Doctor Archive
Thread: Top 10 questions query thread (Feb 2 2004)
MyT_Chicken wrote:
Rangers cant survey.....but yet they need metal for traps. We can't survey but we need resources for our stuff. Musicians can't survey, but they need resources to. Smugglers can't survey but they need resources to.
WE are NOT the only profession that is missing survey. Get over it spend the points if you want it...otherwise stop freakin complaining about it.
Rangers can buy 5k of poor OQ metal or Polymer for 3cpu or less. Current price of liquid petrol 4 with good stats 25cpu. Crafting is an important part to our profession same as the other Artisans, which already have spent their 15 skill points to get it.
The better approach would be to have a Pharmacist profession in the Artisan line. they can make the meds just not use them, that would make more sense.
Message Edited by Nerj on 02-05-2004 06:28 PM
Traigus wrote:
For those of you that asked, I'll submit the questions on Monday (as I said in te first post). I have to check on the procedure as to what happens after that. The answers will take TH time to answer, which is why he isn't doing them all at once from all 37 (maybe 38?) Correspondents.
-T
Can you please emphasize that the answers need to have some meaning and not be the vague and pointless answers that were givento the Pikeman, Entertainer and Image Designer top 10s? The following answers are not acceptable, unless they are followed by some extremely detailed and meaningful information. Also, let it be known that concrete answers need to be given and not drivel that is going to be changed due to some one mis-speaking (see PvP decay).
- It will all be covered in the combat pass. (the fix for everything)
- I or we don't know. (aka your question is so meaningless to usand will never be pursued further)
- What do you think? (making it look like WE didn't research an issue more)
- We are looking into that. (aka we'll get to it AFTER we nerf everything else)
These answers provide little, if no information and avoid the question. I, we, deserve answers to these questions, especially those that have not been answered for a long time.
I just want some straight and meainingful answers for once.
Zarlor wrote:
I would suggest delving into the Issues List thread on the Medicl Survey Isseu (or better yet, the Medicl Resources issue on the Medic forum, since I think it might be a tad more up to date) and following the links on those issues. It really covers that issue very in-depth, including where the imbalance of resource requirements for the medical professions lay. And yes,I say imbalance because overall it is really a balance issue, not just a question of something we knew about when getting into the profession. All professions have problems and issues, and knowing about them beforehand does not preclude those things from still needing to be fixed.
Don't get me wrong, I understand where everyone is coming from. I just personally don't think it needs to happen. At the very least the only thing I honestly would support is the fix to our /medicalforage command. I just think that if the devs give us the ability to survey (and I will just focus on survey) then every profession is gonna cry about having to give up the points to get novice medic and on and on..... I think the game is fine the way it is....Yeah I know our medical forage sucks, and if it was improved upon, I don't think people would be "complaining" (for lack of a better word).
So yeah we could use some touchups, but I don't really think giving us something another profession depends on is the answer. And lets face it...Artisans and scouts depend on us to buy the resources. Even if we don't. Not only that, but if they give use these abilities they will be forced to give it to all the other crafting professions. And you all know its gonna happen.
ErantiaPrym wrote:
Here's a question (that probably could also be a medic question but since it's a more advanced concept might belong in the doctor section) that occured to me last night -- when we see Overall Quality: 66% and Potential Energy: 33% does that really mean 66% and 33% (meaning a max value of 999) or is that 2/3rds and 1/3rd?
I'm not sure of what you meaan.
it is 2/3 and 1/3 with a max value of 999.
More likely with say 2 items 558, and 944 respectively
558 + 558 + 994 / 3 = 703.3
(Please note items with no stat at all are NOT counted as a 0 currrently) best guess they work like this.
nothing and 887 should work like this
0 + 0 +887 / 3 = 295.6
What we seem to be getting is
887 / 1 = 887
or maybe
887 + 887 +887 /3 =887
They should be 0, but we should also have at least 1 material in the universe that has all requirements for a slot (which we currently don't have.. for example.. nothing in the universe has UT AND PE).
-T
What I'm wondering is that they dothey really mean 66.66667% and are just displaying 66% in the experimentation window or do they really mean that the computation uses 66%? If you were to use an item that was 1000OQ and 1000PE would that be 666+333=999 or 667.777+333.333=1000?
I understand that some items maynot have a particular stat.
And yes, this is a very minor question -- I can see practically every other question anyone can come up with being more important than this one. ![]()
To make a (hopefully) constructive suggestion, how about if we ask:
1. What are the future plans, if any, for doctors and other med professions regarding survey skills? What is in the works for medical forage? If medical forage can't be improved in a satisfactory way, can it be replaced with an actually useful skill?
And to rephrase my earlier post:
2. Can we get any greater transparency on the random and seemingly random factors that affect both crafting and buffs or will it remain a mystery open to speculation? For crafting: tool rating, crafting station rating, alarming rate of non-great successes, even at the master level. For buffing: honest buffing range, true effect of wound treatment clothing, mind wounds, armor, lag...
And to add some other questions: (Procrastinating at work is fun!)
3. Are doc buffs working the way devs intended? i.e. Grief buffing, wide variance, relationship of skill level to buff quality, price structures. What plans are there for future changes (if any) and when can we expect to see them?
4. Is the doc profession, as it is right now, in line with what was planned for the SWG universe? What about in relation to medics, combat medics and BE's? What changes are definitely in store for docs? What about the other med professions? (because, quite frankly, I want to know if there are plans for any of the other professions that will affect my usefulness as a doc)
That's all the procrastinating I have time for. Have to go and actually earn my paycheck now.
Even if other professions don't require stat based resources, they still need them. Just because we need high OQ resources shouldn't make us any more special then the other professions. Its a game balance issue, not a "is this really fair" issue. We all are Docs, and KNEW before we mastered it had crafting involved. Thats the choice we all made from the get go. It still doesn't mean that we rate the ablility to harvest meats or survey. If you want those abilities pick them up like everyone else has to do REGARDLESS of the stat Requirments. Thats just my point. Would I care if the devs gave use those abilities not really....because honestly, I don't need them. I see your point, and its valid, I just don't think that it will happen. Our schems aren't as Heavy on the resources needed like they are for the true Artisan professions.
I don't see what the big deal is, I have about 500k of every resource that has spawned that can help me out....so I just don't understand what all the fuss is about.
Are there going to be any additions to the master doc box to make its aquisition/retention more valuable?
Will there be any changes to the variance on the buff system? It is very frustrating to strive to aquire highest quality ingredients and obtain the best experimentation on buff packs, and then have one hit off them hit for 3k+ and the second use hit for 950. The recent poll came out in favornot changing the variance, but postings seem to indicate that a third option which was not considered "less variance" to be a viable choice. Talking with my patients, it seems to be the preference the a more consistant buff value would be more acceptable than the current system. The current system is: Not Fun.
Can we get an explanation of the formula that is used to get the value of a use of a buff pack? How do wound treatment/injury treatment modifiers impact this formula? Does a /register'd location provide a bonus?
Are there any plans to make the /register function's impact on the planetary map more clear/obvious? The current system of sun/moon is not well documented and unclear to all. Currently neutrals are unable to register with a location that was placed by a player of any other faction. Not all doctors care to engage in the GCW, yet would still like to indicate that they are present.
Could we get a clarification on how the new overwrite system will work?
We obtain schematics for various cures and buffs at an earlier skill box than we obtain the commands to use those cures and buffs. This does not seem to be logical. Are there any plans to move /revive, /healenhance, /curepoison, or /curedisease to a different place in the doctor tree?
Disease and poisons are used by many creatures, however only doctors who have highly specialized in the wound speed line or masters have the ability to cure them. Some have suggested lower-use type expendable items to provide cures to disease and poison states, are there any plans to impliment this?
Are there any plans to add ways for a doctor to cure multiple states at once?
Are there any plans to add AE or PBAE disease/poison cures as a counter to CM?
Are there any plans to add multiple-stat woundpacks or enhance packs?
It has been stated that CMs will retain /healmind as a special ability. Because doctors in battle are tasked with keeping people alive and functioning, and the mind pool is targetted most often *because* of the inability of doctors to heal damage to the pool, is there any way that this could be reconsidered. Even if an ability to /healmind or a similar command was reserved to the Master Doctor box to prevent its use to degeneratly gain medical xp, it would go a long way to helping Doctors keep their charges in play longer.
...
There are more than 10 in there, but those are my questions.