Doctor Archive
Thread: Top Doctor Concerns
1. A /diagnose command
2. Fix or ashcan the medical forage skill
3. A /diagnose command
4. Something like a "doctor's satchel" where we can put all our stims and medpacks to keep them apart frorm the rest of inventory, but still heal with them in the satchel.
5. For people who don't want to survey/craft to get meds, how about something like the option to "join" a particular hospital as a medical resident or something that gives you access to a certain amount of meds. To prevent these from flooding the economy, make them usable only inside that Med Center and make them No Rent so they poof if you log off or set foot outside the Med Center. Then they can just concentrate on healing people if they want to.
6. Did I mention a /diagnose command?
In beta, we were promised a /diagnose command (actually, Holo was surprised when he was informed that it didn't exist). We NEED it. It is infuriatingto blow a big pack heal on 1 strength <insert stat here> wound.
I completely agree with Trewe's summary on medicine types, however, I'd like to expand it just a bit to include my own observations... While we typically have 20 different types of medicines in inventory at any one time, we ALSO have the 10 different types of resources needed to CREATE these things. So we have 30 different inventory slots filled with stuff...
What's worse (for me, at least, although this isn't just a doctor issue) is that it is always rearranged in my inventory... and my pack window resizes to a tiny little square each and every time I open it. Right now, in my inventory, I have one row made up of Action C, Health B, Action B, Stim C, Health B... when I log out and log in they will be arranged in a new pattern, so even if you WANT to find something quickly, you need to have studied the icon arrangement previously. And viewing inventory by type (pharmaseutical) is a travesty, couldnt they have at least used a secondary sort like alphabetical by name? I realize this isn't doc stuff, but I am in and out of my pack and inventory constantly so I get to fully enjoy the random inventory arrangement each and every time.
Finally, the HAM bars have gotta be fixed. I have been the only healer in a group and gotten incap'd myself because I couldn't even see my own bars moving.
We wish you the best as our rep and hope you can get some of these issues onto the radar screen of the devs!
Emmy, Chilastra
Timer on the /heal damage skill does not work properly. You get the message
You need to wait 2 seconds
You need to wait 1 second
... and then....
You need to wait to do that
You need to wait to do that
You need to wait to do that
You heal X for Y health and Z action damage.
What is the point on saying that I have to wait 1 second if, after one second, it makes me wait another 2-3 seconds. I think the time interval between successive heals does not escalate appropriately with increasing skill levels
Drag incap works just fine...but there is no icon under the action menu...
drap works u just dont see the corpse being dragged..but when they wake up they are in the spot u drag them too
My biggest concern with Doctors is not being able to heal mind.
Last night I fought for 2 hours on Endor and 9 out of 10 incap's were due to mind damage. We had 3 healers in a group of 11 and no one came close to dropping due to Health or Action until I agroed 4 creatures and the junior medics couldnt keep up with the amount of damage I was receiving. I deserved to die that time and I had no problem with it. It really saddens me seeing my group mates dropping like flies around me with full health and action bars and all I can do is say sorry guys, doctors dont heal mind damage.
Top 5 for me:
1) INTERFACE: Using medicine while fighting seems unpredictable. I believe I have learned the tricks of what makes it go off at what time, however if it does go in the queue as it seems to, could it show up in the queue as an action?
If I am mistaken could there be some sort of timer so that we either know when we can next use it (not just the message, a real timer that counts all the way to 0). Or better, that it will automatically fire when that timer expires so at least we have some acknowledgement from the game that a heal is pending rather than have us go click-crazy guessing when we can heal again and pray not to see 'you must wait to do that'
2) BUG: The factory bugs. I have just gotten a factory and mine might even work fine for all I know. But I am dreading with fear that I will have to unload all those items...
3) BUG: Broken HAM bars. This affects alot of classes it seems but I may as well put it here too. I can't heal someone if they look full to me when in fact they are about to die.
4) INTERFACE: A way to better organize and use medicine. I don't mind having 20 different types... I don't mind needing to keep supplies of 10 different resources. But I would like sufficient inventory space to carry what I need and I would like the interface to be intelligent enough that it is easy for me to get the right medicine to the right person. Having healwound use the a somewhat arbitrary medicine is annoying and not being able to use anything from my secondary pack or factory crate is worse. Not being able to stack subcomponents is also tedious.
5) PLAY BALANCE: A way for medics not to be broke, we need stuff to do our job at any better than tendwound but our economy doesn't seem to be getting off the ground.
I see two possible 'doc' sources of income which I would enjoy using in game, but neither seems viable yet. One is to have people tip... but as all medics know patients just don't like to tip most of the time. Or if they do tip they don't give us enough to break even on the resources we need to heal them. Forcing tips just makes us look evil, and as far as I am concerned I play this game to have fun, not to have others despise the 'doc-that-makes-us-pay'. The other source is selling meds as a crafting profession. Here I think the profit margins are just far too low (though I am trying it anyways ).
I think both doctors not wanting to craft as much and doctors not wanting to have a side job to support themselves could be solved by reducing pack resource requirements, increasing pack uses, and lowering factory production times. The crafting docs would not need to raise prices as the current prices would be become a bit more profitable. We would be more willing to hunt down those rare resources, and really develop the medical area of the economy. At the same time non-crafting folks would see increased value in medical supplies and not need to spend so much in order to keep doing what they want to do, which is heal at low cost. Without some help, I think the medical economy is just going to stay stagnant while most other crafting areas are seeing huge amounts of trade.
Again maybe I am mistaken and as the economy progresses growing value will be placed on medical supplies, but until either the demand curve (value perceived by players) or the supply curve (controlled by the resource requirements/factory speed) starts moving, medical trade is slow on scylla.
Thanks alot doc corespondent for reading our issues
We appreciate your hard work for us, and hopefully those overworked devs can get around to us too one day.
Aside from the fact that I could swear this game never made it past beta... it really is fun.
Karo Ashen - Almost Master Doc, Scylla
That takes away the exploitability of self-stimming. (not like unlimited chain-healing is that hard, I can almost do it now, unbuffed, if I sit down)
And as to the Squad-Leader getting the healing, you're right, it makes perfect sense, in real world terms. Heck, give Mind-Damage healing to them as well.
But the doctors need it more, make us pure healers and the Squad-Leader's hybrid healer. Like us Doctors vs Combat Medics.
ok, no more beating the mind-damage wardrum... I promise.
This thread is about the issues facing doctors at this early stage of the game. I just feel that there is no more important issue out there for us, and want to make sure it gets a fair hearing.
See you all in the med-center.
- /diagnosis command which lets me show the wounds / damage + Battle Fatigue of the targeted player
- basic income for working medics and doctors per incoming patients in the medical centers
- possible emergency mind healing in the wildness
Thanks
Alexa
My 5 top Doc issues for now:
1) Experimenting on ease of use for enhance packs (C's for sure at least) causes the medicine use to go UP instead of down (aka makes them harder to use!)
2) Buffs breaking HAM bars.
3) Factories not pulling items from crates. This is extremely frustrating :/
4) Unable to heal any mind damage. Maybe we could have something that was on a timer similar to wound heals. I have picked up 'damage stims' fromGungans which are able to heal mind (50 mind, 50 action, 50 health). As a Master Doctor shouldn't I at least be able to craft something that could maybe at least do a 100 or 200 point heal to mind on possibly the long wound heal timer?
5) Using a rez kit by accident from radial 'Heal Wound' and 'rezzing' a person who has full health. This can be done even without Level 4 Doc wound treatment.
-Doctor Serpent
Chilastra
I agree with about 90% of what everyone else has stated.
There is 1 thing that I find disturbing though. There are quite a few times, that I can not heal people (not talking about the combat timer). If I am Neutral, then I should be able to heal Rebels or Imperials. I can understand Medics not being able to heal both, but if you put all that time into being a Doctor, I think you should be able to Heal everyone, after their combat timer has zero'd out.