and don't get any faction points.






~Cute and Deadly~
Colonel Lunah Malina ~ Wife of Glyndo
Aine Malina ~ Tailor slave
Satrina Rekrez ~ Dancing Diva


TechBoss
Sun Feb 01, 2004 10:40 pm
#3

Here is my take:



  1. What is being done to correct the crafing issues? Large number of critical failures and successes not really adding to the prototype amongst other issues.

  2. Please explain whythe medicalcraftable items require very specific resources for such key components. No other crafting profession to my knowledge requires such specific resources on sub-components.

  3. Why do medics/doctors/combat medics not have any means to aquire sufficent quantities of resources to generate their craftable items? Without taking artisian, doctors cannot get the needed resources.

  4. What is being done to aid doctors in their pursuit of faction points?

  5. When will heals show up in the combat menu?

  6. Is there a plan for giving doctors/medics the ability to obtain credits other than relying on the generosity of other players OR picking up another profession?

  7. What are the plans for a wound pack that heals all types of wounds?

  8. Why is the buff range so wide and inconsistant?

  9. When will my /healWound command be fixed? It has been 7 days and the thing still doesn't work, no joke.

  10. With the up coming combat "balance" (aka we are going to nerf a bunch of professions) and new HAM system, how are doctors/medics supposed to generate exp. in a reasonabe manner? Healing entertainers/tumblers/combatents attests for much of a doctors/medics exp. The new system will largely eliminate that, leaving wounds as the primary exp. gainer. All the medical professions will be effected drastically by this and I am surprised no one has brought it up. Note that rezzing and buffing for exp require a lot of resources and boxes in doctor.




-----------------------------------------------------------------
"List?..... Where is this "list" you speak of. Writing something on toilet paper and then wiping your ass with that same paper doesn't constitute as a list." from BH forums in regards to combat balance list of issues.
TechBoss
Mon Feb 02, 2004 8:17 am
#4

/bump



-----------------------------------------------------------------
"List?..... Where is this "list" you speak of. Writing something on toilet paper and then wiping your ass with that same paper doesn't constitute as a list." from BH forums in regards to combat balance list of issues.
Traigus
Mon Feb 02, 2004 8:45 am
#5






vortexala wrote:

Having seen the 'Top 10 Questions to the Developers' threads pop up on other forums, and now seeing TH actually coming back with answers, I was wondering why the Doctor Profession has yet to see a 'Top 10 Questions' thread yet?


Were we passed over for this? Are we supposed to wait our turn? Is Traig on vacation?


At any rate, since I haven't see one started, guess I'll just drop a few questions here:



  1. What is the Developers Vision for the Doctor Profession? Are we truly supposed to be stuck in medcenters or well away from the 'front-line' performing our duties? Or are we just as capable of fighting on the front-line, healing and rezzing as we go? Are we a 'true' crafting profession(with requirements for certain resources/stats etc) or are we a 'hybrid' crafting profession?

  2. Will there ever be anything done regarding the difficulty in obtaining credits in this profession?

  3. Will there ever be anything done about the intense reliance on other players/professions that Doctors have in terms of advancement?For instance, we can only advance(on our own) in one of our 4 branches, the others force a dependency on others for xp gain.

  4. Will there ever be anything done about the lack of availability of resources? In order to obtain resources 'most' have had to either become artisans themselves for the basic survey and sample abilities, or scouts for the harvest ability, or both. For the most part, we have to obtain these resources on our own since most others would rather spend their time and ability obtaining resources for the Elite Artisan-Based crafting professions such as Weaponsmith, Architect, Armoursmith etc. (Ideas for ways to give us these abilities in the form of limited-use(consumable) tools and/or droids/droid modules have been suggested)

  5. Will anything ever be done to change our resource requirements so as not to be so stringent? For a crafting profession that doesn't have the ability to survey or sample built-in, it's an additional blow to have them seek out these high-end(and often rare) resources.

  6. Will we ever be made the true counter to CMs? Will we finally be given curative abilities that can keep up with their poison/diseases in terms ofquantity rather then quality? Not asking for AoE Cures, but at the least an innoculation(buff) with a set timer would suffice.

  7. Will we ever be given a place within the GCW that actually allows us to advance within the GCW via Faction Points by using our professions abilities rather then combat related ones?

  8. Will mind Damage healing ever be returned to us? With the combat revamp and HAM changes removing the xp exploit found in beta, will Doctors, or for that matter ALL medical healers, be given their mind damage healing ability back?

  9. Will our inventory issues ever be addressed in the form of a 'medical bag' or some other way such as consolidating our medicines? A doctor, in order to be effective, must carry a staggering number of items within their inventory at all times in addition to the regular items such as clothing, armour, weapons, tools, etc.

  10. Don't have one at this time...so..uh..can I have a cookie?







Well most of those aren't gonna get answered. All the questions are also worded in an antagonistic manner (who woulda thought ).


This is not a Top 5. deal. It is questions we want answers for... Not a progress report on bugs, or a chance to grind axes about development choices.


I'll try to answer some of them here.


1. I doubt you will get a real answer on this.


2. Way too vague...especially since we can get credits... If we choose to lean on te customers.


3. Loaded question. You want to level solo?


4. Answered in Doc, medic and CM top 5


5. *** On my list for possible 10 questions


6. This is under discussion... No resolution or ETA.


7. This is under discussion... No resolution or ETA.


8. Possibility after combat pass (New HAM system part). This is under discussion. No resolution or ETA


9. This one is a land mine. I think they are working to get all bags to work off hotkeys.. Though nobody has said anything, it is a big issue across all players (not just meds). I would nto expect a doc specific solution to this.


--------------------------------


I am working on a top 10.. But I'm trying to get 10 that we can actually get useful answers for.


BTW to keep TH from getting buried we aren't all submitting these things at the same time, I'm gonna post a tread today, and let it run for a week.


-T




------------------------------------------------------------------------------------------------------

"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Zarlor
Mon Feb 02, 2004 8:47 am
#6

It's entirely possible Traigus put a 10 question set together based on a current poll of the current vote thread. (That's what I did for the Medic side.) So that way he'd have 10 questions that are alraeyd based on the top 10 issues folks currently have.


Personally I think we are kind of lucky to have some of these ongoing votes (and so many voters!Now go help me out on the Medic forum and vote there!!!) since it makes for a really quick and easy way to gather up the top issues.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Traigus
Mon Feb 02, 2004 8:55 am
#7

Here are some answers (the ones I know). Most of them wouldn't fly.




TechBoss wrote:

Here is my take:



  1. What is being done to correct the crafing issues? Large number of critical failures and successes not really adding to the prototype amongst other issues.

  2. Please explain whythe medicalcraftable items require very specific resources for such key components. No other crafting profession to my knowledge requires such specific resources on sub-components.

  3. Why do medics/doctors/combat medics not have any means to aquire sufficent quantities of resources to generate their craftable items? Without taking artisian, doctors cannot get the needed resources.

  4. What is being done to aid doctors in their pursuit of faction points?

  5. When will heals show up in the combat menu?

  6. Is there a plan for giving doctors/medics the ability to obtain credits other than relying on the generosity of other players OR picking up another profession?

  7. What are the plans for a wound pack that heals all types of wounds?

  8. Why is the buff range so wide and inconsistant?

  9. When will my /healWound command be fixed? It has been 7 days and the thing still doesn't work, no joke.

  10. With the up coming combat "balance" (aka we are going to nerf a bunch of professions) and new HAM system, how are doctors/medics supposed to generate exp. in a reasonabe manner? Healing entertainers/tumblers/combatents attests for much of a doctors/medics exp. The new system will largely eliminate that, leaving wounds as the primary exp. gainer. All the medical professions will be effected drastically by this and I am surprised no one has brought it up. Note that rezzing and buffing for exp require a lot of resources and boxes in doctor.








1.) This is currently being looked at. There is a development thread on it (did you miss it?), and the devs are tracking crit fails on TC.


2.) WS, AS, Archetect, Chef, tailor, DE,all require specifics for advanced components.


3.) Answered in last top 5.


4.) In Discussion, No plan or ETA.


5.) Answered in Medic top 5. Under investigation by devs. No plan or ETA.


6.) Loaded question. Docs have the ability to charge for services.


7.) There are no plans for this item at this time.


8.)Z covered this a while back. Devs gave docs a choice. Lower buffsbut narrower range, or keep it like it is. You all voted to keep it , so you could keep the occasional 3k buff rater then consistantly do 1.5-2k.


9.) bug. Doesn't effact everyone. (Mine woks fine).. gonna make it a real pain to fix.


10.) Damage and wounds were always meant to be the XP gaining areas for Medic/ Doc. I'd expect to see more damage in combat, so it won't just be wounds. Tumbling etc. are seenas loopholes, not gameplay.



-------------------------


Basically, any question I can answer, just about anyone on the boards could answer (after digging through 11 million posts).


I'm trying to get questions only the devs can (and WILL) answer here.


See the new thread I'm making in 10 secs.



-T




------------------------------------------------------------------------------------------------------

"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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TechBoss
Mon Feb 02, 2004 9:18 am
#8

"I'm trying to get questions only the devs can (and WILL) answer here."


All I have to say to that is, good luck. See Pikeman forum for example number 1 of what can be expected. Granted, some of the questiosn were vague and allowed for the BS answers, but they were still a joke.


I can deal with most of the doctor issues. Even though you/peopel on boardcan give the answers to most issues, most of us would like an update on what is being done about them. If it's broken and they admit it is broken, why hasn't it been fixed?





-----------------------------------------------------------------
"List?..... Where is this "list" you speak of. Writing something on toilet paper and then wiping your ass with that same paper doesn't constitute as a list." from BH forums in regards to combat balance list of issues.
Zarlor
Mon Feb 02, 2004 9:23 am
#9






Traigus wrote:

[snip]


8.)Z covered this a while back. Devs gave docs a choice. Lower buffsbut narrower range, or keep it like it is. You all voted to keep it , so you could keep the occasional 3k buff rater then consistantly do 1.5-2k.





I should probably clarify this one. The choice was not for a narrower range, it was for NO range. In other words it was either stay as is, or we get exactly the same buff every single time.


The majority Doc opinion would actually appear to be for a narower range. I also think that some folks didn;t really understand the Dev response. They focused pretty quickly on the statement he made about it greatly reducing the high end buffs. Some folks seemed to takt that to mean that we would be buffing for the low end, only. (Say, buffing for what the pack is rated for in power.) When what he was saying was that we could buff for, what would amount to, the average of what our buffs were going for. In other words for a Master Doc sitting in a Med center and no other modifiers, an 800 power pack would always give a +1,600 buff. No variability at all, but all your modifiers would have applied.


The vote went 52% for no variability, 48% for keeping the system as it is. The margin of error, even with the fairly large number of voters we had, simply wasn't eneough to provide a consensus opinion, so things stayed the way they are. I'm pretty sure the current issues still states that the true majority viewpoint is actually for a reduced level of variability, over removal of variability, but the Devs have stated that this would be very difficult to code since it cannot be allowed to affect other "wound healing actions" such as Wound pack and Stim pack variability.


I believe that we likely on't see the coding occur, so instead it looks like we should be getting, at some point in time, the ability to override any buff that has a lower roll than some buff you try to apply to replace it. We know no futher details than that, however, and do not have an ETA on it at this time.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Shidevie
Mon Feb 02, 2004 9:47 am
#10

1) Can the rare spawn components spawn rate be increased? Class 4 petro on my server has only spawned 4-5 times since release, and only 2 of those were useable for anything other then grinding.


2) When is the randomness of buffs going to get fixed? Why not make it so the buff pack power actually means more then just the possible outcome of the buff.



Shidevie
- Master Combat Medic
- Master Doctor
Shivanto
- Master Fencer
- Master Swordsman
Traigus
Mon Feb 02, 2004 10:15 am
#11

Agh. my bad. Sorry Z.

I thought it came out on a very small range for some reason as part of the discussion.

In any case it is covered.

I'm thinking we need some kind of tracking thread on these Q/A type stuff.. Some people weren't around for the info, and it is now buried.

Yay.. more sticky threads =/

-T



------------------------------------------------------------------------------------------------------

"We've got a blind date with destiny -- and it looks like she ordered the lobster."

------------------------------------------------------------------------------------------------------
Traigus
Mon Feb 02, 2004 10:21 am
#12



Shidevie wrote:
1) Can the rare spawn components spawn rate be increased? Class 4 petro on my server has only spawned 4-5 times since release, and only 2 of those were useable for anything other then grinding.
2) When is the randomness of buffs going to get fixed? Why not make it so the buff pack power actually means more then just the possible outcome of the buff.





1.) bade advanced components are always better then good normal components. The baseline for all swg equipment is 0. Any time we use a material over 0 we have better gear then the baseline. 900 stat materials is nor normal or average. All class 4 petro is better ten no class 4 petro, because that advanced component is always better then 0, even if the stats on the Petro are 27.

That being said, respawn time on rare materials is an issue in all crafing professions. The devs don't seem to be worried about it though.

2.)See above. it isn't something to be "fixed" in any case. It is by design.. Docs turned down the possibility of a Fixed number buff.. because it would have been the average buff.

-T



------------------------------------------------------------------------------------------------------

"We've got a blind date with destiny -- and it looks like she ordered the lobster."

------------------------------------------------------------------------------------------------------
Zarlor
Mon Feb 02, 2004 11:12 am
#13

I'm pretty sure the detail is in the Issue (Gameplay #7, I think?). There should be references to the relavent threads and all unless I forgot to add them.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
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