Doctor Archive

Thread: Big List of Doc Issues for September (Discussion only)

Zarlor
Fri Sep 05, 2003 7:34 am
#27

Mind Damge: Actually giving Docs mind healing is addressed by Holo as extremely unlikely, however that doesn't make it less of an issue. He does seem to suggest that there were unintentional side-effects once they relized the exploitability of allowing medics to heal mind and as such I think that does mean something still needs to be done to address it. My primary interest there would be to get some more of a direct response from the Devs on the issue. They need to know the problems we see with it so we can make better attempts at offering possible solutions.


As for the TEF thing, or most of the ideas listed in that list, actually, it's not even my idea. It comes from all of you right here on these forums. I've just compiled them together. I do have a few of my own ideas in there, but the vast majority comes from all of you. Thanks for the compliment,. though.


FInally as for keeping me around, I intend to stick around as long as they'll let me, but I sometimes think I raise enough of a stink in places that I may not be long for the job if SOE thinks I too much of a pain to deal with.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
bpeter3
Fri Sep 05, 2003 7:45 am
#28

I definitely have to agree with any improvements to the firstaid skill. It took 12 hits of /firstaid to heal the bleeding my pet got off a mercenary on Lok last night, 7 hits another time, etc.It really shouldn't take more than about 3 hits of /firstaid to stop bleeding at the doctor level.


And cure dizzy medpacks are now nearly worthless. Not that they were always of high value, but there's no point healing dizzy anymore since it wears off as soon as you hit the ground after the last patch (from all I've seen). Seems like a dizzied person won't be on the ground more than a 3 seconds MAX, then the effect is gone.

Baracous
Sat Sep 06, 2003 11:14 am
#29

Oh forgot to comment on the mind damage healing. Don't you dare say that doctors should get it, or we'll have an invincibile profession. Even giving it to another profession should be carefully handled. What would that profession have to sacrifice to heal your mind pool? As a doctor, you can heal EVERYTHING else. That 2 profession combo would be overpowered. (and besides, there IS a reason to have some points in your mind pool/mind stats as a warrior type player, huh? I have finally trained my group to CONSERVE their mind pool, most have even done a stat migration to help theirs, since I can boost the other six...) If you all insisted on having a way to heal mind damage, I suggest certain high level foods (you can only eat/drink so much before you are full) or entertainers abilities on the battlefield. No group wants to be without a healer, entertainers should be able to participate in a unique manner as well, but I am not sure how...



One last note: I found a few damage stimpacks on sleemos, chunkers, etc that DO heal mind damage. Been hording them ever since...




Sincerely,

Bria toons - Zharik (ex-12pt MD&MCM), Atio (12pt Weaponsmith, Architect)
Vendors at -245 -5600 Corellia (Weapons, Deeds, Power/Resources, Loots/Uniques, more!)

Wanderhome toons - Jarath, Salanor, Taralyn (Bio-Engineer/Tailor)
Vendors at -534 2901 Dantooine (Vendor Taralyn's Treasures - BE Clothing)
Elemenopee
Sat Sep 06, 2003 3:32 pm
#30

Here is a lil something that needs to be fixed imo. Adv liquids components offer less xp than a Regular BEC. Sure the actual # of resources is fairly similar. but seriously given the super duper specific resources needed. It really should generate more xp than any regular part

If we never get mind healing...there is no reason why we can't get mind buffs. Sure entertainers can do em...but it requires just sitting there next to an entertainer for half and hour or more..just for it to last for the duration it takes to get from the cantina to the med center. If they do not give it to us, then i suggest they bring Mind Buffs from entertainers in line with a 3 adv component enhance D at the highest levels (with duration matching as well).

Then of course you should probably add some of the suggested improvments to master doc...ie another experimentation point...not just moving the rez kit to it since there are soem great other ideas...and if we actually get them to read this i highly doubt the'll read the linked threads since it's hard enojugh to look at it anyways



-------------------------------------------------------
Swepa Codo
Former Master Doctor / Almost Master CM / Almost Master CH
Intrepid, Moenia

"If you can't convince them, confuse them"
Elemenopee
Sat Sep 06, 2003 3:42 pm
#31

Also someone pointed out how a combat free zone would be exploited. Here's my solution

Only those with med skills and register with that med center are immune from any sort of combat TEF or not. To even further prevent that exploit of medics/CM/docs who are registered and go out and instigate fighting.

The second that anyone steps out of the med center they are no longer registered as on duty and therefore cannot keep that combat immunity. That seems to be a flawless solution. Same could be applied to dancers, and the cantinas.

O and a possible idea would be for an icon showing above the doctors/dancers heads showing who really is "on duty" and who isn't



-------------------------------------------------------
Swepa Codo
Former Master Doctor / Almost Master CM / Almost Master CH
Intrepid, Moenia

"If you can't convince them, confuse them"
ExarDun
Sat Sep 06, 2003 9:58 pm
#32

I liked all of your idea except for #18.


Take that off the list for pete's sake. Everyone can use pets, its as much of a slap to a CH's face as this is...even worse because pets are tanks and it allows everyone to do damage for free.




Sig line!!!__________________________________________________
"just another commando now.."
TFA_Maverick
Sat Sep 06, 2003 11:37 pm
#33

I'm all for #9, rez'ing should be purely the domain of masters... doing it and crafting 'em.





Jason'R Horn

Mayor of New Cardia, Dantooine
Sub-Primus, Central Imperial Order
Zarlor
Sun Sep 07, 2003 7:04 am
#34

ExarDun: I cannot take it off the list. It is an issue that folks here have brought up. All I do is to gather and report those issues and all of them have had enough support to make the list. THe fact that it was voted up to #19 means that it was important enough to some people to make it up that high, so it certainly is an issue for some. You may wish to present your arguments in a new thread to convince those folks who are voting for the issue not to do so anymore and maybe it will drop down.


I've been asked to be unbiased and simply compile the issues. As such if you were to bring up an issues, that people supported, and someone else jumped in and thought I should remove it from the list how would you feel if I did so? It would simply be innapropriate for me to remove it and against the principals of what I have been asked to do. Sorry.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Dawe
Sun Sep 07, 2003 12:26 pm
#35

First, excellent list, I agree that all the issues mentioned are issues. Great diction Zarlor, I think you're doing an excellent job there I'll review a few, in order of relative importance to me (approximately)

I'd say that #2 is probably my biggest issue right now. The ability to simply find certain materials is vital and because of the lack of wealth generated by the profession (for most), that requiring artisan to use any survey skills is unfair to the medical profession. This has been discussed in more detail though as Zarlor mentioned.

#7 at one time was extremely important to me... I was healing something like a group of 30 alone when the tusken camp was quickly respawning. Well simultaneously there was a group of overts (I'm covert) that came by and started fighting overts of the opposite faction. Because I was healing in such a hurry I didn't even realize I had healed an overt. All of sudden I fall incapped and then I die because someone finishes me off. I continued healing at the same spot, trying to stay out of the mess, but got killed 3 times until I convinced them to stop. What was so annoying is not once did I realize that I had turned, each of the times I ended up dead when my crime was trying to help anyone I could. If at least I had known that I had a tef, I might not have ended up dead so many times.

#37 Is another big one, especially for newer medics. I mean, I can walk in there, use a few high level meds and finish anyone in a few minutes max. But, I get nothing out of it except possibly a tip, and the medic gets nothing except resentment for me Allowing xp or tip to be shared (at least as an option) would facilitate the general medical environment. Obviously though, it wouldn't quite be fair either for a novice medic to receive 300 xp per heal a doctor does, but some solution might benefit the community.

#4 This is a definite issue. I personally think that doctor buffs need to be decreased in strength but remain a long time... to compensate Chefs whose entire profession is based around buffs. I also think they should be fixed an things like ease of use increasing when experimented on is just silly. That should have been tested and fixed before the game was released.

#13 I've gotten offers from other members of my faction to go on faction trips with them, but I refuse partially because I get little out of it. I lose meds, make less cash than I could doing simple missions and get less faction points than I would have doing delivery missions. It can still be enjoyable, but make it rewardable devs too please.

#3 Always an issue, my preference is to leave it alone personally, but I definetely agree than a mind incap regen might be a good way to go (I think I mentioned that in another post). Still, this issue has been thoroughly discussed.

#11 Yeah, the money issue... always a problem... I'm like most medics and doctors, I picked up a combat profession simply so that I could make money to pay for everything. Now that I don't play as often, I can't have harvestors running. If there were missions that required what I'm best at, or if healing ppl wasn't such a disagreeable way to make money, then I'd likely be on more.

#21 The factory issue is important as well. I agree totally. It's as I mentioned a little earlier, not unfair for doctors to require factories to make meds... if doctor was a profession that made money. The idea of first buying and then maintaining a factory is just not plausable for most doctors. There are some doctors that make loads of money after getting factories. However, these are only the very elite doctors than can successfully sell meds make any money because of factories... and then they don't make money on goods that require factories; they make money on producing factory crates of stimpack Bs. Personally I think E level meds should require factories to produce, but Ds, perhaps not.

#25 This would be nice, and would make perfect sense for higher level doctors. Honestly, it's not a huge issue, as the secondary wounds are typically fairly small (which is a reason this would be a good idea), but as such I don't usually waste my time or meds healing them. Therefore, while this isn't a significant issue to me, to someone who heals people a lot, this would definetely be a nice bonus to higher level doctor crafting (and perhaps high level med use... perhaps put the required skill to use these meds packs high in the med use or in wound healing/speed. Keep it as a nicety for those who have 'earned' it

#34 Unimportant, but useful, especially to newer players. Graphical selections make more sense to a newer player than Ctrl + 1.

#50 Flags outside (then when hovered over say something like: this medical center is ______.) would make this skill more useful.

#10 I agree, mabye more meds, ones for healing first aid (like band aids) would be nice. I'd be willing to hand that over to combat medics though.

#9 I more agree with immunity than requiring it at master doctor. I think the benefits of being master doctor are while not extremely rewarding, more than some other masters get. Still, anything requiring master doctor, well I can't disagree with that

#Not listed: This is a low level priority, and some will disagree I'm sure, but often between combat missions I go to medical to sit and chat (and heal ppl if I'm not angry with the world ). I'll wait there for my wounds to heal themselves which is very slowly. My suggestion is simply, as you become a better doctor, the amount of damage or the lenght of time between these 'auto-heals' might decrease. I'm not asking for 40 wound healed per stat or anything, nor 3 minute 'auto-heals', but some decrease would be a nice little benefit to doctor Hay, mabye it would be a master doctor skill! Anyway, its a suggestion, just a very unimportant suggestion.

Thank you Zarlor for compiling the list and presenting it.
Garm_Berinyon
Sun Sep 07, 2003 4:13 pm
#36

I'd just like to let all of you know that I have Stimpacks that heal mind damage. No joke.

No, I did not make them in any way shape or form. My friends and I were hunting Force Adepts (this is before I began going the Medic route, when I was still just a novice Medic). After about our 4th one, the Dark Force Adept finally had something to loot, and luckily it was my turn to try looting. As I looked over my inventory, I found various Jedi paraphanalia, then I noticed that I had also found 4 stimpacks. "Cool." I said, since I had just gotten the medic skill no less than an hour ago, and I hadn't even made my first stimpack yet. I examined them, and noticed that they only healed 50 damage, which I knew wasn't much.

It wasn't until after I began making my own stimpacks that I noticed that the "damage stimpacks" that I had gotten before had health action AND mind damage listed when I examined them, and yes they do in fact heal mind damage. All of the stims are pitifully weak, however. Each has 5 charges and heals 50 damage to HA&M, and they are extremely useful in getting a mind-incapped person off the ground in time to run away.

No, I'm not taking any offers on these items, so if you want to get some for yourself, start hunting down the dark force adepts (and make sure they are just adepts, as dark jedi don't seem to drop these).



Valcyn server -
Garm Berinyon

TKM... and I don't even know what I'm going to be next.
ExarDun
Sun Sep 07, 2003 7:32 pm
#37

Zarlor, sorry...I guess I should have said "I vote for #19 to be removed because of...".





Sig line!!!__________________________________________________
"just another commando now.."
ExarDun
Sun Sep 07, 2003 7:33 pm
#38

Erm, I mean #18...not #19.



Sig line!!!__________________________________________________
"just another commando now.."
Dawe
Sun Sep 07, 2003 7:58 pm
#39

I believe that beginning medic characters also start out with a small number of these mind healing stimpacks. They are incredibly useful but incredibly rare. I'm not sure of their purpose in the game, if they are accidental or not, but if you have them, keep 'em
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