Doctor Archive
Thread: Big List of Doc Issues for October (Discussion)
3. Heal/Enhance Consistency
I wouldn't mind not having super high Buff (1900+) if it means I no longer get low buff (1000-).
How do they feel about Enhanced E? (maybe combine it with master doctor benifit and make it Master Doc required?)
4. Master Doc Benefits
a) moving Resuscitation packs to that level for use might work. Raising med need is irrelevant unless they raise it above 90 which would make it master doc only.
b) Inoculation packs for some form of immunity or resistance to various states. this would be way too powerful especially in PvP and many CM would go nuts if this work with Poison/disease. I think this might be easier to swallow if they make it Doctor dependent, so that doctor MUST be in group, and it only works for group member who are within say 50m of doctor. And Doctor must have Cure poison/Disease/Cure stat packs in his inventory. Basically if they make it so that doctor automatically heal any kind of stats/poison/diease within limited range of his group mate for short period of time. Now that would be too hard to code I'd imagine.
c) LOVE the Point-Blank (Doctor centered) AoE state cures, especially poison/disease.
6. Enhance Packs
A) Enhance buffs are being lost whenever a character dies, even after being Resuscitated.
is one of biggest issue for me.
B) problems when used to assist in the wearing of armor
Seems to be a bug pure and simple.
C) griefing involved with buffs. Should a Doctor use lower level buffs on someone they could be, effectively, locked out from getting a better buff. Some other method of replacing lower level buffs should be allowed. Perhaps allowing a higher level buff to simply override and replace a lower level one.
Oh PLEASE let this happen. Higher level buff should most Definately override and replace the lower level one. Or have command like
/removeenhance health
/removeenhance action
/removeenhance etc, etc
16. AoE Cure State Pack
(Ben Hanson response to correspondent on 9/22/03: “Increased the power of cure poison and cure disease dots to make them more competitive with the strength of high level dots.” and “Changed the effect of wound treatment skill mods on curing poison and disease. It now acts as a % increase to the base medicine value. This puts it in line with how these mods work with other healing actions.” As noted at the top the earliest we can probably expect to see such a fix would be in 2-8 weeks.)
This would really help. But I am still concerned with mind cost of using these cure packs as well as the high med use requirements. I think this should be more accessible to have an effect on PvP.
19. Resuscitation Issues and the Stat Drain Bug/Stat Loss Bug/Stat Stick Bug
I am not sure when this start happening but now after I am rezzed, I can't do ANYTHING for 60 sec. No fighting, No healing, no nothing. Anyone else noticed this?
But everyone I've ever rezzed since obtaining that ability has had that issue.
I believe it's as intended. After all, you were just brought back to life. It should take you at least a minute to get back on your feet and clear your head.
Thank you for the post Zarlor. Very informative and valuable to a new Doc!
Keep up the good work,
Bull
Thank you so very much for all that you do, Zarlor. Without you, our issues would not be addressed promptly. As usual, your list of issues is succinct, yet informative, and I appreciate it.
/salute
vortexala wrote:
Ilya, regarding the Rez issue, that's grogginess from what I understand.(I've only been revived once in-game, and didn't take note).
But everyone I've ever rezzed since obtaining that ability has had that issue.
I believe it's as intended. After all, you were just brought back to life. It should take you at least a minute to get back on your feet and clear your head.
Hmm.. is it random do you know?
Cause I have CM with 0 4 4 0 Doc as well as Master Doc/Master CH and when we hunt we rez each other. Sometimes I can start healing or shooting right away after rez, and sometimes I can't for random time between 15 - 60 sec.
Also I always have buff on, but not on both allthe time so I can't remember top of my head which one was affected by it.
Not sure how I can systematically check this so would appriciate anyone who noticed something strange to point me in right direction.
dude they should be paying you OMG
7.Experimentation Issues
I also feel that something should should be mentioned about this, and I think it's in the top 5 not 7, though 7 isnt bad!
I think that some clarifiction about how things effect experimentation need to be clarified and may resolve some issues. If I am alone with my chem craft bot I get like NO critical failures, the other day someone had a droid out next to mine and I dunno what he had in it but I fialed 3 times in a row.
I think the ssytem is not clear, and someone once suggested someone else's bot should not work for, it should have to be in your datapad for it to work for you after all it is a PERSONAL station ot a public one and I AGREE and feel it would help some issues. Also two droids of two tyes of craft out mess eachother up. I get this compliant every dang time I go to a master tailor and I make stuff while waiting for them to make my cloths, maybe they fail also i didnt think to ask then.
I bet these being resolved would resolve some of the other issues.
i have found a bug with buffing . ill buff be on for an hour log for 30 mins and buffs will be gone. when i try to rebuff i gret a message that i already have the effect. not always convienent to die to be able to buff
A) Enhance buffs are being lost whenever a character dies, even after being Resuscitated.
is one of biggest issue for me.
Very true. If we are made to carry over status effects like On Fire and diseases/poisons, we should certainly carry over buffs.
Psimons: Thrid paragraph of Issue #6. It's in there.
WildWildMan: There's a very good reason why that's not mentioned.... I keep forgetting to add it.
It will be in Issue #17 for next time (Crafting Schematics).
4.Master Doc Benefits* & 10.On Fire Cure
I think you get alot of stuff for just that 1 skill point. I would definately be against moving Rezzing to here. Rezzing is right were it belongs. I would however think that adding a ability to put out people on fire would fit nicely for the Master Doctor. It would solve two of the concerns on the list.
11.Combat Queue Heals
This is definately one of my biggest things. I would like to see it raisedto #1 on the list. I hate not being able to tell when a heal will come up.
8.Faction Points
It definately makes sence if you are healing in a group to get some of the rewards regardless of if you did damage or not.
20./diagnose Refresh
Please get this added. There is nothing worse then thinking someone has a bunch of wounds only to go to heal them and heal 1 point because someone else already healed them. It should refresh by itself everytime a wound is healed so it is up to date. Also the sizing of the box should automatically be big enough to show you all the wounds and a patients full name.
30.Target Self/Groupmates/Friendlies
Anything they could do to improve this would be great. I have a real hard time targeting people with there movement and the big crowds of people and pets make it worse. also the incapped people always seem to Float around after they are first incapped.
36.Medical Vendor Type
They have it for all the other types of vendors. Why would they not have it for medical vendors? This neeeds to be added.
38.Combat Medic Components
The schematic for Advanced Resilence component won't even load. They should of had this fixxed by now.
These are my top problems with the Doctor proffesion and I hope they fix or improve them soon.
~Robins (Master Chemist) Major (Rebel Alliance)
Robins: What would be the point of raising the Combat Queue Issue on the list? It's already slated to be fixed by the next publish (i.e. by mid-November).
On #38, ditto for the Adv Res Comp.