Doctor Archive

Thread: Big List of Doc Issues for October (Top 10 VOTE!)

Zarlor
Thu Oct 16, 2003 9:52 am
#14

Vodo: As our Dev explains it the reason for the randomness on anything other than Enhances is because that randomness is what makes the higher level pack worthwhile. As many folks on this and the Medic Forum continually point out in most instances any decently experimented Stim C will usually do a full heal on any unbuffed character. A Stim D will usually do a full heal even on buffed characters. Stime Es, then, are primarily useful only on pets and because of the variability they are useful as the only guaranteed form of full heal for a fully buffed character.


Wound healing variability just isn't a big deal at all, though. All I ever even use anymore are experimented B packs for wounds. One shotting an all black HAM just sin't that relavent anymore.


The Droid issue... that's a good point. They have always run low within 20 minutes, though. I haven't noticed any increase in the rate of loss. The only difference now is that storing doesn't recharge a droid, it just stops the battery weardown clock from ticking. No matter what, though, if that dorid is out for 20 minutes total, that battery is gonna die. I'd like to see some clarification on that one, though, too. 20 minutes just seems to be way too short, especially considering our already overweighted Doc inventory problems. Could you bring up the issue in it's own thread, though? See what kind of support other Docs have on the issue?




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Starphire
Thu Oct 16, 2003 10:19 am
#15

1) 36.Incapacitated Player Location Problems
2) 8.First Aid Improvements =
3) 19./diagnose Refresh*
4) 9.On Fire Cure
5) 1.Doctor Surveying/Medical Forage
6) 4.TEF Issues%*
7) 10.Combat Queue Heals %=*
8) 14.Healing Range/Distance
9) 11.Medicine Organization and Inventory Management %
10) 46.Room/Dungeon Problems*




Starphire Elation Tesra Elation - Master of All Proffessions

Cancel your ALTs in protest of to many bugs!! TO MANY BUGS!!!
I cancled mine until the big bugs are fixed!
Archon_Eclipse
Thu Oct 16, 2003 10:26 am
#16

1) 3


2) 11


3) 1


4) 31


5) 6


6) 5


7) 17


8) 28


9) 4


10) 2


Thanks Zarlor




Archon M.D.
Eclipse Server
_____________________________________________
Retired
daCraw
Thu Oct 16, 2003 10:30 am
#17

1. 2.Mind Damage


2. 4.TEF Issues%*


3. 11.Medicine Organization and Inventory Management %


4. 9.On Fire Cure (I play on Tat.)


5. 7.Faction Points


6. 29.Target Self/Groupmates/Friendlies


7. 14.Healing Range/Distance


8. 30.Droid Issues*


9. 8.First Aid Improvements =


10. 41.Quickheal Uselessness =




d'Craw
~ Master Doctor ~
~ Master Swordsman ~

~ Crawdad--JTL Beta Tester ~

BatAvner
Thu Oct 16, 2003 10:39 am
#18

Greetings to my fellow Docs...



My top 10 issues/peeves are:



1. Doctor Content - #17


2. Master Doctor Benefits - #3


3. Elite elite category - #32


4. Skill Enhancers - #31


5. Enhancement Packs - #5


6. Experimentation - #6


7. Money - #13


8. Mind Damage - #2


9. Diseases - #47


10. Correspondent Response - #24

Admiralitaet
Thu Oct 16, 2003 11:04 am
#19

1. #1
2. #5
3. #22
4. #6
5. #8
6. #3
7. #9
8. #21
9. #11
10. #2



-------------------------------------------------------------------------------------------
Lestard
Zarlor
Thu Oct 16, 2003 11:12 am
#20

YFor those of you voting on


8.First Aid Improvements =
and


10.Combat Queue Heals %=*


You do realize that both of these items are already slated to be fully fixed in the next Publish in November? I mean I'll be happy to keep them on your lists where you want them but, IMHO, it's a wasted vote if you want to vote for something that is already acknowledged and fixed on the internal SOE servers that they have promised we will see in this next Publish.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Vodo_Baas
Thu Oct 16, 2003 11:27 am
#21



Zarlor wrote:

Vodo: As our Dev explains it the reason for the randomness on anything other than Enhances is because that randomness is what makes the higher level pack worthwhile. As many folks on this and the Medic Forum continually point out in most instances any decently experimented Stim C will usually do a full heal on any unbuffed character. A Stim D will usually do a full heal even on buffed characters. Stime Es, then, are primarily useful only on pets and because of the variability they are useful as the only guaranteed form of full heal for a fully buffed character.

Wound healing variability just isn't a big deal at all, though. All I ever even use anymore are experimented B packs for wounds. One shotting an all black HAM just sin't that relavent anymore.






In my case I've found its cheaper to create Stim E's with regular components as opposed to making C's with advanced components, what with travel expenses and extra costs for the resources to get an equivalent Stim just wasn't worth it.

The concern I bring up with healing is in regards to pets. I've pretty much maxed out my medical XP so getting that isn't as much of an issue so healing a pet or player is the same. I have seen times when using stims with ~600 healing they will hit occasionally for 1500+ and sometimes for just over 500. When going up against that Krayt hitting for multiple thousands that large range makes a big difference. I haven't documented the range much and normally I get way better than the 500 heals, but it has been a problem.

I know wound healing is very trivial at the doctor level, the only reason I threw it in was for the comments our Dev made about all of the meds usign the same algorithm to determine the final number. If he effects one he effects them all, since it sounds like it would get them all anyway why not present it that way?



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
Jacore
Thu Oct 16, 2003 1:40 pm
#22

Z:



  1. 15 *

  2. 29

  3. 8 **

  4. 20

  5. 22

  6. 36

  7. 13

  8. 19

  9. 34

  10. 26

* Point blank AOE cures, with radius equal to same range as stims.


** Yes i know it's being looked at, but I think there should be another /firstaid that provides a higher multiple.A MD should be able to 1-shot stop just about any stack of bleeders.



Jacore MD/MCM, Tempest

Zerona
Thu Oct 16, 2003 2:42 pm
#23

Well, the positive news is that I really only have one major concern. The rest are minor annoyances that I work around. Doctor is working quite well for me right now.


#1 5. Enhance Packs
#2 4. TEF Issues
#3 8. First Aid Improvements
#4 2. Mind Damage
#5 28. Medicine Use Skill Granularity
#6 17. Doctor Content
#7 14. Healing Range/Distance
#8 42. Medic-related Clothing





Zerona - Intrepid Master Doc/Pistoleer
Star_Yoto
Thu Oct 16, 2003 2:59 pm
#24

1) 2


2) 18


3) 26


4) 28


5) 23


6) 1


7) *


8) &


9) 14


10) 22


* - Enhancements Drop after you are Resuscitated and log off, should only be dropped when you die


& - Enhancement Packs Require Unit Toughness attribute, but Avian Meat and Gas have no Unit Toughness Rating

Staiglier
Thu Oct 16, 2003 5:01 pm
#25

1) 2


2) 3


3) 5


4) 9


5) 18


6) 11


7 25


8) 20


9) 26


10) 34



Staiglier


XavierCalixto
Thu Oct 16, 2003 5:28 pm
#26

I must admit that i am very impressed at a direct response to my vote. Wow, cool. so here is the fix



1 - Pet Healing number 21 on the list. This is not really a huge thing, but I find it rather irritating having nothing to show for healing pets. What if there was a veternarian profession and we got veternarian xp for healing pets??


2 - Crafting XP number 27 on the list. It just doesn't make any sense that making an Enhance Health Pack -B doesn't give more (figuratively speaking) xp then say a biological effect controller


3 - Surgeon Profession number 32 on the list. The making of robotic enhancements or something like that REALLY interests me for my third Master profession. This could be really cool.


4 - Factory Identical Items number 25 on the list. I can qualify to make Heal Stim-D's but don't bother because of the identical requirement and the difference between the C and D. Eventually, I will be forced to make them to make anykind of a decent uber enhance, but I will put it off until the very last possible need occurs.


5 - Doctor Clothes number 42 on the list. I went on quite a search for Doctor Smocks and was bumbed I couldnt' find any.


6 - Auto Retaliate number number 26 on the list. I understand the reasoning for this feature, but get really annoyed by it when I am healing in combat. Just send a warning or something you are being attacked. This option would obviously have to be something that would require a command to turn off and on.



I don't really have anything else. I like this profession and really enjoy playing it and taking my Doctor into the heat of the battle to heal. Don't do too much nerfing to this and don't listen to the people that cry they don't have any money becuase they don't leave the hospital.

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