Doctor Archive

Thread: Top Doctor Concerns

carnag
Wed Jul 23, 2003 9:36 am
#14

I would just agree with factory crate issue(i know its effects more) but still an isue.



also diagnose function would be nice.



Also finding some way to make money as a doc would be nice. Im not saying I want to be ubber rich, but would like to make enough using my skill o afford my house and such.



NPC missions to travel to x location in x city to heal their relative or gather these supplies for x medicine.



bugged ham bar is annoying..



sometimes i enchance my action, then after it wears off, it still tells me i cant enhance myself because the effect s still on me..



i love to enhance myself before survying.. having 1600 extra action comes in handy for that.



something to do with Mind healing. I know we need entertainers for this, but in the field, we coudl use something, even minor to help. Not wounds, but at least the dmg itself..

Trewe
Wed Jul 23, 2003 9:50 am
#15

On the mind damage, what about adding a skill to the Entertainment Healing line that would allow mind damage to be healed at the cost of action damage. It wouldnt provide infinite mind regen because the entertainer would need to be healed of their action damage, which costs mind damage to the medic. It WOULD prevent PvP snipers from easily winning a battleby opening withheadshots to the team's medic. And it would give entertainers a reason to join groups for fights, and be available in camps.



Milany Sunstrider of Tyrena
Master of Surgery & Chemistry, Novice Bio Engineering
Elenora
Wed Jul 23, 2003 9:55 am
#16

Fix ease of use experimentation on buff packs so that successes actually lower not raise the med use...i started out with a 56 med use enhance B and it ended up a 120 med use pack...this happened 2 times once on the buff H B and once on the buff A B...




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
DamianThorn
Wed Jul 23, 2003 9:58 am
#17

Ok, one of the most annoying doctor bugs:


-Wanting to heal someone that is incapacitated but I get to him and try to heal him and get "you are too far away" message. It seems as my client makes the character appear somewhere when in fact he fell 10 to 20m away from it. So I need to ask that person in tell if I am getting closer or in what direction I need to go to actualy get to his real location.


I must agree with these as well:


-Diagnose functionality


-Mind healing and buffing, makes total sense to me


-Enhance pack buff not lasting as long as they should, dropping when you leave town.


-Getting the message "you already have an enhancement" when you want to re-buff after loosing your buff cause by reason above.


SUGGESTIONS


I would like to make the Master Doctor title more appealing than getting a few shematics and skills gain:


-move the resucitate skill to the Master Doctor skill


-replace resucitate by Diagnostic at that level


-Mind healing and buffs using a different line than Wound Treatment.. could be Wound Treatment Speed or Knowlegde line.


Those would give Master Doctors some unique abilities vs the pseudo-doctor just training in Wound Treatment line to get buffs+resurects at a cheap cost.


The benefit of Master Doc + speed line are very slim as is, making those modifications would improve it greatly.

DamianThorn
Wed Jul 23, 2003 10:06 am
#18






Trewe wrote:

(CRAFTING)


Suggestion 1:Provide advanced crafting stations that charge a fee for use that can be used as personal crafting stations.


---) Just get a droid with a food&chem crafting module + medical module, cost is below 5k and it acts as a Private station. I can craft Stim E packs anywhere


Suggestion 2: Put a crafting station in the medical centers so I can make medicines while I'mhealing wounds.


---) Use the droid )


Suggestion 3: Let us craft using resources out of a pack. When I run out of stims in the field and need to make some stim Bs fast, its a real hassle to have to pick thru my pack and pull out the needed resources.


---) agree, nice suggestion


Suggestion 4: Allow us to craft stacks of subcomponents, such as Biological Effect Controllers, to reduce the number of steps needed to make basic medicine.


---) get a food&chem factory and make crates of those sub-components. I always carry 1 crate of each 4 type sub-components. I just double click the crate and out comes the sub I need. Very fast and you absolutely need them for D and E kits.



!!! Please remove the AVIAN MEAT resource from the enhance D (const, str, health) packs and D+E wound packs. It makes no sense since all other packs use regular organics like : Seeds, Fruits, Greens, Flowers.!!!



Valda
Wed Jul 23, 2003 10:09 am
#19

Have to agree the Stuck Ham's have caused more deaths then I can count.


Cant afford a factory so have not used those but it sounds like and issue.


I gave up on /medicalforage for it was not worth my time for what I get.


Crafting takes way to long and takes up to much stuff why not at least let the units stack when we make them even if we have to make them one at a time still stacking them would work alot better then filling your inventory up I spend more time moveing things around it seems.






Zeli
Proud member of GHOST
Master Dr.
Master Combat Medic
Tarquinas

May all your wounds heal in time!
Remember to enjoy life while you can
Nohup1
Wed Jul 23, 2003 10:15 am
#20

If by some miracle the designers agree that mind-damage should be healable...
The ability must belong to a healing profession. Not an entertainer.

If a Doctor can't keep his groupmates from getting incapacitated, then why is he in the group?

Forget about getting entertainers out of the Cantina,
let's get doctors out of the Med-Center first. It's not like the entertainers are demanding this skill. And besides, the devs have said "entertainers aren't bards"

Don't back down on this one Doctors, WE are the ones to keep people from incapacitation. Don't make us joined at the hip to an entertainer just to do that job. It's what we trained for, and spent massive skill points to do.

Don't make us take up dancing, or get an entertainer mule just to be effective in combat.

I beg of you...
vortexala
Wed Jul 23, 2003 10:32 am
#21

Lets just keep the rhetoric and arguments for/against issues in seperate threads. Leave this one as a simple listing of what concerns you.



~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...
Snooze821
Wed Jul 23, 2003 10:37 am
#22

1) /diagnose command would be very important.


Another Idea I thought about is to allow the wound numbers to show up for each button under the heal wound button.


2) Making /medicalforage a useable skill again.


3) Fixing the res kit bug. At least it heals mind wounds.


4) Allow /tend to scale with skill lvl. I'm not using a medpack-e for 50 damage when I should be able to /tend for that much.


5) allowing a heal to show up in the combat cue. This would help people actually gauge when the heal will be executed.


6) fix resistance of animals to range attack stims or enhance the effect more to make it worthwhile


7) fix enhancement breaking against area barriers


8) allow a medic to set a primary medpack in inventory so you use that medpack up first before using others


9) allow medics the option to take a risk and heal a player when it's a NPC faction that's creating a TEF for them. I can see not allow rebel or imp factions to get healed but have to wait 5min because someone killed a swooper makes no sense. At least allow the medic the decision to choose the TEF when it's no risk that the TEF giver are around.


10) fix the problems with factory crates in factories


11) allow medics to heal droid wounds since the repair kit only fixes condition.


12) let the enhance button show up on pets.


13) allow res kits to work on pets.


14) allow res kits to work without requiring to group. It makes no sense having to ask a corpse to group with you.


15) give enhancers a timer icon so the person can see how long it will last.


16) have more things use poison or disease. Not like I want more difficulty but give us something to use curepacks on.


That's most of the stuff I came up with


17)




Iw-Ip MD - Doaba, Eclipse

Smuggler's Alliance Ace Pilot - Availible on EPA channel for help

Please hold and you'll be ignored in the order which you were received.
Telarex
Wed Jul 23, 2003 10:41 am
#23

my main concern is that if i have rez kit in my pack and the action kit the hot key is using runs out, next time i hit the hotkey to heal action wounds i use my rez kit alot, this will heal the player for around 50pts of wounds and drop them down to like 10% health on all 3 bars, so now i have to put my rez kits in another pack and drag and drop them on a hotkey just so i dont use them all the time when i just want to heal someones action wounds,


Telarix - Master Doctor - Bloodfin

Jherlen
Wed Jul 23, 2003 10:53 am
#24

This might be a long shot but maybe giving us the ability to use non-identical components in crafting?


For instance if I make 3 BECs by hand, I can use those for my Stim or Wound pack that needs 3 BECs, even if they aren't factory made.


Really, that could go as far as asking for any kind of same-typed resource to be used in crafting anything... I don't know, it's a big change, but it would be nice. Doctors should be doctors, medics should be medics, no one in our profession should have to worry about a factory unless they own a medicine shop.

DamianThorn
Wed Jul 23, 2003 11:07 am
#25

Another bug I just remembered:


- To my knowledge, the medic skill -- Drag Incapacitated player -- still doesn't work or have an icon in the macro (ALT-A) window (in other).

Doum
Wed Jul 23, 2003 11:21 am
#26

Ok heres another one. If i have 2 Action pack in my inventory. and i do the healwounds command. it will take sometimes form one of my action woud medpack and the other time it will take it from the other one. Can the system takes it form the same one until the charges are empty?



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