Doctor Archive
Thread: Enhancement Med Use from Crates Problem (Dev Response) 11/18/2003
Ummm if you got that exact working someplace else then it's about the creepiest coincidence I've seen because that wording happens to be mine and mine alone.
It came about by my offering some wording to the Devs that would provide us with a response that was time neutral, because as I mentioened above it HAS to be because we screwed ourselves out of getting any other extimates. So the wording is ALL mine. The Devs just approved that one (I had a list of ones they could approve.)
The actual response from the Devs was a tad more in-depth than that, but what I've given above is all I can offer for now. Try not to get to paranoid or anything, it's not like we are talking about the Kennedy Assasination here.
Maybe Zarlor is secretly Q3P0!
OMG!
Yeah stuff is created when puleld from crate, but the values of the item are stored in the crate itself ( so any change to schematics would not effect them). If you had a bugged schematic that made 1100 power stim A's. The crate would read Stim A's, and the numebr would be 1100 when you pulled them. A fixed schematic would create normal stims, but all the old crates would still be 1100.
Now the devs could search the DB and say "all crates with Both stim A and a heal range over 80 go 'poof.' That's not a function of schematic changes though.
It is most likely a bug in the DB, the trick is not fixing crates, the trick is finding the code that is adding the med use.
-T
Correct me if I'm wrong, but I remember when I first tried experimenting Enhance D's med use. I recall that the first attempt caused the med use to jump up to 90 something. If I did a second experiment it would actually go down from this 90 something figure. I'll bet not many people tried it a second time because they saw it jump 20 points.
My theory is that when they fixed experimenting med use, it was much simpler than we all realize. The intial creation of the Enhance D probably had a 77 (estimate) med use when it was supposed to have a 97 (estimate) med use. So, when we experimented on the med use the system had some checks to calculate the value and was actually using the correct value of 97. Therefore, the first experiment would appear to increase med use when, in actuallity, it was actually dropping from the value it should have been.
As someone posted previously, when the schematic is updated items in crates will get the new update when pulled.
Again, this is all my theory, but I think it is at least close.
Thanks,
Raistlin
Zarlor wrote:
Ummm if you got that exact working someplace else then it's about the creepiest coincidence I've seen because that wording happens to be mine and mine alone.
It came about by my offering some wording to the Devs that would provide us with a response that was time neutral, because as I mentioened above it HAS to be because we screwed ourselves out of getting any other extimates. So the wording is ALL mine. The Devs just approved that one (I had a list of ones they could approve.)
The actual response from the Devs was a tad more in-depth than that, but what I've given above is all I can offer for now. Try not to get to paranoid or anything, it's not like we are talking about the Kennedy Assasination here.
This is Twilight Zone weird. Because that is the response I got from a CSR ticket I submitted. It just had the CSR's name in a sentence before like "This is CSRDontCare in respose to your ticket".
jkray8472 wrote:
Personally, I think raising the med use to 94 is good. Nothing else requires a med use nearly that high. I agree that there should be an advantage to being a Master Doctor...and since high level buffs are becoming much more popular I think it's fitting.
I don't agree.
I agree that there should be benifit to master Doc and better buff is definately a good thing, but currently Enhanced C are really crappy. almost 1/2 the buff while needing almost exact same amount of resource. I would have MUCH prefer to keep the enhanced D as they were so we can sell them to make money while getting Enhanced E which is significantly better (maybe 10% - 20%) than D but not overwhelmingly better.
I have said this before and feel the need to say it again.
There is not one profession in this game that is defined by some UBER skill at Master. Not one. Some get more bonuses, some get a more effective skill but somewhere in the tree they have the same skill already. All of the major skills the professions needs are granted in the first four tiers without breaking into the top one. So this argument that the top buffs should only go to doctors is ridiculous.
As a combat medic, I did not get anything greater at master than a few more skill points and the ability to craft the high end poisons and diseases. By the way those poisons are usable with a 75 skill, the same as Enhance Ds used to be. So in effect a third tier CM could use them if he hada source of someone making them, again just like enhance Ds.
To this point there has been no precedent set in the game that the master slot is profession defining. It is the complete tree that defines your profession. I feel that enhance Ds should be a tier four skill which would put them more inline with where they should be, but to make them a master doctor only skill is totally ridiculous and for you screaming to nerf your own class you should be ashamed of yourself.
By the way I intend to master doctor as well I only need the wound treatment tree to get there.
Zarlor,
Thanks a lot for your efforts. If we lose this one, then could you ask that Dolovite Iron and Class 4 Liquid Petro appear on all servers for a few weeks so the MDs can craft new batches of Enh Ds with Med Use of 90 or less. Keep up the good work.
Regards,
Bixo
Dont get too excited..that is exactly what they said about the october post patch bug of foods. Gee it only took them over a month to fix that
s'atyr
Kind of curious if the old number 76 or something is the same as right now if you use all your points experimenting down med use. Still wouldn't explain the crate bug, but just curious.