Doctor Archive

Thread: Buffs WAY too random.

geek1a4
Thu Feb 19, 2004 10:36 pm
#14

I totally agree the buffs are way too random. The range needs to be narrowed. As a Master Doctor it personally hurts to see those low buffs from 900+ quality packs. It's a letdown to the doctor and patient.






Don't refund any money then.

All buffs are good buffs.

Ask them if they'd like an A pack buff next time if they get pissy at a low buff.

Everyone is not meant to have 2.5k all the time.




This statement hurts and is wrong in my RP'ing eyes. Why don't you try actually playing the doctor profession and interacting with other players who rely on our skills. All buffs are NOT good buffs. Everyone shouldn't have 2.5k, but a Master doc with good medicine should be able to hit 1.9-2k 90 % of the time..imho. Hopefully this gets fixed.


Kaiser'Soze

Master Doctor - Rifleman

*Master Doctor's Warning: Spices may be hazardous to your HAM.




Kaiser'Soze
Master Doctor
Loyal Imperial Roleplayer
"It is better to keep your mouth shut and appear stupid than to open it and remove all doubt." - M. Twain

Traigus
Fri Feb 20, 2004 7:09 am
#15

As is often stated in a lot of thse threds. Docs were given a vote a whiel back...



There were 2 options given to us by the devs:


1.) Keep buffs like they are now (wide variability).


2.) No variability, but buffs would be average numbers based on pack strength+injury treatment, droids, BE clothes etc.


When Z counted up the votes, Docs voted by a relatively slim margin to keep the variability so they could sill sometimes get those really high buffs.


Personally, I voted for the static buff option. I'd rather have a known 1563 pt. Action D buff out of every charge of a pack (based on my pack strength + modifiers) then the variability of 850 -3k we get now. People couldn't let the high buffs go, so we are back where we started.


Lesser variability wasn't one of our choices.


-T





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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Shidevie
Fri Feb 20, 2004 7:48 am
#16






Traigus wrote:

As is often stated in a lot of thse threds. Docs were given a vote a whiel back...



There were 2 options given to us by the devs:


1.) Keep buffs like they are now (wide variability).


2.) No variability, but buffs would be average numbers based on pack strength+injury treatment, droids, BE clothes etc.


When Z counted up the votes, Docs voted by a relatively slim margin to keep the variability so they could sill sometimes get those really high buffs.


Personally, I voted for the static buff option. I'd rather have a known 1563 pt. Action D buff out of every charge of a pack (based on my pack strength + modifiers) then the variability of 850 -3k we get now. People couldn't let the high buffs go, so we are back where we started.


Lesser variability wasn't one of our choices.


-T








Static buffs are the way to go. They should add more buff packs like E, F, and G and with each new buff pack the overall buff increases. The side effect to this could be the rarity of the resource needed to make the packs. Put D packs at 1500, E packs at 2000, F packs at 2500 and G packs at 3000. Static buffs worked very well for EQ and quite frankly the randomness of the buffs is the same as Slicing for smugglers, there is no determining factor in the final outcome. Another idea would be to add some sort of Bio Engeneered component into the buff packs to increase their power and decrease the final buff.



Shidevie
- Master Combat Medic
- Master Doctor
Shivanto
- Master Fencer
- Master Swordsman
Shidevie
Fri Feb 20, 2004 8:15 am
#17






Shidevie wrote:





Traigus wrote:

As is often stated in a lot of thse threds. Docs were given a vote a whiel back...



There were 2 options given to us by the devs:


1.) Keep buffs like they are now (wide variability).


2.) No variability, but buffs would be average numbers based on pack strength+injury treatment, droids, BE clothes etc.


When Z counted up the votes, Docs voted by a relatively slim margin to keep the variability so they could sill sometimes get those really high buffs.


Personally, I voted for the static buff option. I'd rather have a known 1563 pt. Action D buff out of every charge of a pack (based on my pack strength + modifiers) then the variability of 850 -3k we get now. People couldn't let the high buffs go, so we are back where we started.


Lesser variability wasn't one of our choices.


-T








Static buffs are the way to go. They should add more buff packs like E, F, and G and with each new buff pack the overall buff increases. The side effect to this could be the rarity of the resource needed to make the packs. Put D packs at 1500, E packs at 2000, F packs at 2500 and G packs at 3000. Static buffs worked very well for EQ and quite frankly the randomness of the buffs is the same as Slicing for smugglers, there is no determining factor in the final outcome. Another idea would be to add some sort of Bio Engeneered component into the buff packs to increase their power and decrease the final buff.



Err, meant decrease the final randomness of the buffs.




Shidevie
- Master Combat Medic
- Master Doctor
Shivanto
- Master Fencer
- Master Swordsman
isycz1
Fri Feb 20, 2004 9:20 am
#18






Traigus wrote:

As is often stated in a lot of thse threds. Docs were given a vote a whiel back...



There were 2 options given to us by the devs:


1.) Keep buffs like they are now (wide variability).


2.) No variability, but buffs would be average numbers based on pack strength+injury treatment, droids, BE clothes etc.


When Z counted up the votes, Docs voted by a relatively slim margin to keep the variability so they could sill sometimes get those really high buffs.


Personally, I voted for the static buff option. I'd rather have a known 1563 pt. Action D buff out of every charge of a pack (based on my pack strength + modifiers) then the variability of 850 -3k we get now. People couldn't let the high buffs go, so we are back where we started.


Lesser variability wasn't one of our choices.


-T







Well there could be a compromise. Why not introduce another variable into enhancement packs, let's call it stability. The higher the stability, the greater the convergence toward a static buff. Lets say a particular attribute of a resource affects stability, then you'd make sure that attribute was low if you don't want stability and high if you do. Stability might also be something that can be experimented upon.


Of course this would involve a lot more work for the devs, but itmight appease both sides of the fence.





Isycz
Master Doctor/Master Chef

Buffs, Bivoli and Brandy. Talus -2972, 1800. 800m from Imperial Outpost.

Traigus
Fri Feb 20, 2004 9:34 am
#19

We were specifically informed narrowing the variability was not an option We can come up with 35 different ways to do so, but it doesn't change the fact it wasn't one of the options we had. It isn't a compromise situation. I wish it was, but it isn't.

If we made a ton of noise and got the devs to look at it again (bear in mind they aren't gonna want to look at doc buffs every 3 months and poll for the current opinions on this) any variability lost would trend to the middle, not to the top. The devs are not looking to make stronger buffs at this time. So every poit that became more static and reliable, would be a point that would come of both sides of the buff (top and bottom).

I'm willing to bet money, the devs will not introduce any method that makes higher powered buffs any more common (by shifting variability to weight towards the top end especially).

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Dynastar
Fri Feb 20, 2004 10:16 am
#20






RoastEwoK wrote:


They should give us master doc E-packsthat are impossible to get to 90med use, almost like D's resource wise, but gauranteed to be above 2k always. It would shift the buffing business to us master docs instead of dabblers. (who piss me off, i get so many ppl complain they want me to kill/rez/buff them since a dabbler buffed em....)

Message Edited by RoastEwoK on 02-19-2004 05:24 PM



Anyone buying buffs from a non-Master Doctor is a fool anyways. With my med use 90's I can sniff 1800, but average 1000-1200, and get a periodic 500-600.




Ramsey Logan
By Federal Law, Riflemen do it with 16 inches or more!
Master Pikeman
Olepi
Fri Feb 20, 2004 10:24 am
#21

BE clothing does not effect the outcome of a buff it is an enhancement not a treatment of a wound or healing of damage so BE enhanced injury and wound treatement healing is not going to help buffs. However a medical module rating of 110 and a hospital should give you a increased buff percentage of some sort. AS of my testing last night Buff's are completely 100% random over the base effect. IN a med Center with ther same Buff i just buffed someone with 800 base effect Stamina D. I was able to get a 2129 buff for someone for 2 hours outside the starport with only my droid out. IN the hospital the same exact Enhancer with the same droid out i buffed another person with 0 battle fatigue and wounds for 901 Stamina. What is wrong with this picture?



basically there is no benefit to where you buff someone it's 100% random like slicing over the initial buff.


Pathetica master doctor can not buff someone for more then 101 points over base. You would think that by that time the poor bastich would know what he is doing. A novice, sure aMaster this is pathetic.


i smell stealth /nerf



Ableza


Kettemoor


Olepi
Fri Feb 20, 2004 10:28 am
#22






Traigus wrote:
Don't refund any money then.

All buffs are good buffs.

Ask them if they'd like an A pack buff next time if they get pissy at a low buff.

Everyone is not meant to have 2.5k all the time.

-T




If everyone is not meant to have 2.5k all the time then how do you account for the nightsisters new found force power. To literally remove your buffs on the fly!


That's right they can sap your buffs away from you with one swift wave of their hands and walla no more buffs then they swiftly proceed to kick the hell out of you and send you back to the SOUP POOL (cloning vats).


If this is a normal ability of force wileders then we should have the ability to have HIGH range buffs statically assigned with minimal modifiers based on attaining master of your profession.



Ableza


Traigus
Fri Feb 20, 2004 12:33 pm
#23

If you have no buffs, the Sisters have nothing to take away...

If they are just going to take it away, what's the use of a 2.5k buff?

I can't follow your logic here.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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ardante_tarq
Fri Feb 20, 2004 12:34 pm
#24

The devs have already stated that if they fixed the system to normalize it we would get a better average but say good bye to 3k buffs. you'll be hitting 1.5-2k


so either its stays the way it is and we get the option to rebuff


or they fix the system and we'll never be able to do 3k+ buffs again
Rchuno
Sat Feb 21, 2004 1:25 am
#25

I realy don't care if I do over 3k on a buff. What I want is to have my customers know exactly (or realy close) to what they are paying for. when my buffs range from 1200-3100 That is too much variation. I don't mind if it is 200-3100 or 1200-2200 but make it a much smaller range. It shouldn't be a 2k range in MHO.



****************************
* Niccaurra {} Master DOC / Aspiring Merchant
*Niqe {DRUNK} TKM/Pist
****************************
Doctorella
Sat Feb 21, 2004 7:30 am
#26



/agree Don't refund the money!!! I set up a macro that I make people read before I give buffs. My disclaimer, "Get in line and take a number...Buffs are random! If you don't like my buffs then become a doctor and buff yourself. Complain to SOE!!! No whiners allowed!!"


Well a few words might be off, but people think my disclaimer is funny!!! I have had a few people ask to read my disclaimer, because they heard it was funny!!


Chessra






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