Doctor Archive
Thread: Complete List of Doctor Issues (Discussion)
1.Medical Surveying
I think removing /medicalforage, replacing it with /medicalsurvey and /medicalsample and putting them both in the Master Medic box would work. The theory being that you would most likely have enough free skill points to train novice artisan as you were climbing up the medic tree but would be able to sell artisan back once you had trained master medic.
Medical survey/sample would work just like the artisan equivalent except there would be no increased range, a slightly longer sample timer and every sample would yield only 1 unit.
/MedicalForage and A-packs (wound/stim) should complement each other. The point of medical forage is to allow the creation of a basic wound or stim pack in the field. This means that a medic should be able to spend a modest amount of time collecting materials so that he can make such packs. A reasonable time is 2-4 minutes.
The second reason for /MedicalForage is to allow a mechanism for novice medics to get started. A novice medic should be able to use medical forage for the first 1-2 boxes of Organic Chemistry. As you enter boxes 2-3 of Organic Chemistry, the B-packs begin emphasizing more demanding assemblies, so /MedicalForage becomes increasingly less useful.
With current mechanics, /MedicalForage is not usable. First, it only returns single random resources, when A-packs require 8 identical resources. Secondly, /MedicalForage returns random resources, meaning that a player must spend hours foraging until they have TWO identical stacks of eight. This is neither fun nor enjoyable. Finally, /MedicalForage returns no experience, so there there is no payback for spending all that time doing nothing but searching for resources.
In other words:
- /MedicalForage returns resource that are inappropriate for making basic medicines (Stim/Wound A's).
- Wound/Stim-A's require resources that are tedious and difficult to collect using MedicalForage (returns are random, in single digits, and contain no inorganics).
- /MedicalForage returns no experice for using it.
Let's go over the problems:
/MedicalForage returns resources that are inappropriate for making basic medicines.
This can be fixed by having the skill return organic stacks with similar amounts to Novice Artisan or Novice Scout. These returns could be less, say, if they were less random or not random at all. For instance, if foraging returned the top-2 most abundant organics and inorganics in a location, then the chance of building a stack of 8 resources is much heightened. Meds could attempt to macro-collect resources this way, but as the returns are divided by four or more, then mining this way becomes less rewarding. Perhaps, "This 10m radius area is foraged out." (If we require both foraging AND movement for this skill, then macro-collecting becomes more challenging still.)
- Wound/Stim-A's require resources that are tedious and difficult to collect using MedicalForage (returns are random, in single digits, and contain no inorganics).
Stim/Wound-A's could be redesigned to allow for more random components, or fewer components. This would allow for a more randomized /MedicalForage.
- /MedicalForage returns no experience.
We already have a skill that returns small amounts of inapprpriate material that can not make the A packs that they are intended to make. On top of that, you get no XP for this action. In other words, not only is the skill not useful, you get no reward for it. Consider giving Organic Chem XP for this skill. Even 1-2xp is useful for the novic medic, but insignificant at higher levels.
The theme here is: there is no reward for using this skill, and it is impossible to be rewarded for using this skill.
Dr. Vema Gara, Valcyn
Zarlor,
Quick question. Does bug issue #3 in green mean we can expect a fix in the next 8 weeks?
3.Med Use on Enhances from Crates Bug=
= - Denotes Issue is listed by Devs as being fixed in either this publish or the next (generally, 4-8 weeks.)
Beforeweaccept this, is it possible to confirm that the developers have given up on the problem? In another thread, I've listedfour solutions and another player posted a fifthsolution that I believe would solve this problem. It is my belief that with a reasonable amount of effort, this problem is far from unsolveable.
Zarlor wrote:
it apparently cannot be fixed
Avra wrote:
Beforeweaccept this, is it possible to confirm that the developers have given up on the problem? In another thread, I've listedfour solutions and another player posted a fifthsolution that I believe would solve this problem. It is my belief that with a reasonable amount of effort, this problem is far from unsolveable.
They have given up on it. However, i did pass along those suggestions BUT in order for them to try to follow through with those (and most of those actually were suggested before and considered not to be feasible workarounds) they would have to reopen the issue. As of this moment, however, it remains a closed issue for them.
I am not convinced the solutions are not feasible. I would like to see the devs reconsider. What would be required to reopen the issue with them?
Zarlor wrote:
They have given up on it. However, i did pass along those suggestions BUT in order for them to try to follow through with those (and most of those actually were suggested before and considered not to be feasible workarounds) they would have to reopen the issue. As of this moment, however, it remains a closed issue for them.
It's been passed on. None of us will convince them to reopen the issue if they feal those solutions are not fasible. Again, by feasible I mean getting the most bang for the buck in terms of manhours required to be reallocated to handle any of the suggested solutions to a problem that has now been delayed for almost three weeks and for a relatively small number (non-Master Docs in one of the Most Mastered professions, and only those who evenhave these crates to begin with) of a only a mid-level number of players in the profession (we were ranked around the middle for numbers of players in our profession compared to other advanced professions)to begin with.
I doubt, very, very strongly, they will change their position at all on this. I don't think they can spare the manhours it would take to implement any of the suggested fixes for a bunch of crates that can only become smaller in number (since no more of these can be made). I'm sorry,I just don't see it happening. All that i can really do has been done. It's all up to the Devs and I've had no furher responses beyond the one initially starting this thread.
I'm not sure this is an exploit, but it's certainly unbalanced gameplay - /reviveplayer doesn't seem to cause TEFs, unlike other forms of healing. I just watched a large group get pounded by a very small group with a covert doctor. The doctor didn't bother healing the other members of the party -the doctorjust let them die, then revived them. They came back covert, apparently with revenge TEFs. The overts couldn't attack them until they attacked first, and the overts couldn't attack the doctor at all. The players healed damage themselves - the doctor didn't appear to heal them at all, as the doctor never became overt.
The upshot is that a smallcovert group using this strategy can kill a large overt group with impunity - the doctor never becomes overt, and the other covert players can attack at will after the first round. The only apparent way to counteract this strategy is to duplicate it, butthat seems somehow dishonest.
Does this sound right/wrong/familiar to anyone?