Doctor Archive

Thread: Dev Response to Top 5 Issues for September

Zarlor
Wed Oct 01, 2003 3:30 pm
#27

A couple of thigs. First of :they" are not proposing this. WE are proposing this. It was voted up as the #3 issue on the Issues list. This was OUR idea, not theirs.


Second, yeah, I understand what you are saying, but not really why you are saying it. A-C Enhances are almost worthless as it is now. Your proposal would make an A stim completely useless. You may as well eat the Melon you got as a newbie character instead for that tiny of an enhance.


The problem I have here is that folks are acting like 3000 is what they are always buffing for, seemingly they are conveniently forgetting those 500s they are getting at just the same rate as they are getting those 3000s. The Packs are already pretty well spread out, I don't know that they need to be spread out even further. But many folks have asked for a more consistent buff. (I can give you numbers on teh vote, if you like.)


So your average will still be the same, you'll just lose the occasional 3000 buff, but you'll also not have to put up with the occasional 500 buff either.No matter how you look at it, though, your average buff will still stay exactly the same as it was before. No difference at all.


Now if you are just in love with having 3000 buffs, even though you will just as often (statistical fact on this, mind you) get that 500 buff, then just vote #3, you wqant to keep things as they are.Anything else is rebalancing of the pack levels and I don't think that's going to happen because their balance metrics are already based on the typical buff average as it stands now.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
GPF_Lith
Wed Oct 01, 2003 3:51 pm
#28




A couple of thigs. First of :they" are not proposing this. WE are proposing this. It was voted up as the #3 issue on the Issues list. This was OUR idea, not theirs.




I understand that -- but that isn't that what 'they' are proposing based on 'us' saying we don't like the variance and would like it tightened up? I don'tremember any of 'us' asking for them to take out the highs and the lows -- I just thought we asked for less variance. If we did ask for less variance at the expense of the highs and lows, then I missed that -- but it's irrelevent.


You have a good point about my proposed idea making the ehnahce A'spretty worthless. *sighs* It depends what percentage of the allowable range we'd have to give up... Did they say?


You're talking about 3000 buffs versus 500 buffs and I know you were just making an example, but it was much more like 1000 on the low end, 3000 on the high end for my enhance D's. I never got below 1000 and never got above 3000 with a certain set of kits I had. And yes, as many 3000's as I got, I would get as many 1000's... but it was great because people always likedmy enhances for the chanceat those 3000's... Sure it sucked to get 1000, but that's the gamble. So if we had to trade that to get a 2k buff every time? I'd just as well (personally) rather have the range where the super awesome buffs are still "possible" with the best kits.



Maniweh.

Zamslam
Wed Oct 01, 2003 5:54 pm
#29






Zarlor wrote:





Zamslam wrote:


Please forward this to the appropriate dev, if we're not sure he or she will read this. I don't mean to say "I am right and this is what they need to do", but just one more data point of what a customer who plays the class thinks would help.







I'm the appropriate guy in this case, although I'm not a Dev 9don't even work for SOE for that matter. The reason is that apparently the Devs already have a lot on their plates, so theyve asked for, in effect, data collectors for each of the professions to cull through the forums and pull together a more concise listing of issues. So your best bet for rectifiying any shortcoming in what you think the Devs may be seeing from us comes by taking a look at the Big List of Doc Issues and offering suggestions on where my wording for a particular issue may be biased or doesn't seem to include the appropriate supported viewpoints.


(I take a supported viewpoint to me that if someone starts a thread about something that may appear to be a new issue, they would need a few people to positively comment on the issue and/or get a decent star rating on their post in order to get put onto the isues list to begin with.)







Ahh, cool - glad you're on the case.


In addition to the stars stuff and positive comments, please don't hesitate to use your own judgement if you think an idea warrants appearing in yourreport(or not), and let folks know if their suggestions won't be passed on.


Thanks!


Zarlor
Wed Oct 01, 2003 6:04 pm
#30

Well, I normally try to just work from feedback. I post the Big Issues list so folks can discuss it and provide feedback there. Best place to check if your ideas and/or threads where you make your suggestions is included is by checking that list. Otherwise I would have to post not only on every thread, but every response to those threads too. That's just asking too much, I'm sorry to say. But you can be pretty sure I read everything on this forum since that's what I've been asked to do as the Doc Correspondent.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zamslam
Wed Oct 01, 2003 6:11 pm
#31






Zarlor wrote:
.Best place to check if your ideas and/or threads where you make your suggestions is included is by checking that list. Otherwise I would have to post not only on every thread, but every response to those threads too. That's just asking too much, I'm sorry to say. But you can be pretty sure I read everything on this forum since that's what I've been asked to do as the Doc Correspondent.



You're right - I didn't think it through.
ZootZaxxor
Wed Oct 01, 2003 7:52 pm
#32

I have been thinking about this idea for a while, and present it with great fear and trembling, but what about allowing a master doc to revive themselves??


Im sure there would have to be some sort of penalty, such as wounds and bf, but I think it would making being a master doc something special.




Zut Tendham - Bloodfin
www.swgbounties.com
*CANCELED 4-10-04*
Atiw
Wed Oct 01, 2003 9:00 pm
#33

Zarlor,

Can you please get our dev to explain #1 in more detail, specifically answering the questions Star_Yoto voiced earlier in this thread.

"Where, Why, What, When and How does this interfere with Artisans".

I have played a weaponsmith and architect before dropping it all for doctor, and find that I use my survey skill a LOT more now than ever before (I know, I was a really bad weaponsmith).

Docs are artisans, even though the devs do not want to admit it. Mabe if they played one without all the superpowers of a dev, they will change their tune FAST.

Atiw



Imap
HoTron-rex
Wed Oct 01, 2003 9:37 pm
#34

on issue #1, tell them just to give us survey tools that find survey and tell us stats. i dont need to sample it, I dont want to, I just want to freaking see the stuff and WHAT it is stat wise. dont give me a /sample command if i can get the stats some other way. i'll use the harvester, I dont care.


you can tell Mr Hanson that giving us survey in no way shape or form undermines artisans. in fact, not giving it to us undermines medics and creates an issue of crafting in-equality. we have to gather resources just as varied and specific as a primary second tier artisan crafter crafter, yet we dont get a survey ability of any kind while they do? thats REDICULOUS and UNFAIR and a horrible horrible double standard.


tell him to just ditch /medicalforage completely, its a joke and people hate it. we dont even want to see it made better. replace it with /medicalsurvey and give us certifications for special medic survey tools. these tools list a wp to the highest concentration, and tell you the stats of the resources. do not give us /sample of any kind in this case and i'm all for it.


other solution is again, ditch /medical forage. then give us /survey just like artisans. but give us /medicalsample which can ONLY yeild 1 unit/tick regardless of high concentrations.


how does he need more suggestions? tell him to come read the forums already, we've been discussing these for months now




------------------------------------------
High Chancellor- KGB SWG
Hotron - Master Riflewoman, Master Pikeman
Nereus - Master Doctor, Master Politician
Ysaanne - Secretist Extraordinaire
MegaMako
Wed Oct 01, 2003 9:54 pm
#35

I would like to see docs get a heal over time (HOT) ability added as a class enhancement. An area effectHOT might be nice too butcould easilybecome overpowered if the value was too high.



A disease/poison resist buff would be nice too.

i3ullseye
Wed Oct 01, 2003 11:53 pm
#36

Now to be fair, it was stated that we are similar to scouts in that we use any organic and any inorganic early on, and have a method for acquiring it. this is NOT entirely true.


1) Scouts use ONLY organics they themselves can harvest for quite some time. For their camps they need never acquire another resource. We on the otherhand very quickly need far mroe than organic and inorganic.


2) we only have one skill in either Medic or Doctor that allows us to gain any resources directly, and gaining 1 unit of an item each time you medical forage is worse than a joke, it is an insult.


3) scouts and artisans get this harvesting at a base profession level, and then it stays relevant all the way through their mastery of their advanced profession. We have nowhere NEAR this.


So we have one of the hgihest resource and crafting requirements, and none of the skills neccessary to support it in our profession, or in the required starting profession we must master. All craftsman can get Master Artisan to help them, or require at least enough artisan to help support their advanced profession. We on the other hand do not. Even if Medical Forage gathered 10 to 30 units it woudl be better, enough to maybe actually make ONE item from the resource. But 1 unit is useless.


Now the combo med packs at Master elvel is a great idea, and I dont think that even needs to be master level. But what if master level allowed you to use an emergency kit/first aid kit? Basically a specially crafted pack that equips along with your backpack. Now you have another 50 aslots that do not add encumberance, but it can ONLY hold finished medicines. This alone would free up so much space.


And reading the reply over, nowhere does it ever say the doctor is getting a mind heal. I doubt they woudl ever add that to a medical preofession. But we SHOUld be able to enhance mind stats some. But a possible solution to the enhances and maybe even using the occasional Muon Gold. What if master elvel doctors coudl 'purge' system? You make packs for it, and apply like normal wound treatment. All it woudl do is remove any negative effects to that stat, and also remove any enhancements. So if we got a bad dose of enhance, we coudl purge and try again. This make it take extra cost, and some extra time. But it does give the master the ability to correct a bad hit of an enhancement which alleviates much of the problem with its wide variance.




Urik Sendai (Imperious Council of Elders-ICE)
Squad Leader yet again!
Ice Bay, Naboo (Gorath)
Tocran
Thu Oct 02, 2003 12:03 am
#37

I have an idea that may assist in the surveying problem but I'm not sure about how possible it is. Why not makesurveying devices that are profession specific so that a Doctor would use a Doc tool and it would only survey for items necessary in the creation ofmedicines in the doctor crafting trees, likewise for CM's. I understand that artisans would be upset if we could survey for all resources so why not limit our ability to search to only items used for our respective professions.


Just my $0.02


Tocran




] Dirty'Dawg ]

Dawg's Armorsmith Services
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Taallyn
Thu Oct 02, 2003 12:10 am
#38

Why not just let a higher buff amount overwrite a lower buff amount? It would be less coding, and would remove a small amount ofitems/resources/cash from the world.
Zarlor
Thu Oct 02, 2003 12:11 am
#39

Tocran: The problem there is that even as a Novice Medic we can use ANY Inorganic or Organic resource for our crafting. So there really is nothing "Doc-specific" in the way of resources. Anything can be used in so many different circumstances.


Newmatocyzed: You already get an increase in effectiveness of your Buffs at Master Doc. It's based on your Wound Treatment level. Go back and take a look.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
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