Doctor Archive

Thread: Dev Response to Top 5 Issues for September

Zarlor
Wed Oct 01, 2003 11:35 am
#14

I'm with Traigus on the all survey tools thing. Runnign around to find a concentration spot high enough to pull up a sample of 8 different resources in 8 different locations only to find they are all garbage is the biggest waste of time in the game.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Wed Oct 01, 2003 11:43 am
#15






lund0529 wrote:




On Issue #1, Doctor Surveying/Medical Forage:


IMO, it should stay an artisan skill. Medics are no different than scouts who need materials to craft traps and camps. If medics get survery, everyone should get it, artisans are just much better at it. This would be in line with weapon certs.






Medics are very different from scouts in this respect. Scouts can make all of their low-level schematics using only resources they can gather with a skill they are given at Novice level, /harvest. The resource stats make no difference on the final products for any of their schematics and there is nothing for them to experiment on. (Not trut at Ranger level in some cases, though, such as Camo packs). They do not need as many resources as we do, they do not need as much of a variety of resources as we do and they do not need to also make components like we do. Medics have schematic and resource requirements that in some cases are more complex in those needs than the schematics in the Advanced Artisan lines (like weaponsmith).


So, I personally think that Medics are absolute leagues away from Scouts, Rangers, Smugglers andMusicians/Master Entertainers (they make instruments) in this respect.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Nematocyzed
Wed Oct 01, 2003 11:53 am
#16

ouch, removing the randomization will remove the extra high buffs? arg... I don't know which is worse, getting those pesky 700 point buffs or never getting a 2200 point buff again.

A tough situation indeed. These buffs are my bread and butter, they have become my most valuable source of income. It might be a bit selfish of me, but I'd love to see that one of the perks for a master Doc could be an incresed effectiveness for the buffs? I'd really love to have that!

Limited mind healing!! I'll take anything I can get

Zarlor
Wed Oct 01, 2003 1:02 pm
#17






Zamslam wrote:


Please forward this to the appropriate dev, if we're not sure he or she will read this. I don't mean to say "I am right and this is what they need to do", but just one more data point of what a customer who plays the class thinks would help.






I'm the appropriate guy in this case, although I'm not a Dev 9don't even work for SOE for that matter. The reason is that apparently the Devs already have a lot on their plates, so theyve asked for, in effect, data collectors for each of the professions to cull through the forums and pull together a more concise listing of issues. So your best bet for rectifiying any shortcoming in what you think the Devs may be seeing from us comes by taking a look at the Big List of Doc Issues and offering suggestions on where my wording for a particular issue may be biased or doesn't seem to include the appropriate supported viewpoints.


(I take a supported viewpoint to me that if someone starts a thread about something that may appear to be a new issue, they would need a few people to positively comment on the issue and/or get a decent star rating on their post in order to get put onto the isues list to begin with.)




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Qwenna
Wed Oct 01, 2003 1:10 pm
#18






Zamslam wrote:


If you take 100 people who just died in real life, and do CPR on them. How many do you think would stand up and thank you vs stay dead?


I'd like /medicalforage to either yield stuff that


As far as TEF goes: I think you should be able to heal anyone of any faction, and if doing so would give you TEF, then the game should prompt you (are you sure you really want to do this). While you're at it, lose the "it would be unwise to help" dialog, unless you add a "yes, I really want to do this".






If you're discussing people who died as a result of some trauma, CPR works a lot better than if you are discussing an averagecross-section of dead people. It's not like having medicine improves your chances of reviving a dead person most of the time. If it did, people wouldn't die in hospitals so often. Just make it take time and have a huge mind penalty. It stands to reason that the doctor would be very worn out afterwards. And maybe give the victim a huge number of mind wounds to boot. (i.e. half a bar worth or so.)


/agree Scouts have a regular /forage that yields very cool things that are nice and useful at times. Why can't /medicalforage yield mind buff/heal items that you can't get any other way, or other singular and helpful items instead of "oh, wow, look, I got a mediocre ear of corn"?


/agree Again, it is unutterably frustrating to be grouped with someone and totally unable to help them because they are faction aligned. The warning is good, but aren't there times when you'd say "ah, who cares who sees" and do it anyway? Put in a "Do it anyway" option!

Hellkin
Wed Oct 01, 2003 1:10 pm
#19

My view on the whole surveying and artisian skills. Instead of giving us our own survey maybe they could come up with a way for you to take one tree of the base professions instead of the whole skill. for example Doctors could take the surveying tree at 3 points instead of all artisian skill trees for 15 points. This would allow more efficient use of the point system. This could also work for someone who wants to be a smuggler allowing them to take only unarmed skill instead of the whole tree. If this was ever implemented it should only be available on the base professions and you would get to choose one tree or take the whole skill. Anyway just my .02 let me know what you think.




Hellkin - Tarquinas

Nightwing - Tarquinas
Vodo_Baas
Wed Oct 01, 2003 1:18 pm
#20

For a Master Doctor bonus what if they had the ability to increase the regeneration rate of the members of the group he is in. Similar to squad leaders ability to increase terrain negotiation for any grouped players.

(This may fall in line with Smuggler's spices rather than Doctor but what the heck) What about the possibilty of creating a stim of a pain killer, where the player wouldn't get any effects from wounds for a certain time. Their stats stay at their current level until the effect wears off, at which time all their wounds show up, since the warrior is ignoring his wounds its possible he recieves them at a higher rate.



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
GPF_Lith
Wed Oct 01, 2003 1:51 pm
#21

I'm REALLY glad they're looking at addinga mind heal.


Everything else looks in order except for one thing -- The enhance variance. They're saying we can have option A which is how it works now, or option B where the range would be tighter and the highs and lows would drop off.


I personally think the best option is option C where they simulate the range of the old buffs but spread it outin terms of the kit's power. That way the most powerful kits are still giving those high buffs, and the weaker ones will give the lower ones. Otherwise the higher power kits will hardly be worth anything more than the lower power kits and not even worth trying to make. The devs said they wanted the higher power kits to be worth more, so I think option C is best.


If it absolutely had to be A or B, I would say leave it the way it is. I would much rather see the higher-power kits have a better chance at buffing fora LOT more than lower-power kits than I would to see higher-power kits have a 100% chance of buffing a LITTLE more than lower-power kits.


Now that I surrendered my doc skills I RELY on those high-end buffs!



Maniweh.

Zarlor
Wed Oct 01, 2003 2:01 pm
#22

GPF_Lith: I',m not sure I see what you are saying here. The range would be within the packs themselves. So if, let's say, an A pack now buffs between 50 and 300 it might instead buff for between 150 and 200. In either case you would have always get an average buff of 175 points, no matter which of the two methods you are using. AD pack might currently buff from anywhere between 500 and 3,000, avveraging 1,750. So the new method might make it do between 1,500 and 2,000 instead, but your average is still going to be for 1,750. So no matter what you've got a huge improvement with D pack over any of the lower packs. (Numbers in those examples are pulled out of thin air, not actual numbers from testing, mind you.)



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
IlyaMasool
Wed Oct 01, 2003 2:16 pm
#23

I think this is pretty comprehensive list.


I wouldn't mind a bit if you just send that in. I'd be happy with getting any of them.


I'd say we have best chance of getting


* The missing +25 to heal injury speed.


* Additional Experimentation Points.


* better resistance against poison/disease since we are around them so often and it would be pointless to have to keep curing my own poison/disease when everyone else in my group is asking me to cure them.


since that would be the most easiest to implement. Although considering the incoming changes, I wouldn't mind


* +25 injury treatment.



Now


* move Res ability up to Master or just putting the schematic for Res Packs at Master


is another quick fix they can do, and although I personally would like to see it as master only skill, I don't think that is sensible thing to do since I don't think there are enough master doctor around and groups in advanced planet without one would suffer. So I doubt Dev will allow this one unless there are LOT more Master Doctor around than I believe.


All the rest are harder to implement or concern more than just master doctor.


Like


===================
* Harvesting, at Novice Scout ability


* An Enhance Mind A pack
although I don't buy whole "only entertainer are supposed to buff mind cwap". Chef can already buff mind so it is not dancer only area I don't think.


* "Smelling Salts", in effect a small mind heal that can only be used on an incapped individual. (basically any issue that deal with mind is littered with mine)


* A schematic for a high med use drug use to boost TN and/or BRE skills


* /medicalsurvey skill.


* A vendor


* innoculation. (CM would absolutely hate this, and everyone else would absolutely love this. But it just have way too much impact on CM and PvP)


* Schematic for some kind of resistance drug, that gives (or boosts) natural resistance rates by some percentage. (Same as innoculation)


===================


are all things that are gonna butt head with other profession.


Then there are ones that are just simply take too much time to put in I think like


=====================================
* Consolidated heal packs (like a B-level wound pack that will do all Health stats, or all Action stats at the same time, or evan all H/A stats.).


* Consolidated Buff packs, same idea as above.


* Improved Resuscitate with something like a full stimming of the bars on Res and/or a reduction of the "sickness" time. (Don't forget that annoying stat stick bug, though!)


* Enhance Health & Action E packs (although I REALLY REALLY REALLY want this one)
============================================


Then finally there is


* A combat special like "Vital Shot", since a Doc knows where it would hurt. Suggestions were for a -25 to aim modifiers (making it harder to hit) but +50% to damage, as jsut a suggested starting point.


I am really not a big fan of mixing healer and combat skill. More "specific" defensive stuff for both Doctor and CM are fine, like more resistance to poison/disease for doctor since we are around them more often and build up more immune to them. Or 50% less wound damage since we know where not to get hurt. But I dont like defense from ranged weapon or melee attack for Doctors. I think they are okay for CM, but not for doctors. And I don't like bonus of any kind for offensive skill at all for doctors and not even for CM.

vortexala
Wed Oct 01, 2003 2:22 pm
#24

Actually, regarding the 'Vital Shot' idea, I'd rather see that in the MCM Box instead of MD. Better to put something combat worthy within the Combat Medic Profession.



~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...
DisplacedSurfeR
Wed Oct 01, 2003 2:24 pm
#25

I dont like the idea of us getting survey skills. im sure its been discussed at links but thats another class skill and we really shouldnt get that ability.


DO not change buff system would rather have the randomness than sticking to the 600-700 buffs i make..


What skills at Master Doctor? how about cure fire. what about a blood clot medicine stop bleeding.


You know what would be really really wicked... Debuffs! this would give us a combat ability




Daynk Mohda - HATED
Jagermeister - HATED
Loot and random items vendors in the GAT Mall just south of theed and also in GAT City on your overhead map, NE of Theed
GPF_Lith
Wed Oct 01, 2003 3:16 pm
#26

Zarlor: Yeah, I guess that wasn't quite clear... Here's what I'm saying:


Currently you have a kit with 800 power. It ranges from 1000 to 2500 points. (roughly - let's just say)


Then you take a kit with 400 power. It ranges from 500 to 1250 points (let's just say)



People are complaining about the randomness of these, and I agree it's a pain that getting a luckybuff on a 400 power pack can be better than getting a bad buff from an 800 power kit.



They're proposing tightening the range so that our good kit would buff for a flat value of 1750 (for example, and our bad kit would buff for a flat value of 875.


Even if I'm unclear and that's _not_ exactly what they're proposing, what I am proposing is to take the TOP buff value possible (in the current system) that the best kit in the game would have buffed and have it buff that value always (or a close range around it). Then take the worst kit in the game and take the LOWEST buff value possible (in the current system) and have it buff that value always (or a close range around it). And everything inbetween would be scaled along that scale.


So if the best kit (enhance D) in the game could buff from 1500-3500 (let's say) and the worst kit (enhance-D) in the game would buff from 400-1200 (let's say), and let's say the middle-of-the-road kit (enhance-D) would buff from 800-1600 (let's say)then in the new system the great kit would buff for 3500 (or maybe 3300-3500), the bad kit would buff for 400 (or maybe 400-450), and the middle of the road kit would buff for 1200 (or maybe 1150-1250).


Does that make any more sense?


Maniweh.

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