Doctor Archive

Thread: That's It.I've had it. Put in an option to perform a Buff Removal

kirstar
Tue Feb 24, 2004 4:15 am
#14

i like the idea of a BUFF REMOVAL system.



but make it a craftable item. that counteracts the buffs. ALL THE BUFFS.


so, you go hunting have some buffs, come back to your PA and decide to go hunting again. now rather than killing yourself, get your buffs cleared and rebuff.


that also gets rid of those annoying buffs that seem to last forever on 1 stat.





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INTREPID - HABRAX STARSTEEL - RIFLEMAN / DOCTOR
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Pootian
Tue Feb 24, 2004 2:35 pm
#15

If you clone doesn't that remove the buff? if so have a buddy kill you and then clone and rebuff. most of the time when you buff your near a cloning center






"All your base are belong to us!"~ Old Phalanx Proverb
Systhro
Tue Feb 24, 2004 10:40 pm
#16

Bah... invite a stim called "Enhance removal Stimpack" which allows doctors to remove buffs. Make the crafting requirements a bit high that way if a whinning buffy complains to the buffer that his/her buffs suck, the Doctor could say:

"Sure, pay me 1k and I'll remove and and we'll try again."

How could such a good and useful thing as a "Enhancement Removal Stimpack" unbalance the game? How?

It's already unrealistic enough that there isn't pills or spice out there that can remove or reduce the amount of time for a "Downer" when you take Spice. In real life, Advil or Tylanol exists! If you feel like cr@p, you take advil and you feel better. Make it for spice! And if you do, make buff remover stims!




________________________________
In space, no one can hear you SPAM!


RoastEwoK
Tue Feb 24, 2004 11:28 pm
#17

macro

/prone

/pause 2

/activateclone now

/pause 2

/stand


usually does the trick, but you get all the un-stored clone wear-n-tear.



Zeloph

I AM NOT IN Lambda Lambda Lambda!!

Ldwater
Wed Feb 25, 2004 2:02 am
#18






RoastEwoK wrote:

macro

/prone

/pause 2

/activateclone now

/pause 2

/stand


usually does the trick, but you get all the un-stored clone wear-n-tear.







Eh? You can clone and not be dead? Surly thats a bug??


I dont mind the idea of unbuffing, maybe it could be another craftable item (since the buff itself it a chemical released into your body) so it would be an antidote to the buff (or all buffs)


Im sure we had a vote on the buff varience issue, and most people were happy with having a chance of a much higher buff over a regular average buff.


Personally I only use buffs for myself, and im a Master Doc / Master Swordsman, and a 1k buff is more than good for me.




-ldwater
Zarlor
Wed Feb 25, 2004 7:13 am
#19






Ldwater wrote:


Im sure we had a vote on the buff varience issue, and most people were happy with having a chance of a much higher buff over a regular average buff.





First off, for those folks who keep wanting to bring this issue up,I just want to reiterate for the millionth time that the Devs completely agree about the problem with the variability of Enhance Packs. They KNOW about this problem, as illustrated in my response about the vote below.


The vote showed that the primary thing the vast majority of Doctors would prefer would be for a reduced level of variance than what we have now. Unfortunately, since that variability is integrated into all of those other healing systems (and for fairly good reasons) it can't simply be turned down just for Enhance Packs with any level of ease.


So our Dev offered us another option that he could implement fairly quickly, which was to remove the variability completely. In other words you would get whatever the average of your buffs would actually be. So no more 3000 buffs (per se), but also no more 800 buffs, either. It would always be a straight figure determined from your Wound Treatment level, Base Power of the pack and any other environmental modifiers (you know, the room/camp/droid rating, Battle Fatigue levels, and so on.)


When put to the vote (and I think a lot of the no votes were from folks who misunderstood the Dev response on this) it came out 52% were for the no variability option. (Although most still expressed a preference for some variability, just not as high as it is currently.) It was determined that the margin of error on such a close vote was simply too high to risk making that change.


Instead we have forced them into a much longer development and coding route. There is a level of exploitability and possibly griefing (depending on who is doing the buff removal) involved in simply being able to remove buffs. So instead they have offered us the ability to overwrite a buff with another one under certain conditions. The question posed to us was would we prefer to overwrite a buff of lower power or of lower duration? The vote was over 96% in favor of overwriting a buff of lower power.


Unfortunately giving us that will take time. Probably a lot of time. But it is going to happen. We simply need to be patient.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
DenoErth
Fri Feb 27, 2004 8:26 am
#20






Zarlor wrote:


Instead we have forced them into a much longer development and coding route. There is a level of exploitability and possibly griefing (depending on who is doing the buff removal) involved in simply being able to remove buffs. So instead they have offered us the ability to overwrite a buff with another one under certain conditions. The question posed to us was would we prefer to overwrite a buff of lower power or of lower duration? The vote was over 96% in favor of overwriting a buff of lower power.


Unfortunately giving us that will take time. Probably a lot of time. But it is going to happen. We simply need to be patient.








Wow, great information Zarlor. I didn't know all this had taken place.
atimes
Fri Feb 27, 2004 8:35 am
#21

Be careful what you ask for and how you ask.


This is SOE.


You ask for a buff removal system but what they will actually do is nerf the upper ceiling of buffs.


kparton
Fri Feb 27, 2004 8:51 am
#22






Zarlor wrote:


First off, for those folks who keep wanting to bring this issue up,I just want to reiterate for the millionth time that the Devs completely agree about the problem with the variability of Enhance Packs. They KNOW about this problem, as illustrated in my response about the vote below.





I didnt realise it was a problem, I mean, in RL, sometimes you operate on a person, they either live or die, no matter how good the Surgeon is and the tools he/she uses, its just the way things work.



----~~----
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Think he's a Gun Maker Thingy
Zarlor
Fri Feb 27, 2004 9:29 am
#23

(BTW, for those interested most of the info about this issue can be found in the Dev Response and/or links in the description on the issue under the Top 5 thread, the current Voting thread and the Complete List of Issues thread.)




kparton wrote:


I didnt realise it was a problem, I mean, in RL, sometimes you operate on a person, they either live or die, no matter how good the Surgeon is and the tools he/she uses, its just the way things work.





Well, RL doesn't really play into it to the extent that this is a game. It's also a place with technology that can cryo-freeze someone in Carbonite and still thaw them out later without too many ill effects. In all, though, we are talking about the difference between healing and enhancements. In the case of healing that variability is in by design. You have a buffed teammate who is almost down to zero in Health by some baddie that is taking him down that far almost as fast as you can heal them, do you use a Stim D and risk that you'll get a bad roll that won't hel them up fully, or do you waste the resources to have made Stim Es with the power to insure that you can heal them fully every time to give you that peace of mind?


Enhances, on the other hand, are are Marketable product (one of the very few that Docs have)and need to have a level of reliability to be of the most use. That standard already exists for spices and food (you know exactly how much of a buff you will get from them) but does not for medical enhancements. It was that kind of argument that convinced the Devs to agree that variability in our buffs was not a good thing.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Traigus
Fri Feb 27, 2004 9:49 am
#24

I dunno Z, I didn't really read the dev answer the same way you did. I never saw "variability was bad" in any posts I read. I saw, "Not having the ability to get rid of or replace buffs you don't like, is bad."

Those are 2 different things. Buff removal doesn't change variability. But it lets use deal with it if we chose to use mroe resources and/or money (as the customer) to get the buffs we want.

If i'm wrong, please PM me some links, but I never saw a 'variability is bad' post.

-T



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Zarlor
Fri Feb 27, 2004 10:04 am
#25



Not so much a "bad" thing, just a not very useful thing. Certainly something annoying for us, obviously, and in this case allowing overwrite to answer variability would also address the Ninja Buffing issue as well. But his response was to variablity. And I don't need to go to PMs for it since it was part of the public response he said I could post on the variability issue back in our September Top 5.


"#3 Part of the reason for randomization is to put more emphasis on the higher-powered meds.Character advancement not granting additional hitpoints has made making meaningful healing power increases a little tricky. In most games, a healer's low level heal ability of 50 points is very effective for a low-level character with 100 hitpoints, but pretty worthless for a high-level character with 5000 hitpoints. That big hitpoint increase givesplenty of room to ratchet up healing powering as the healer advances. In SWG, however, virtually all characters have hitpoints in the 800-1000 range. Therefore, there's not a lot of maneuvering room when even thelowest levelmedics have to provide somereasonably effective healing. The average value of a StimC will more or less do the trick in most situations. StimD's and StimE's average value tends to be overkill. The low end of the range after radomization, however, is about 50% of the average value. Therefore, Stim E's no longer become overkill if you want to be guaranteed a high probability of getting a complete or near-complete heal.


That being said, I will agree that this reason doesn't hold true for enhancement packs. Enhancement packs are randomized simply because they use the same code pipeline that healing does. I'm more than happy to remove the variance for enhancement packs. Since the randomization as a net 0 effect on the base value, this will not affect the average power of enhancement medpacks. It will, however, eliminate thechance to get extra high results. Of course, on the positive side, you won't get extra low results either. I'm fine with doing this as long as everybody realizes that this willsignificantly drop the high end of the buff range.


You can pass along to the players what I said here."


(For those just tuning in, please not that this response was the FIRST one we had on the issue, so you'll see the reference to removal of all varibability. As I mentioned before that did not have enough community support to move forward with and the overwrite was the other option finally provided at a later time.)


See? It was just in there because it used the same code, but it doesn't hold up to the standards for enhancements used elsewhere in the game. So "bad" perhaps in a sense of inconsistant. At any rate, you get the idea. The change is being made to address variability, even though it will also address ninja buffing.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Marrow1
Fri Feb 27, 2004 10:18 am
#26

Boy, I dont want the debuff either. Just think of how long you will spend trying to get an all 3k+ set of stats on some guy.


I also dred the tempora food. Just cuts into profits. It only last 15 min or so and big deal it gives an extra 10% on your buff. I will smack the first guy who says "before you buff me, can you be sure to eat some tempora. What? you dont have any. Forget it man. Your buffs will suck without it".


Marrow




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