Doctor Archive
Thread: Big List of Doc Issues for September (Updated, Discussion)
Zarlor wrote:
45./DragIncap Macro
/DragIncapacitatedPlayer needs a Macro automatically generated like the other Macros are.
I believe this is already fixed. I used to have a custom-made macro for this until I spotted a new one a week or so ago.
Is something about the wording on that issue unclear? It does state that continuing to notify the current owner would be fine.
I think it should start out like "Present functionality on the factories for the alert function should not be changed, but more options should be avilaible such as.. " or something that lets you know RIGHT Off the bat there isn't an issue with what it does now, just with the LIMITATIONS of the current functionliaty, when i read it i got more that you didn't like it at all (you being everyone).
BTW, factories only notify you when the stop producikng, not when they start, so in that respect isn't it already a little too late if someone is making something in your factory you don't like? You wouldn't find out until either it was already done being made, ran out of something, or was stopped. Of course if you are really untrusting of someone you could always run out to your factory at any time and stop production. It's not like giving someone else admin rights all of a suddenprevents you from still having those rights.
I don't care when it tells me, I jusr wanna know, it's not really *to late* i mean it's not like they would be using my resources, they would have had to have gotten them and put them in.. I just wanna know what they made and how much they made.. and it can't tell you how much till it's done.
A timer would be wonderful.
How about this?
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.
Nice summary.
My biggest issue is uselessness of /medicalforage... and reliance of Artisan skill tree to survey for doctor's rare resources.
Oh and that "You must wait until you can do that again" until you wait an extra second.
Added the following to the Dev Response section of Issue #7 Tef Issues:
Additionally added by Q3P0: “Can we have a Temporary Enemy Flag indicator for when you are covert? Yes, but this is going to take some time to get to the live servers. Given our current priorities with that programmer, expect over a month. It will get done.” Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=552985
The issue of no longer receiving xp spam for medical application revolves around that being the workaround I had devised for not having any sort of indication how much damage poison did as a Combat Medic, or how much I cured poison by as a Doctor. That said, it is nice not to get the xp spam for the skills I've hit the xp cap on
Zarlor I belive issue #44 has been taken care of. My factory i just deeded called it Food and Chemical Factory.
The deed itself said food & Chem?
What about the Architect Schematic? Doe anyone know if that also now lists Food & Chem?
(Thanks for the updates. These are alway a big help to have everyone helping out to find out when issues get resolved or change and I really appreciate all the helpI can get on this stuff. That list is pretty big.
)
Added the following as Dev responses on Issue #2 Medical survey. Some of these are actually very old responses, but I thought I should include them so we have a central reference for Dev thinking as it applies to our issues (even if they aren't directly responding to us on this stuff):
Holo wrote in a thread on /medicalforage on 6/29/03:
“This here is a proposal to tackle JUST one aspect of that. It felt a bit like we got overwhelmed with the sheer number of ideas proposed for medics, so I want to present just two things (one of them based on suggestions from you guys during beta) so we can discuss them, before we move on to tackling other things.
OK, the first suggestion is this:
·Make medical foraging find small herbs/bacta globules/bugs/whatever (think: aloe and penicillin mold) that can be used to make medicines. Not resources, in other words. Because they are not resources, we do not need to worry about undercutting the surveyors and scouts.
·Make the A level stims and wound packs use ONLY these.
·Make higher level medicines use smaller amounts of these, so that profession interdependency increases as you go up.
This would make new medics trying to make medicines a lot better off, I think.
The second suggestion is based on beta tester ideas:
·Make tending use a small device. This device lasts a long time but does eventually break, and is made by artisans.
·Have it have charges.
·Each item that you can medical forage up gives it a charge.
·Take out the current wounding/battle fatigue effect of the /tend commands.
Ref: http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=192&highlight=#M192
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)
Added the following as Dev responses to Issue #3, Mind Damage:
(*Dev Response: uncertain if parts of this issue are addressed or not due to ambiguity and possible mistyping of a /healmind command in the Dev response to our issues, some recent threads suggest providing this is being looked into by the Dev team, but the manner is uncertain. Even in Holo’s own posts they cannot seem to agree, see below.
In a thread of Holo’s PM responses on 9/4/03 regarding giving entertainers mind heals:
“We don't plan to allow medic types to heal mind, because it opens the door to lots of exploits for them, as you point out.
Your idea is interesting, but t does make entertainers more bard-like, which I am not crazy about (but perhaps some entertainers are?). The Squad Leader alternative is also interesting.
Frankly, this situation is a bit of a loophole in the design. We did not catch the medic exploit until too late, so we removed the mind pool heal from them, without creating an alternative. Mind is not supposed to be the determining factor in a combat.”
Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=476570#M476570
Holo wrote in a separate thread addressing the above response on 9/8/03:
We don't know yet. Several possibilities have been discussed. I've participated in discussions about:
·letting squad leaders heal it
·letting entertainers heal it in the field
·letting medics heal it, but take mind wounds
·letting someone heal it but slowly, so they have to stand next to the healee for a substantial amount of time (and need covered, etc)
·adding a new camp type that only heals mind pool
I'm sure there's even more ideas floating around.”
Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=502726#M502726)
Forgot to also add this Dev response among the others for #20 above:
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
Added the following Dev Resposes to Issue #32, Combat Medic Components:
(*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:
“
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Elimanning wrote:
Holo, the info you request re: CM crafting has been posted, thanks for looking into it!
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Yep, and we're on it.”
Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=481241#M481241)