Doctor Archive

Thread: Big List of Doc Issues for 7/31/03 (intro)

OgrE-BoT
Wed Jul 30, 2003 8:50 pm
#14

you think the range on enhance Bs is bad, try my Ds 700-2000, that range is too big for being a master doc and using the best resources i cna find for all the parts needed.

also the quick heal skill should be that, a heal that can be done with like 300 mind and has no duration to reuse, so i could quickly heal 3 players with no waiting time in between. just let it use a stimpack, and base the mind or heal on the stim used.



Tren - Master Doctor - Chilastra
Zarlor
Thu Jul 31, 2003 12:39 am
#15

Here is the list I have so far. There has been some consolidation of issues and a few new issues added. If you have an issue that is not on this list, please bring it up.


As usual it has been reorganized based on how much attention a particular topics seems to have received thsi past week. Issues brought up today and tomorrow could change the order some, so if you have a hot-topic issue you want covered that does not currently appear to be in the Top 5, bring it up. Only the Top 5 get sent to the Devs.


Since I also get a personal Pet Peeve I get to bring up once a week, this week's will be that I'm stuck with only sending a Top 5 list. I'd rather send them the whole darned thing so at least they are fully aware of the issues. Last week i didn't have a pet peeve, but I actually tossed one in after the fact as a request for a Master Doc character on the Test Server for a short period of time because the patch notes are not comprehensive enough for me to determine which of the issues I have so far have or have not been addressed and, if the have, to what extent. I think this would save them, me and all of you a lot of time and energy otherwise taken up with issues that may already be taken care of or that the Dev team may think is taken care of, but in fact is not taken care of to the extent requested in our issues list. So far the response is that it is against their policies. Sorry folks. If there are any of you actually up to the Doc level on Test I would appreciate any helpI can get on checking the extent to which our issues are addressed in the latest patch.


At any rate, don't forget that if you have a Hot Topic that you want to get attention, start a new thread on it, see if you can get folks talking about it. The more I see these topics crop up the higher they go on the list. BTW, you may have noticed Mind Damage got bumped, effectively, off the list by placing in at number 6. It was a pretty big topic last week, but dicussions on THIS board have actually died down quite a bit in comparison to the other 5 topics, IMHO. Please also take not of times that are annotated as possibly fixed or arebeing fixed in a patch and test these things for me to let me know if they still apply or not. (For pathed stuff, they will need to be tested on the Test Server).


List to follow in next messages.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Thu Jul 31, 2003 12:44 am
#16

1. 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. 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. 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 Doctors 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 that anyone could use them, thereby opening the market for more pharmaceutical products that Doctors could then sell. Having Doc-sepcific mission, like the artisan or entertainer missions. 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 (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


2. Enhance Packs. There are several issues revolving around all of the enehance 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, they stick so that the Doctor cannot see that their groupmates are getting damaged (a very dangerous situation) 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 when crossing zones, cloning, traveling or logging yet the enhance timer remains active, as if player still were buffed. This one is proving to be of exceptional difficulty, especially for higher level Doctors who have longer Buff times. Once a character crosses a zonal boundary, such as leaving the city, the buff wears of instantly far sooner that it normally should, yet the timer on that original buff is still active meaning that the Doctor cannot reapply the buff. For a character buffed at the edge of a zonal boundary and just crossing it, that could mean a 45min, or longer, wait before they can be properly buffed again.


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. Possibly some other graphical notification of what buffs you currently have and possibly a blinking notification that those buffs are about to expire. Allowing the buffing medic or groupmates to see who has what buffs would also be very advantageous.


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 use to being able to use Stim Cs at a lower Pharmacology level.


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.


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.


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


3. Factories, more often then not, do not pull subcomponents from crates in Factory production. CSR response is simply that we will need to pull the items one by one from the crates in order to get the factories to work correctly. Apparently not everyone is having this problem, but it is proving to be probably the most frustrating concern amongst Doctors at this time. 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


4. 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 as Artisans do.) One could argue that this is related to the problems with using the /medicalforage command being of no real value to the profession.


For reference the following thread may be of interest:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1540


5. 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. 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.

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


Some have also suggested that Doctor is simply too easy to Master or just too hard to gain Crafting XP in. 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.


6. Mind damage appears to be a major concern amongst both Medics and Doctors. 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) or even giving mind stimming ability to Entertainers or Chefs or as a form of /rally command for Squad Leaders. One of the more popular suggestions is to simply reduce the amount of damage given with mind hits, or reduce their frequency.


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 problem 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 interested 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




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Thu Jul 31, 2003 12:45 am
#17

7.Allow First Aid to be a skill which 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. 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. Other suggestions are that this improvement top out with Master Medic, or that the improvement, being trauma related, be given to Combat Medics.


8.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.


9.Schematics requiring Matching Factory components do not check the components statistics for use, so using two factory produced Advanced Biological Effects Controllers, for example, in a factory produced Stim D provides no better results than any other BEC. By the same respect, Advanced Liquid Suspension defaults to a name of Liquid Suspension on item creation, instead of Advanced Liquid Suspension and this seems to cause a good bit of confusion as well.

For more information take a look at the following:

http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1283


10.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 man 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.


11.(Possibly in next patch?) Medicine Organization and Inventory Management Persistent pack window size and position would be a big help. Doctors often need to organize packs and subpacks in order to keep their different medical needs straight. Having these packs/satchels/pouches, etc. remember what position and size they were when last opened would greatly assist us in keeping things orderly and finding them quickly when needed.

(In next Patch, at least Sort order is) Relatedly they are interested in persistent inventory sorting/positioning. For example I may put something into my inventory and it is at the bottom of my inventory screen. If I hope a shuttle and change planets or have to log for some reason, that item may no longer be in the same position. Even if I were to change view and specifically tell the pack to sort by one of the resource columns, such as by Name, the above situations would still resort the inventory according to whatever method it is that it uses. It has also been suggested that some kind of Medic Bag exist that would allow a Doc to put all of their medicines in, allow 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.

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.


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 charge, or the highest base heal rate first. Perhaps we can at least try to sort our packs in this manner, if nothing else.


12.Some people have mentioned they would like to see 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 reduce the mind and damage requirements of the skill, but greatly increase the BF and wind wounds accrued through it’s use.


13.(partially addressed in patch 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 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 pres the appropriate toolbar button and have the macro work in the same way the /healdamage command does.

14.Heal consistency. This has become a hot topic issue recently. 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 they buff averages out to a, say, 300 point enhancement, only to have it go off for 150.


15.Damage/State timer like we have for wounds to let us know when we are ready to heal Damage or a State again. 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 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 is 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.


16.(In next Patch) /diagnose. This is brought up quite often that the Doctors in particular, who are using much higher level secondary wound healing packs, get very frustrated with patients not informing them of the levels of their secondary wounds and by using a secondary wound pack to heal, say, 1 point of damage with a charge that would have the potential to heal over 100 wounds, easily. Doctors are having a difficult time understanding the exploitability of the command, but feel it would be acceptable to place a /diagnose command on a timer, such as the one used for wound packs, to help prevent the perceived abuse of the command. Another suggestion was made to scale the /diagnose command such that a lower level medic would not receive as true an account of the actual wounds levels, which a Master Medic or Doctor level character would be told more exact results. Those results being the would levels for all secondary wounds, or at least Strength, Constitution, Stamina and Quickness and possibly including Battle Fatigue (since we receive no notification of it affecting our healing until it hits 400, when it actually begins to affect healing at 200) and Health and Action levels as well, just for convenience.

17.(Fixed in Patch) Resuscitation packs are accidentally being used instead of heal packs when pulled from the radial menus or through the /healdamage commands. This can cause a great deal of problems by instantly causing a great deal of damage to a fellow player. Doctors seem to prefer that these packs be left to a separate method of calling into use. (BTW, I am also seeing this complaint "Allow resuscitation on non-grouped individuals" It sounds to me like this second complaint is actually a fix for the exploit. What is the current state of this? Could somebody check for me?)

18.There is concern that the above mentioned resuscitation packs instantly causing massive wounds to another player could possibly be used as an exploit. Some have reported that the packs are being used in this manner by those with less than Level 4 Doctor Wound Treatment.

19.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.

20.(Occurring less often. Partially fixed?) 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.


21.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 potential deadly situation and some representation for covert characters to know when they are under the effects of a TEF.


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 that 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.)


22.The Factory deeds for Food & Chem. Factories need to be renamed. They currently state on Food Factory and far too many medics, and far too many architects, get confused enough by the name to think that some other factory is needed.

23.The ability to turn off auto-retaliate when fighting has been requested. The reason being that for healer characters the actually fighting process slows down their heals. 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.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Thu Jul 31, 2003 12:46 am
#18

24.(In next patch) Potency in schematics is useless Please remove or change it (perhaps to Potential Energy instead?) As it stands most Doctors feel as though they are losing something since 15% (or whatever the proper requirement is) of a products final resource will be relying on a 0 for its number.

25.The Battle Fatigue affecting your heal rate should be giving notification at 200 instead of 400.


26.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, but then again they end up using so many skill points to get it I can see how easily outweighed the advantage would be.

27.(In Next Patch) Doctors would like clarification on what Durability effects on Medicines, a consumable resource. If it really does nothing for the final product, as many suspect, then please remove it as an experimentable item as it is a confusing trait for most to deal with. (It has been confirmed that it really does nothing and will be removed as a no longer experimentable trait.)

28.The Doctors would also like to see a Public Crafting Station in Med Center. Admittedly this is more important an issue for Medics, but the Doctors have brought this up as well.

29.Pet Radial to show Enhance options (it can be done manually, but it's not on the radial for a pet)

30.(Presumably fixed by removal of Pet Perma-Death) Resuscitate pack usage on pets has been asked for.

31.Administrative rights on factories are non/partially-functioning

32.Administrative rights on Houses & Vendors are non/partially-functioning

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

34.(Appears to be fixed) Drag Incapacitated Player needs some graphic representation of the player being dragged, otherwise the Docs & Medics just assume it's not working, even thought the message states they are attempting to be moved. Perhaps notification that the move was successful would help ease the confusion as well.

35.Sitting does not appear to be allowed after being resuscitated for a couple of minutes. (Could someone double check on this one for me, too?)

36.The 60 second stat drain after Resuscitation persists beyond 60 seconds. Food/buffs/spice seems to rectify. Possibly this is related to stats getting stuck at lowered levels after taking wounds there until those stats are kicked back to normal by doing something to affect the stat.

37.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.

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

39.Food Factory deeds need to be renamed to Food & Chemical Factory deeds. This is confusing a lot of new Doctors wanting to start using factories for their medical supply needs.

40.Radial menu on enhancements doesn't seem to be working properly. With the inventory open, if you select a target then radial menu on the enhancement kit, use on target, the enhancement hits on you. I have done this numerous times so it is a repeatable bug.


41.Medic-related clothing. There is a white coat, but other types of red, or white with red patterned, clothing for medics has been requested.


42.Radial menu on enhance packs has been reported as being buggy in that if you use the radial, select Use then select the On Target option, it will be used on yourself instead.


43.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.


44.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 that issue up in the top 5) 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.)


45.One of the schematics for one of the components use by CMs still has the variable name of fiberplast_yavin instead of stating Yavin IV Fiberplast.


46.Architects are unable to make Medium Flora Farms. Sure that seems like an Architect problem, but many Docs use Flora farms for one of our heaviest resource requirements, Organics. Any Doc in production for Stims needs LOTS of organics and having to work with the Personal Flora Farm to do it is extremely inconvenient and prohibitive in lot costs.


47.The ability to /DragIncap from a room.


48.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 follow range?


49.Allow trading of schematics. There could be a possible market for this.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Dumahim
Thu Jul 31, 2003 5:55 am
#19

22 and 39 seem to be the same.


Good work though!




____________________________________________

Suprak Kal'Avant
Teras Kasi Artist
Master Doctor
SickoRider
Thu Jul 31, 2003 6:57 am
#20

Zarlor, shouldn't you be able to choose the top 5 issues and pin them at the top of the page so they will always be foremost on the doctor forum? I was wondering why I haven't seen any of the really important thread pinned down.


I would love to address some of these topics of interest, but this isn't the thread to do it on. I'll read them again and start a new thread.




Qur'tu Quesho

Q's Rx - Shop & Clinic -
medical grade resources, high quality component crates & pharmaceuticals
SickoRider
Thu Jul 31, 2003 7:05 am
#21

Zarlor, shouldn't you be able to choose the top 5 issues and pin them at the top of the page so they will always be foremost on the doctor forum? I was wondering why I haven't seen any of the really important thread pinned down.


I would love to address some of these topics of interest, but this isn't the thread to do it on. I'll read them again and start a new thread...


Well, now the forums are flooded and I dont have anything better to do than write. I hope you forgive me.


Number 10 on that list made a passive suggestion to reduce the medicine use skill on medicine. We absolutely do not want them to do this. There is already a discrepancy in game balance due to ALL combat people taking up the medic career as well. While I understand a combat career grabbing a couple of the medic skills for emergencies, what I'm seeing is practically all combat people come in and refuse medical treatment at a fee because they would rather just sit there and heal themselves for free, even if it takes longer. If anything, medicine should be harder to use and anyone that isnt a master medic or higher should only be using Stim A, B, and Medpack A. Zarlor, thank you for addressing the money problem for medics and doctors. You can tell the developers that the number one cause of medics not making money is the dependance on combat career people to tip and their unwillingness to tip when they can heal themselves for free. This isn't isolated, it is pervasive.




Qur'tu Quesho

Q's Rx - Shop & Clinic -
medical grade resources, high quality component crates & pharmaceuticals
DamianThorn
Thu Jul 31, 2003 7:13 am
#22

Excellent work Zarlor

-Ixchael-
Thu Jul 31, 2003 7:23 am
#23

Good work Zarlor



There are 2 issues with duplicates:




  • 22 & 39 (Food factory should be renamed)



  • 40 & 42 (Radial on enhancements buffs the doctor not the target)




=====================
Ixchael
Novice Doctor, Starsider
Guild Scarab (http://www.guildscarab.com)
Zarlor
Thu Jul 31, 2003 7:40 am
#24

Thanks for poiting those out for me, I've corrected that on my list. I sometimes think I'll go blind from trying to find the issues I already had in there and what I need to cut and paste from the forums to add to it. That was a big help!


As for making the Top 5 sticky, I just want to remind you guys that I'm jut a glorfied data collector here, but otherwise I'm just a player like all of you. I don't have anything more than an email address that I'm supposed to send your Top 5 list to every month and I certainly don't have any rights on the forums to make threads sticky or anything. You can post responses here, if you like, and I guess that woulc be used as a way to bump the thread to the front page every now and then, but that's about it.


Also, these are not "my" issues. The suggested problems and solutions come straight from the forum. From all of you. If there is too strong of a bias in my wording to suggest taht I specifically favor a particular solution mentioned over another, please do me a favor and let me know. I need to correct that kind of thing before sending it in and I don't want my personal bias creeping into it. This list is not supposed to be for me, or "my" list in any way. It is ony supposed to be a list of what the you guys, the Doc forum members, see as Doc lists. Obviously as a member of that community I include the ideas that i also have posted to the forum, but those comments are certainly no higher on the list because I happened to mention it. The top stuff is only for topics that get a lot of traffic and have threads discussing them. Some of my biggest interests are actually near the middle and bottom of the list.


So there is nothing to thank me for. This is YOUR list of items and that's why I need your comments and for all of you to keep posting about the things that are important to you in new threads or in continuing the threads you are already posting on.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
SickoRider
Thu Jul 31, 2003 7:59 am
#25

Zarlor, shouldn't you be able to choose the top 5 issues and pin them at the top of the page so they will always be foremost on the doctor forum? I was wondering why I haven't seen any of the really important thread pinned down.


I would love to address some of these topics of interest, but this isn't the thread to do it on. I'll read them again and start a new thread...


Well, now the forums are flooded and I dont have anything better to do than write. I hope you forgive me.


Number 10 on that list made a passive suggestion to reduce the medicine use skill on medicine. We absolutely do not want them to do this. There is already a discrepancy in game balance due to ALL combat people taking up the medic career as well. While I understand a combat career grabbing a couple of the medic skills for emergencies, what I'm seeing is practically all combat people come in and refuse medical treatment at a fee because they would rather just sit there and heal themselves for free, even if it takes longer. If anything, medicine should be harder to use and anyone that isnt a master medic or higher should only be using Stim A, B, and Medpack A. Zarlor, thank you for addressing the money problem for medics and doctors. You can tell the developers that the number one cause of medics not making money is the dependance on combat career people to tip and their unwillingness to tip when they can heal themselves for free. This isn't isolated, it is pervasive.




Qur'tu Quesho

Q's Rx - Shop & Clinic -
medical grade resources, high quality component crates & pharmaceuticals
Zarlor
Thu Jul 31, 2003 8:01 am
#26

Repost? As i said in my last response, no, I have not forum rights or anything. I'm just a player like you guys who happens to have an email address to send a top 5 list to. That's the only thing different between me and everyone else, and that may change in a couple of weeks if they decide to swap around correspondents.



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