Doctor Archive

Thread: Big List of Doc Issues for Novemeber (Discussion AND Vote!)

Zarlor
Tue Oct 28, 2003 1:17 am
#14

35.Healing Range/Distance


Heal range is annoyingly small. Just enough so that at the normal follow range healing simply cannot be done. Is it possible to increase the standard range just a smidge, to 7-8M, perhaps, or to decrease the standard follow range?


(*Dev Response:
The system designer in charge of combat, Dan, wrote in a thread regarding design issues and considerations for the combat professions on 9/18/03:
“Melee Out of Range issue:


This is caused by the object on your client being drawn in a different location that it exists on the server.


The proposal to fix this is to increase the melee range of all weapons to a value that is closer to the margin of error between the client/server. This will make combat look a little funny as you’ll be able to hit a target further away, but I think this is an appropriate tradeoff.”


Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=565036


This may fix a few of the range errors caused in healing, but may still not exactly address this specific issue. But it may help.)



36.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 whose primary skills and interests are in the healing arts (which could include crafting of meds, for the Pharmaceutically inclined Docs) and not, necessarily, combat or resource management. The self-sufficiency of the profession does not really exist except in a few small methods, of which the primary one for making money IN the profession would seem to be the production and sales of Small Stimpack Bs with some income coming from the sale of the service of enhancing stats (not nearly as useful an income source until Master Doc is reached). There is a much smaller niche market for medical resources and components, but most Doctors seem to feel that resource gathering and sales, while obviously an integral part of the Doctor profession, is more of the realm of the artisan and such sales would be, in effect, making money as an Artisan, and not as a Doctor. Overall these markets are really on fully viable once Master, or at least Level 4 Doc Crafting, is reached.


The other methods of making money seem to be far less reliable, or are not well supported by the game. Tips for Doctors and Medics seems to be a small market except in a few locations or servers and medical professionals are often subjected to all manner of verbal abuse for suggesting payment should be made for the service. 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, or having a Doctor’s healing actually use packs that the customer has on their person instead of the ones on the Doctor (and thereby the Doctor could sell the medicine to the player and then heal him with those), requiring or allowing some form of insurance, possibly whereby either the patients set a price they are willing to pay for healing that will be deducted from them if their healer accepts that rate or the Doctor sets a price they will heal for allowing the patient to accept, allowing A packs or stims only to be usable by anyone thereby opening the market for more pharmaceutical products that Doctors or Medics could then sell (for those who are more crafting oriented, although it should be noted that some recent controversy is beginning to surface over this idea, thread is listed below- Doc #11491 & Medic #6938.) Having Doc-specific missions, like the artisan or entertainer missions. Giving Doctors some sort of Vendor ability to encourage pharmaceutical sales. Paying Docs some rate simply for manning a place where they can /register. Some of the threads below show some of the solutions suggested in greater detail.


Again there is no true consensus on the issue other than that most of the Medic classes tend to rely on other methods of subsistence and take time doing those things that they may not be interested in or may not be fun for them (the usual, delivery/destroy missions, for example.) The issue is an important one amongst the player base and receives a lot of attention on the forums and in game from many of the medics and Doctors I have spoken with.


Of notable reference are the following threads:


http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1768
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1197
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1650
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=6196
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=10665
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=11491
http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=6938
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14194
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14257
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14012
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14888



(*Dev Response:
Ood Bnar wrote on 9/24/03 in a thread about Image Designer UI issues:
“We talked about adding a payment option, but this gets into the bigger 'payment for services rendered' issue which I will leave to the designers. They are working on the problem now.”
[Z’s note: This may or may not imply anything, but it seems that there maybe some consideration being given for some methods of handling payments for services universally, if possible, opening part of this issue to a possible need for a wider solution which may provide assistance on this issues as well as for other service-related sales.]
Ref:
http://forums.station.sony.com/swg/board/message?board.id=image_designer&message.id=2796)



37.Combat Queue Heals%


(Partial and To be Fixed)


(*To Be Fixed, Partial Fix*) There should be a graphic display of heals in combat queue. The fact that heals actually queue up in the combat queue already confuses a large number of Medics. Most Doctors have come to understand how heals do queue up, but it would be very nice to actually see at what position they are queued at. It has also been suggested that heals should always be considered a priority queue item that jumps immediately to the front of the queue to be the next action accomplished.
(*Publish Notes on 10/8/03: “Made /dragIncapacitatedPlayer visible in action list”)


(*Dev response:
Holo wrote presumably as a response to our initial Top 5 issues on 8/22/03:
“Healing tasks that aren’t making it in this update, but are on the list as high priorities:
·Look into making healing go into the combat queue 100%.”
[Z’s note: This “update” likely refers to the October Publish, meaning we likely should not expect this until the November Publish at the earliest]


Ref:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=394421)


38.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.



39.AoE Cure State Pack and Poison/Disease Cure


(Issue broken out)


It has been suggested that a counter is needed to the AoE poisons and diseases of CMs. An Area of Effect cure pack for each of those states would provide the proper counter. The argument could also be made for other states as well considering the AoE nature of some MOBs, such as a Kimogilla, that create those states on a group near them. Other suggestions to Poison/Disease counters include timers for how often a state can be applied to an individual, such as the new KD timers, or inoculation packs which would increase resistance to poison. Offering this skill to CMs instead, has also been suggested.


http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=6476
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=6618
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=10727



40.Cure Pack Effectiveness Ratings*


(Extracted from AoE Cure State Pack and Poison/Disease Cure)


We would very much like to see an effectiveness rating listed on the DoT cure packs. Although we know that we can experiment on the Effectiveness not being able to see what kind of rating we are giving the pack calls into question the usefulness of that experimentation. It also makes it very difficult to test balance issues between Docs and CMs.



41.Target Self


(Issue broken out)


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



42.Target Friendlies*


(Extracted from Target Self/Groupmates/Friendlies)


A request is made for a quick way, like Tab (perhaps a toggle to make Tab work through enemies or friendlies) for quickly scrolling through friendly (or at least non-aggro) targets. (Note: For those of you requesting this for groupmates, Ctrl-Q is already mapped to do this by the default keymap. You may reassign it to whichever mapping you prefer.)



43.Groupmate Numbering*


(Extracted from Target Self/Groupmates/Friendlies)


Additionally it would be helpful to list a number next to all of the group member names making it easier to know which one is associated with which Crtl-#.



44.Groupmate Highlighting*


(Extracted from Target Self/Groupmates/Friendlies)


It has also been requested that a selected group member be made to stand out more than with just a blue box outlining them and their blip on radar. Something like a flashing name and/or radar dot in order to better locate the targeted individual in a clumped up group.



45.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.



46.State Pack Persistence/Immunity


Docs are wondering if it would be possible to get some level of persistence in Cure State packs. The states appear to be regained upon the very next hit by a MOB. For example, why unblind someone when they are just going to get blinded again before they can even get their own attack off. Some persistence in the state cure packs would provide some level of immunity to being afflicted with the state again immediately. Another possibility would be that state cures offer a temporary increase in resistance against that state.


It should also be noted that many states do not seem to have some very obvious effects and with the timer-related errors involved in state pack usage, few Doctors, or their patients for that matter, bother with State healing, apparently. Considering the defense bonuses now being fully applied to moving characters, getting to a character to apply a state cure is even more difficult (because they keep moving around in order to avoid being hit.) Clarification on the effects of various states, review of their effectiveness and review of their persistence on healing would be welcome.


Some discussions can be found at the following:
http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=10613



47.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.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Tue Oct 28, 2003 1:33 am
#15

63.Pet Stimpacks


Some Docs are incensed about the idea of giving pet stimpacks to anyone for healing Pets. (Not at the BE’s for making these packs, but that anyone can use them.) Something that was previously the purview of the medic classes. Letting some other class utilize stimpacks, even if it’s just for pets, seems like a slap in the face by giving anyone the ability to use an item that is otherwise exclusive to Novice Medic, when an integral skill required for Medics, Surveying, won’t even be considered for Medics because it would somehow interfere with Artisans (who already have far greater financial stability than the medical professions). Not to mention the ability of these new stims to heal mind damage on the fly when no other class in the game has this ability for use on player characters. Some clarification on the reasoning for this issue or some other form of compensation such as mind healing, a certificate system allowing Pet Stim A use by anyone, but higher levels only to be used by BEs and/or CHs, the removal of the mind heal component of the stim, removal of pet stimpacks altogether has been suggested.



64.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.



65.Factory Crate Size Selection


(Issue broken out)


We’d like to see a slider or box that allows adjustment of the factory crate sizes produced. While 50 is a decent size for something, many times it would be nice to make 10 crates of 10, instead of 2 crates of 50, for example.



66.Crate combining*


(Extracted from Factory/Harvester Problems)


The ability to combine crates in inventory would be a very welcome addition.



67.Factory XP (or lack thereof)*


(Extracted from Factory/Harvester Problems)


Factories currently do not seem to be providing the 10% Crafting XP they are supposed to provide. We are uncertain if this is a problem with no XP being provided at all, or if there is a timing issue where the XP is being provided at an extremely slow rate. Several folks are trying to investigate the issue further.



68.Factory Hopper Refresh*


(Extracted from Factory/Harvester Problems)


Factories (and a few other inventory windows, but this is most prevalent and reproducible on factories) are not refreshing properly. When moving an item into the input hopper on a factory, the item actually moves in all other respects (inventory size goes down, hopper size goes up and so on) but the graphic of the object does not move from inventory until either a window is closed or the “Change View” button is pressed to force an update.



69.Factory Email Notifications*


(Extracted from Factory/Harvester Problems)


Factories currently, when sharing or providing admin rights for another player character to use the factory, sends all email about what is happening at the factory to the Factory owner only, not including 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.



70.Power Selection for Factories/Harvesters*


(Extracted from Factory/Harvester Problems)


Power management on factories (and harvesters for that matter) is fairly annoying in that there is no way to tell the structure which power from inventory to use. It is not even possible to hide a power source you do not wish to have used (such as radioactives) in a container. Of particular annoyance here is that a radioactive, usable in some components, will be used preferentially over something like Solar Power, which has very few uses in med production.



71.Factory Input Hopper Access During Operation*


(Extracted from Factory/Harvester Problems)


A request has been made to be able to open the input hopper during the factory run (to add resources if needed, or remove crates or at least see how much has been used) would be a big help and provide some ease of mind that things are working as they should be. (It should be noted that the Output hopper can be opened, and is refreshed automatically, simply by selecting the Option item from the radial menu on a factory during the run.)



72.Factory Completion Timer*


(Extracted from Factory/Harvester Problems)


Requests has also been made for some kind of Time-To-Completion timer being added to the factories radial menu, or even in an email sent at production start. Obviously game time is not always going to be accurate, but an estimate at the beginning of production would still prove useful, nonetheless.



73.Factory/Harvester Status Notifications*


(Extracted from Factory/Harvester Problems)


Requests have been made for more notifications from harvesters and factories. While the current notification when at 50% maintenance is nice, it would be far more useful to receive notifications whenever a harvester stops and for what the reason was, such as ran out of maintenance, ran out of power or the resource is no longer available. The ability to set notification when maintenance or power reach a certain level would also be a nice addition, but even a set rate, such a notification when harvester is down to 24 or 12 hours left on either of those would be useful.



74.Food Factory Deed*


(Extracted from Factory/Harvester Problems)


The Factory schematic for Food & Chem. Factories needs to be renamed. They currently state only “Food Factory” on the schematic 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 for making meds. Please Fix to read “Food and Chemical Factory.”



75.Factory Speed*


(Extracted from Factory/Harvester Problems)


Some suggestions have been made to speed up the rate of production in a factory. This may be more noticeable for medicines than some other items where the absolutely lowest complexity on an item is 10, meaning it would take 80 seconds (not quite a minute and a half) to produce 1 item in a factory, whereas by hand crafting the same items they can often be produced faster. It has been noted that factories do allow for a more consistent product run (as well as being an alleviator of the tedium of hand crafting) and that factory components are practically a requirement for upper-level meds, so the current rate may have been considered acceptable in that manner. Considering the requirement, in many ways, to have a factory some increase of speed would generally be appreciated (or perhaps just the lowering of the complexity ratings on many meds and their components). There are, however, many dissenting arguments on this issue.



76.Rooms/Dungeons and /DragIncap


(Issue broken out)


We’d like the ability to /DragIncap from a room or Cave/Dungeon.



77.Room/Dungeon Wound Healing Problems*


(Extracted from Room/Dungeon Problems)


Additionally non-combat healing actions, such as Wound Healing and Enhancing, that would normally require a Droid, do not function within Caves/Dungeons.



78.Correspondence Response


(To be Fixed)


(*To Be Fixed*) Many Doctors feel slighted by the lack of direct response to our correspondent issues. We are most interested in providing what input we may into improving the Doctor profession, and the game in general, by whatever means we can and since the correspondence program is the most official method provided, it is felt that a more timely, and thorough response to the issues the correspondent forwards is needed. Such responses should be public and posted directly to the forums and address the issues as presented. Without proper input on Developer considerations on the issues we cannot provide better feedback in the continuing development processes.


Threads of interest:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=418706
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=515848&highlight=#M515848


(*Dev Response:
Holo wrote on 8/29/03:
"We don't see you as a red-headed stepchild, but as a key part of the combat loop, because, duh, you are.


Every profession is going to feel like they're being ignored at some point. (In fact, I am pretty sure that every profession already DOES feel that way! ). We're not doing it on purpose, and to say that we're intentionally trying to neglect a given profession is to just muddy the waters and stir things up, to no real purpose.


I tend to agree that the medical profs didn't get too much from this round of profession updates; we simply ran out of time. I'll try to make sure you guys are a higher priority on the next pass."
[Z’s note: The “updates” referred to likely refers to the October Publish, meaning we likely should not expect to see the higher priority ratings until the November Publish at the earliest.]


Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=443645#M443645


Holo wrote in a thread of PM responses in this case to a question about if the DE designer reads their forums on 9/4/03:
“Any given profession should definitely not feel like they are being intentionally neglected because they haven't gotten a dev post in their forum. We don't have specific devs assigned to forums. Instead, we're trying to rely on the correspondents (I know, I know. We have a long ways to go on that front).”


Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=476567#M476567


Holo wrote in a thread asking for assistance in how to improve communication on 9/10/03:
"One of them is the challenge of even listening. No day goes by when I don’t get someone complaining that we haven’t posted in their profession’s forum, or that we’re not current on the issues for that profession. After all, “there’s dozens of threads on the front page right now about it, open any of ‘em.”


The fact is, we’re hard-pressed to read just the threads we do, and then follow-up on our posts—much less skim every forum. The detailed answers people want to both correspondents and to their own posts take a sizable amount of time to research and then answer. When I say sizable, I mean anything over ten minutes.


This is of course what the correspondent program was intended to address. But what we found was that in the correspondent’s lists, around half the list or more were line items that could EACH take three or four hours to discuss, much less arrive at an answer. And the result was, we blew it. We blew it bad, because we invited the commentary and the input, and then failed to uphold our end of the bargain.


Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=514535#M514535


Holo wrote in response to the above thread on some of the items he bulleted that needed work on 9/10/03:
"Better direct communication between the devs of a given profession and the correspondents--and less of me, since it isn't really my job anyway. -- have to figure out how to best do this. We may not want to have the email address for individual devs leak out, so we may have to create special correspondent email addresses or something...


Weekly IRC chats with the correspondents (log posted later?) -- need to get them coordinated with a bunch of folks, so this might take a bit."


Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=517019#M517019


Holo wrote in a thread about the communication comments he asked for above on 9/12/03:


"That the discussion the other day has not been forgotten. I'm working on what we can do. Some, we're already doing (mostly, the stuff I said "easy, done" to). But today and yesterday we've had visitors at the office, etc, so I haven't been able to read one word on the forums in the last 24 hours, and probably won't today either since I will be at the Austin Game Conference--no, not just hanging out and having fun. Part of hiring is finding out who else is out there.


The mods have sent me a string of threads to reply to and I promise I will pop in on them either tonight or tomorrow."


Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=526944#M526944 -Note: no responses have been forthcoming to the Medical Professions as of yet


Holo wrote in a thread about Pistoleer issues on 9/16/03:
"We've asked the designers to try to keep up with the forums for the professions they are in charge of, but generally they don't have time. The correspondent program is supposed to help with that, but as you know, it ain't going so great. We're trying to fix that."


Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=553309#M553309
[Z’s note: A private correspondent forum was created on 9/18/03 to facilitate communication between the Developers and the Correspondents and this step may at least partially address this issue. You may note that some of the responses from there have already been added to some of the issues throughout this list. On 9/30/03 we actually received a full response on the Top 5 Issues, further indicating that this issue is being worked on. On 10/14/03 the Assistant Community Relations Manager, Kurt "Thunderheart" Stangl, who is supposed to help facilitate the communications issues started work.])




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Tue Oct 28, 2003 1:44 am
#16

79.Quickheal Uselessness%*


(To be Fixed, possibly In Test, added note that usefulness of change will need to be tested)


(*To be Fixed, possibly In Test*) 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 its use to balance that out.


(*Dev Response:


Ben Hanson response to correspondent on 9/22/03: “Increased the power of quickHeal and reduced its mind cost.” The earliest we can probably expect to see such a fix would be in the November Publish.
[Z’s note: IMHO, this fix will still need to be tested to see if it achieves the goal of making /quickHeal useful.])



80.Crafting Schematics Clarification and Documentation


(Issue broken out)


Crafting schematics do not seem to properly reflect exactly how they are utilizing their formulae. For example some basic testing has shown that a schematic states a Stim should get it’s power rating though 66% OQ and 33% PE and it’s Charges through 66% OQ and 33% UT. However, it appears that using an Inorganic with a PE rating does NOT yield additional power, as the schematic would imply. Clarification on this, such as annotating on the schematic that only the Organic affects Power and Only the Inorganic affect charges, should be made if this is truly supposed to be the case, or it should be rectified to properly select all ratings available from all components in other to create the final product. It would appear from further testing that like attributes from different resources are actually averaged, and not additive, which is counter-intuitive to a crafter’s expectations. We would really like some clarification on the issue and better documentation of it.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=5996



81.Crafting Schematics with Unused Ratings%*


(Partial To be Fixed, Extracted from Crafting Schematics)


(*Partial To be Fixed*) There are also several schematics that use resources that do not have stats required by their schematic. In particular, the Infection Amplifier and Advanced Infection amplifier use Reactive Gas and Aluminum, neither of which has a PE rating, 33% of the Power for that component. Dispersal Mechanism and Advanced Dispersal Mechanism Use Liquid Petro Fuel and Inert Petrochemical, neither of which has a Conductivity rating which affects the Range and Area of Affect on the component. On the final schematics for all Enhance packs other than Action the schematics require Avian Meat and Reactive Gas, neither of which have UT rating which affects the charges available. The same is true for the top-level Cure Disease and Poison packs.


(*Dev Response:


Response by Ben “Marvelin” Hanson to Kavedawg, the CM correspondent, suggests that in the November or December publish all CM-related schematics will be switched to rely only on Overall Quality and Decay Resistance to help simplify those schematics and the resource requirements.)



82.Crafting XP from Complex Schematics –v- Components*


(Extracted from Crafting Schematics)


Despite the complexity of completed meds, such as stim or wound packs, these provide less XP, relatively, than grinding out components.



83.State Pack Schematics with Range*


(Extracted from Crafting Schematics)


The State Pack schematics all have an experimentable trait for Range that is set for 0 and is not improvable. It should probably be removed.



84.Multiple CRDM problem*


(Extracted from Crafting Schematics)


Enhances (and other Advanced Meds as well) that use multiple CRDMs do not seem to be reading the Power rating correctly. Preliminary suggestions seem to imply that the power rating from the CRDMs are not being read at all. Further, thorough, testing needs to be done, however. (Anyone wanting to help out on this front, please jump right in.)
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14087



85.Combat Medic Component Experimentation*


(Added Dev Response from CM board)


The experimentation points and availability of components that are only usable by Combat Medics has caused some confusion. Having them in the Doc tree provides Doctors with an unfair advantage to experimenting on an item they do not use, while Combat Medics who have not taken any Doctor skills can only make those components at a reduced ability. It has been suggested that while increasing Medical Crafting through Organic Chemistry in the Medic field, that, even though it will be unused at first, Combat Medic Crafting also be raised. Or that crafting apply to combat medic crafting as equally as it is to Medic/Doc crafting. This may make a Doc/CM have an incredibly massive number of experimentation points (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.


(*Dev response:
Holo wrote as an answer to some PMs on 9/4/03:
“I'll ask about the status of these, if you can tell me which typos they are exactly. (Yes, I know that I can probably read the CM forum for a few hours and find them, but if you tell me more specifics here, I'll both read it sooner and have more ammo to beat a designer about the head with).


Then later in the same thread on 9/5/03:

--------------------------------------------------------------------------------
Elimanning wrote:
Holo, the info you request re: CM crafting has been posted, thanks for looking into it!
--------------------------------------------------------------------------------


Yep, and we're on it.”
[Z’s note: It is likely such an update would not occur until the November Publish. No word yet on when that publish way be scheduled for, but it will certainly hit Test Center first and I will update you all then if it makes it into that round of fixes.]
Ref:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=481241#M481241


Ben “Marvelin” Hanson’s response to Kavedawg on the CM’s Top 5 Issues List, paraphrased by Kavedawg:
“Combat medic components will be moved to the CM tree.”
Ref:
http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=12195
[Z’s note: This implies only that CM components will be moving to the CM tree. Medical components will still have this problem associated with them, however.])



86.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.


(*Dev response:
Holo wrote on 8/29/03: “We agree with many of the issues you raise, but most of them are not easy to fix. We'd rather fix medical forage than remove it, for example. The group bonus isn't that easy to do. And so on.”


Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=443645#M443645)



87./registerwithlocation Command


(Issue broken out)


While considered nice, Docs would have like to see 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 that may have “sign” attributes that allow it to named with indicating text showing if there are any medics or doctors on “duty”.



88./registerwithlocation Terminal Request*


(Extracted from /registerwithlocation Command)


Some have indicated that having a terminal prominently located in the Med Center buildings (it appears that SOME med centers do have such a terminal?) would also make using the command easier for Medics/Docs by drawing their attention to this new object that they can use. It also adds a certain amount of in-game interactivity with turning on the sign, so to speak, beyond simply typing a command.



89.Med Center Crafting Station


The Doctors would also like to see a Public Food & Chemical Crafting Station in Med Center. The inconvenience of having to leave the Med Center to craft more packs for patients who want healing “right now” to both the Doctor and the Patient seem a bit much for such an easy fix. Admittedly this is more important as an issue for Medics, but the Doctors have brought this up as well and would like to see it implemented.



90.Wound Stat Pack Selection & the /Heal Commands


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. Please fix.



91.Non-Combat Diseases


Some folks think it may be interesting to add spreadable diseases that are not like the combat diseases but do other things, such as making temporary image changes, stat reductions or mood changes. Such diseases would be curable by Doctors.


http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=12242



92.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.



93.Enhance Ease of Use=*


(Extracted from Enhance Issues)


(*In Test*) 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.
(*Ben “Marvelin” Hanson response to correspondent on 9/22/03: “Fixed experimentation on enhancement medicines so that skillModRequired is reduced, not increased.” As noted at the top the earliest we can probably expect to see such a fix would be in the November Publish.)



94.Advanced Resilience Compound Not Loading=*


(In Test, Extracted from Crafting Schematics)


(*In Test*) The schematic for Advanced Resilience Compound will not load into the crafting tool at all.
(*Ben Hanson response to correspondent on 9/22/03: “Fixed some problems with advanced resilience compounds. They should now be craftable.” The earliest we can probably expect to see such a fix would be in the November Publish.)



95.Damage/Stim/State Timer and Bug=


(Fixed)


(*Fixed*) Relatedly the State packs (and when a Doctor stims themselves) seem to ignore Diagnostics level in that they notify the Doctor that he must wait, say 3 seconds before healing again, but after three second it continues to give a command stating you must wait before you can do that to what would appear to be the full delay of someone who had no Diagnostics skill at all, or about 6-9 seconds, in effect doubling the delay rate. Please fix.
(*Ben “Marvelin” Hanson responded on the Correspondent forum on 9/24/03 with an indication that this will be fixed in the November Publish.)




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Nikuhiru
Tue Oct 28, 2003 5:05 am
#17


  1. 1

  2. 2

  3. 3

  4. 7

  5. 29

  6. 30

  7. 59

  8. 39

  9. 20

  10. 4



_______________________________________________


Dr. N'yk Darhek - The Guardians


Libertas Ara Amplus


Travin64068
Tue Oct 28, 2003 6:52 am
#18


  1. 4*

  2. 20*

  3. 1

  4. 19

  5. 7

  6. 36

  7. 37

  8. 63

  9. 21*

  10. 16

*4 Master Doctor Benifits. How about a MedPack to remove enhancements while grouped with the target. This will correct the problem of a Novice Doctor giving out poor buffs when they are not asked for or wanted. Many regular customers of mine have been enhanced by poor packs and I can't help them when they want my high quality D enhance packs.


*20 Doctor Content. I stopped going to the med center, and I don't heal anyone because I have to run missions or sell enhancements to pay for my harvesters. I'll return to healing people when Medic Missions come out.


*21 Faction Points. If I get a TEF from healing an overt player, and get faction points from killing an opposing faction player, why not get faction points to heal an overt player? We get all the disadvantages and none of the advantages with the TEF issue. This just encourages that it's better to kill than to heal.




Travin Greytin - Master Doctor - Master BE (12 point)
(Sunrunner) CTI Industries (5000, 6000) Kaadara Naboo
Support Medic Missions
Ivoe Greytin - Master Bounty Hunter - Master Creature Handler
(Sunrunner)
Vodo_Baas
Tue Oct 28, 2003 7:09 am
#19

1) 1. Doctor/Meidcal Surveying
2) 36. Money
3) 21. Faction Points
4) 18. TEF Notification
5) 5. Enhance Packs Variability
6) 28. Resuscitation Timer Issues
7) 50. Droid Low Power Notifications
8) 3. Mind Damage
9) 23. Resuscitation Pack Usage on Faction Pets
10) 17. On Fire Cure

----Comments----
28. Resuscitation Timer Issues
The player should also be notified when this timer has elapses, or a counter is displayed (similar to the icapacitated timer) so they now how long they have. I've been in situtions where I ran/fought long distances to try to revive a friend only to find its been too long.

3. Mind Damage
I'd like to see the /healmind ability that is given to Combat Medics be placed in the Master Medic or Novice Doctor so its more accessible to both Doctor and Combat Medic players.

33.
Its not on my list, but something that I've done to greatly help the problem in my game play is to color code my inventory. All the wound packs have the name in blue letters, all the stim packs in orange, and enhances in red. It doesn't really solve the problem but its been a big help. To do that you just precede the text with \#RRGGBB\ where RRGGBB are hex numbers that specify the amount of that colr to include. Another thing I do is all health stat items are in red and action stat items are in green. So here is a sampling of names I use on crafted items: (I'm trying to huse HTML color to show what it would look like, I don't know if this message board accepts such things)
\#FF0000\Health \#0000FF\Wound Medpack C
Health Wound Medpack C
\#00FF00\Stamina \#990000\Enhance Medpack D
Stamina Enhance Medpack D
\#FF6600\Small Stimpack E
Small Stimpack E
If you apply the names to the manufacturing schematic it will aply to the crate and also the items you retrieve from the crate. One thing to note it you use this, it will throw off the alphabetic sorting the game has. It will consider the first letter to be the \ even though it won't be displayed.



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
Valkahr
Tue Oct 28, 2003 7:17 am
#20

1. #3 Mind damage


2. #5 Enhance pack variability


3. #4 Master Doc benefits


4. #39 AoE cure state pack and poison / disease cure


5.#46 State pack persistance / immunity


6. #31 Medical bag / Inventory search for meds.


7. #17 On fire cure


8. #30 Firstaid improvments


9. #28 Resuscitation timer issues


10. #20 Doctor content

Zarlor
Tue Oct 28, 2003 7:29 am
#21






Cidem_Relaeh wrote:
[snip]

64. Medic-related Clothing


  • Being a bit of a fashion whore, and since I also don't wear armor.. I wouldn't mind having some clothes that enhance my ability as a doctor. Specifically I would like to see stats that enhance my ability to buff stats, so with a particular piece of enhanced clothing on, a given enhance pack will give, on average, a greater boost to the stat than without the enhanced clothing. I also would like to see some form of increased mind-regen on some doctor specific clothing, but I know I'm dreaming there.





Hmm... well, this issue is actuall, (if you read it) about clothing that makes you look like a medic. White and red stuff, mainly. The first part you asked for is already available as a clothing component from BEs that Tailors can use to make clothing with that provide a + (the cap is +25, apparently) to you Wound Treatment Skill and Wound Treatment Speed, thus allowing you to get an extra little boost to your Buffs. With +25 that would make your average buff around 2.25x the Base Power of the buff when done in a Med Center. The second part, for increae of Mind Regen, would be a Buff to your Focus (or is it Willpower? I forget which.) Which is normally provided through things like Spice, Foods or watching Dancers (or is it Musicisns that do the secondaries?) So providing a Stat boost from clothing would, in effect, be a semi-permanent form of stat-boost, which is counter to the way stat boosting occurs in SWG. I'd be a bit leary about trying to ask for something like that, but you can try to start a seperate thread to get support for it.


Now I'm wonder, though, how many people just vote for stuff without reading the details to make sure they know what they are voting on? I've always kind of wondered why this issues gets as many votes as it does, and maybe kit's because people want the stuff you are asking for and are either not aware of what is available or what may or may not be feasable. Hmmm... maybe I need to rename this one.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Tue Oct 28, 2003 7:40 am
#22






Johaan wrote:

6, 16 ,22, 11 all seem related Enhancement/Stat Issues


50 - Low Power. My droid eats batteries like candy now.






The Enhancement ones sure are related in many ways, but the purpose of breaking out the list was to seperate the issues as much as we could. So while those are realtted issues, the idea is to no longer list them together as all part of one issue where possible.


On the power... I keep forgetting to add the recharge rate issue, so here's one i just added to the list:


96.Droid Recharge Rate+


(New Issue)


Droids seem to need to be recharged every 20 minutes. For Doctors, who already have a great deal of items they must carry in inventory, carrying droid batteries and having to almost constantly recharge the droid is more of a hassle than its worth. We’d like to see batteries lasting longer, at least an hour, but something like 2 hours would be far more appropriate (keeping it in line with the length of an Entertainer Buff, for example.) This would improve droid viability in the field without making it unduly cumbersome for Doctor’s to use their droids.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Tue Oct 28, 2003 7:47 am
#23






SithlordAcid wrote:

All I want to know is where is the commentary for On FIre? Have the devs even started looking for a solution to that problem? Do they even recognize it as a problem? Do they realize PvP's consist mainly of commando battles with incurable On Fire status? What's going on?





I have the commentary on the last Top 5, but I'm STILL waiting for permission to post it (and I'm getting VERY frustrated with our Dev on this right now.) They are aware of the issue and have commented is all thatI can say right now until he say's it's OK to post his comments. As SOON as I get that OK, it will be posted and floated to the top of the forum just like the last Top 5 Commentary was.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
vortexala
Tue Oct 28, 2003 7:52 am
#24

1) 21
2) 17
3) 39
4) 12
5) 28
6) 36
7) 20
8) 86
9) 45
10)47



~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...
Cidem_Relaeh
Tue Oct 28, 2003 9:23 am
#25


Zarlor wrote:


Cidem_Relaeh wrote:
[snip]

64. Medic-related Clothing
  • Being a bit of a fashion whore, and since I also don't wear armor.. I wouldn't mind having some clothes that enhance my ability as a doctor. Specifically I would like to see stats that enhance my ability to buff stats, so with a particular piece of enhanced clothing on, a given enhance pack will give, on average, a greater boost to the stat than without the enhanced clothing. I also would like to see some form of increased mind-regen on some doctor specific clothing, but I know I'm dreaming there.


Hmm... well, this issue is actuall, (if you read it) about clothing that makes you look like a medic. White and red stuff, mainly. The first part you asked for is already available as a clothing component from BEs that Tailors can use to make clothing with that provide a + (the cap is +25, apparently) to you Wound Treatment Skill and Wound Treatment Speed, thus allowing you to get an extra little boost to your Buffs. With +25 that would make your average buff around 2.25x the Base Power of the buff when done in a Med Center. The second part, for increae of Mind Regen, would be a Buff to your Focus (or is it Willpower? I forget which.) Which is normally provided through things like Spice, Foods or watching Dancers (or is it Musicisns that do the secondaries?) So providing a Stat boost from clothing would, in effect, be a semi-permanent form of stat-boost, which is counter to the way stat boosting occurs in SWG. I'd be a bit leary about trying to ask for something like that, but you can try to start a seperate thread to get support for it.

Now I'm wonder, though, how many people just vote for stuff without reading the details to make sure they know what they are voting on? I've always kind of wondered why this issues gets as many votes as it does, and maybe kit's because people want the stuff you are asking for and are either not aware of what is available or what may or may not be feasable. Hmmm... maybe I need to rename this one.






That's my bad bro, I just started posting in here and happened to see your post before you replied with all the descriptions, so I was replying before I knew there would be more explanation. I realize there are BE enhancements now, but for some reason I was thinking they were broken still. As for medical look, yeah that can be tough so I'll support that. I essentially used to wear all white, though now I have a different look that I like too.

Sorry bout that, I expect most people read the descriptions, I just didn't realize they were forthcoming. Bad timing and all that. :happy-smiley:



Cidem Relaeh <ODD>
First comes smiles, then lies. Last is gunfire.

Imperial Colonel
Pistols Expert - DGM Curator

IlyaMasool
Tue Oct 28, 2003 9:50 am
#26

Vote

1 : 3. Mind Damage%*
2 : 46. State Pack Persistence/Immunity
3 : 62. Medicine Use Skill Granularity
4 : 2. Doctor Harvesting*
5 : 17. On Fire Cure
6 : 23. Resuscitation Pack Usage on Faction Pets*
7 : 26. Resuscitation Consent Request*
8 : 28. Resuscitation Timer Issues*
9 : 66. Crate combining*
10: 68. Factory Hopper Refresh*

=================================
Discussion

3. Mind Damage%*

well CM got mind damage. It is argue that CM are more of damage healer than Doctors. Well can't argue with that. But it is also undeniable that Doctors are THE wound healers. With fixing of disease in test center, mind damage wouldn't be of problem as mind wound would be once patch go live. I think it only make sense for Doctor to get Mind WOUND heal. Also non-self castable and cause secondary mind wound as well as BF.

With disease working now, this is pretty much no-brainer.

46. State Pack Persistence/Immunity

I think this is one of hidden issue that could potentially have huge impact once current test server patch go live. With new area disease, it is very easy to flood the city's med center, cantina and eventually once side will be at 1 HAM, trapped in clone center getting killed over and over. Huge Faction Point farming and grief potential.

62. Medicine Use Skill Granularity

Well they "balanced" CH's tree to discourage "dabbler". Novice medic is just about biggest dabbling in this game. I think the should DEFINATELY spread the stim out,
Stim A at 1
Stim B at 25
Stim C at 50
Stim D at 70
and E at 90

2. Doctor Harvesting*

I think this make more sense than Survey. For one thing, CM got TN because they are expected to be out there on field, keeping up with the group. Well we doctors been told over and over how much of crafting profession we are. So it makes as much sense for us to get harvesting skill as much as CM to get TN.

17. On Fire Cure

23. Resuscitation Pack Usage on Faction Pets*

Excellent idea! This could be one of Master Doc perk.

26. Resuscitation Consent Request*

I can't belive this hasn't already been implemented! Another no brainer.

28. Resuscitation Timer Issues*

I think this is just bug pure and simple. I can't think of one good reason why timer was even added in the first place.

66. Crate combining*

The ability to combine crates in inventory would be a very welcome addition.

68. Factory Hopper Refresh*
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