Doctor Archive

Thread: Big List of Doc Issues for October (Discussion)

PhoenixBourne
Sat Oct 04, 2003 11:22 am
#27

Of Missions and Fire:



Doctor Missions would make alot of sense. the terminal could have a nice big red cross in the middle. The options for missions would either be a certain type of medical item needs to be crafted (the complexity will be based on your medical crafting level) and the other would be an "ambulance mission" so to speak. You would be given the waypoint of someone who is a certain distance (let's say 300m N) out. A lowlevel mission will just require you to heal the NPC's damage, a medium mission would require wounds and damage heals, and a high level mission may require any of these including poison and there would be a time limit (of say10 mins at most; 3 mins max to get there and7 minutes of healing [including waiting to heal]). The low level missions would be only 300-500 credits. The mediums would be 500-700 credits amd the highers qould range from 700 to over 1000credits. I say over 1000, as for medics to advance doctors, and then to master doctors, they need wound and stim packs. The really good ones can only be made by higher level doctors, and therefore you need to buy your wound and stim packs from someone else (the economy works). They can cost upto 1500 credits sometimes, depending on how good they are.


And this "on fire" buisness. I say this alot, the new commando weaponincreases (andBH)have brought in a golden age for Medics everywhere. Fire, leaves you with massive wounds if done by a commando. You will die, and medics can get alot of xp from healing you. If it is done by a BH, then the person can usually pull through, if someone is there healing their damage. Once the fire is out, the xp from healing their damage and their wounds is very high. But, while we are raking in Med xp, i say that we should get a way of putting out fires, as it is so inconvinent for people in a fight. It's up to the devs when you can learn the heal fire command (I say Master Doctor) but I had a an idea for how they would work. Like everything else, a certain pack would have to be created. This would require about 20-30 units of water (for obvious reasons), about 10-15 units of metal, for the casing, and then some sort of material to be used to cover the burns, so to speak. This could either be Hide or an item that tailors can craft (again, opening up economy solutions).


I hope you get to read this.




PhoenixBourne
Master Doctor/Rifleman
SithlordAcid
Sun Oct 05, 2003 4:39 pm
#28

I would trade the mediocre med xp(even though I'm a master doctor and don't need it) for the ability to do something rather than watch my friends and myself burn to death in a pvp in a heartbeat. Besides, it's not realistic for there to be no way(aside from finding a body of water) to get rid of the On Fire status.



Karsh Apollo - Rebel Master Seargent
RAID
Radiant Server
Official "Carbinier" Motto: I bet I can kill me before you can kill me.
LuellaLokidottir
Mon Oct 06, 2003 6:42 am
#29

I will only reply to issues 1) and 2).



1) I have zero artisan skills, I don't want any. I can only gather meat as a resource for meds, because I still have scout skills, but I will be dropping those as my template nears completion.


I do buy all my other resources off the bazaar, and I have no real problem doing so, except I will note that my income islimited, to tips from my wound healing or from missions. I would appreciate any relief from the poverty trap I am in (earlier today I had 33 credits to my name).


Increasing the value of Medical Forage would be useful, although I observe that higher meds require crates of components (and hence relatively significant volumes of basic resources).



2) I am Rifleperson/Swordsperson/Doctor, and I consider myself primarily a Rifleperson. The constant reminder from devs that riflepersons have such inherent weaknesses is because 'you get to deliver non-healable Mind damage' (conveniently ignoring the fact that so can BH's, whose Eyeshot should cost them Mind to use).


Rather than introduce Mind-healing, which would require basically re-writing many of the Rifleperson skills and weapons, I would suggest makiing theDancer Mind buffs be applied rather quicker, instead of having to sit and watch them for ages. This would basically just make larger (buffed) Mind pools more ubiquitous.


I would not support special Mind healing camps, or Mind healing from cover. I will point out that cover skills are totally irrelevant in PvP.

Zarlor
Mon Oct 06, 2003 6:54 am
#30

/shrug


It IS sitting all the way down at #22. I think that the XP issues in general don't get much priority when it comes to Doc issues, just because it's not something you worry about very much. Once you get into Doc most folks are already starting to finalize their templates, and once that is done, wht does XP matter?




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Mon Oct 06, 2003 6:57 am
#31

Entertainer Mind Buffs are getting a decent boost with this publish.


I think Mind Damage Healing is being considered pretty seriously. I think that also means that Riflemen will need a certain amout of a balance pass as well, but it also means that Mind uses will have some method of getting mind regen to be able to use their own specials more often. So there is a certain amount of assistance in that manner.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
DrSilvio
Wed Oct 08, 2003 5:27 am
#32

My main issue is #1:


AllDoctorsneed specificresources for medical supplies, and we need specific attributes to them.ADoctorhas to be fairly advanced up the scout and artisian skills just to get whatthey need to make basic medical supplies. I can understand the medic tree having to purchaseresources for their low level supplies, but a Doctor should be able to survey, sample (just enough to know the quality of resource), and harvest all needed resources.


I've never ran into a Doctor who is 1) Broke all the time. and 2) unable to supplies basic medical help, "I'm sorry Sir, but I'm all out of opiates. You can just deal with the pain or perhaps fly to mexico."


Where are the missions for Doctors? Doctors are hardly ever needed or wanted in groups any more. I was on Endor the other day and the people there said, "We don't need a doctor. We don't care if we die, it usually works out in our favor." Not a heck of a lot to do out there. Hospitals are empty, groups don't need doctors, not enough money to keep harvestors going, not enough skill points available when we have to use Artisian and Scout professions to keep a good side job going...


And where are the Doctor uniforms? I want a whiteshirt with a large Red Cross symbol on the chest. Something besides that ugly white coat they give us. Most doctors in this game are expected to act more as EMT-P's than Doctors, which is fine, but we should be able to dress that way too.




In the Art of Healing wounds
Master Doctor
Expert TK
baje
Thu Oct 09, 2003 9:44 am
#33

Enhancement timers have been bugged...issue that needs to be taken care of. Will it be reset? Can we get an answer to what has happened?


Baj'e




--------------------------------------------------------------------------------------------------------

There are 3 kinds of people in this world. Those that make things happen, those that watch things happen, and those of us who wonder...should i shoot them in the head or the gut?
Nova_X
Fri Oct 10, 2003 12:08 am
#34

Excellent job Zarlor.


I agree with most you have posted. There is not much to add to the most important issues since it has been brought up many times.


I will just pick upsome of them to give my point of view or add my ideas :


#1 Doc surveying :


I am stressing this point because I am sure I am not alone to act like this : I would love to craft, to make my own items. But the difficulty to gather components is so high that I don't want to botheranymore checking the bazaar each day so I can finally find something that worths it.


I am so stunned when I see the prices, especially on organics. Avian meat at 15cpu ? No thanks I am not going to pay 3k credits for 200 meats plus the price and the time spentin the trip to retrieve them on different planets when I can buy a stack of 20 good D Enhancements for the same overall price right outside my town.


#22 Pet Healing :


I want to point this topic because in the current state of the game, more and more people are using pets to take damages.


Holo wrote on 8/29/03: “Med XP from healing pets was seen as an exploit because of the hugely high rates of gain it provided. Do you guys not see it that way or agree?”


I don't agree simply because I do not see the difference between healing a pet and healing a player. When damage is dealed by a NPC, this damage has to land on someone : it is either on a player or a pet.


If a Fambaa deals X damages, this is in theory Y potential medical exp introduced in the game. But in the current system, this generated medical exp can bereduced to 0if the damages land on a pet. That means this medical exp is vanishing from the game ! If an item vanishes from your inventory, you call that a bug. But every daymillions of medical exppointsare vanishing from the game because damages are taken by pets and we consider this "working as entended".


Second, from an exploit point of view this is just a tiny exploit possible to get high rates of gain. Here are some ways to get medical exp fast :


- healing someone using a tumble loop macro : huge and quick loss of action, no fight needed. The person can go AFK and the healer if he has a good number of stimpacks can also go AFK using a healing loop macro.


- healing aplayer tanking mid-level critters, using a rifle,but not fighting: ask someone with 0 rifle skill, gives him a crappy rifle and make him tanks low critters proning. With the 2.5 mod he will get quick damages and can avoid death switching to unarmed once his HAM is going low. Since he is pronning the critter isn't hit and won't die.


- healing a wounded pet : ask a CH with a 5k+ HAM petto duel a commando, the commando puts fire on the pet then the CH can go afk while you make tons of exp healing the pets wounds.


- healing a poisoned / diseases player : ask a player to get diseased by a CM then heal his wounds.


And they are plenty of them. So for me, the no exp from pet healing sounds more like a fix to avoid CH mastering Medic alone. But badly, all the medics were hit by the nerf bat.


So the fix would be, as proposed in a wayby Q3P0 : "healing your own pet gives no medical XP" BUT instead of "Healing someone else’s pet given less XP than healing another player but still gives some", healing someone's else's pet should give as much XP as healing another player.


Just to give you an example : two days ago I was lacking around 8k medical exp to become Master Doctor. I could have just wait in the med center for badly wounded people since they were having "fun" outside doing PvP and finish this exp in the coming hour. Instead, I went to LoK to do some missions with 2 friends. We had 3 pets. Do you know how much medical exp I did over 2 hours of missions ? 800, eight hundreds! Just because the pets where the one tanking and taking the damages ...


Of course now I am Master Doc, so I don't really care about it anymore, but for the people that are currently trying to level up it is very fustrating and another reason why grouping isn't much popular in this game.



#20 Diag Refresh :


Once again something that was bothering me while doing exp. Not even the window isn't refreshed, but each time you use the diag command a NEW one is created. Finally the resizing system is messed up. Sohere are my comments:


- put anauto refresh timer but be sure that the delay is lower that the best wound treatment speed avaible (aka wound treatment speed once Master Doc). If the delay is too high it will just be useless since we can heal faster and that will slow us.


- the current diagnose box has two parts : the top is the "help" to explain what is displayed at the bottom, and the bottom is the "utile" part where the wounds /BF are displayed: please remove the help part and put the help message like any other message (ie a help bubble that appears once open unless the help box on the top right corner isn't clicked). Because currently, when you resize the box only the "help" message part can be increased but at max size the wounds part is still too small to be able to read everything at once without having to scroll up and down.


- keep the diag box sizes in memory so when a new diagnose box is open (for a new patient) we don't have to resize it each time.



#4 Master Doc benefits


Being a Master Doc, I do agree that the benefits area bit light : the woundpacks E serie is a bit worthless because most of the time the D serie is way enough to get rid of the wounds, especially combined with our wound healing speed.


The stats mod are not bad but not fabulous aswell.


What could be called good is the possibility to craft Enh D. But not all the Docs are crafting so if you use to buy your enhancements, the Master Doc box give almost zero valuable benefits.


So I think something must be done, but on the other hand it must not be too powerfull so people that only wants to pick one tree don't feel shafted. That's whyI don't agree with having the Revive skill moved to Master Doc (though I would like to see the medical requirement upped a little bit, lets say to 60 - 70, so you need to spend some points in Med Knowledge).


I don't have many ideas to make this box more appealing. Maybe add :


-an AoE cure poison pack and an AoE cure disease pack


- a "global cure state pack" that would cure all states at once (without requiring tons of components to craft it)


Both should require at least 91 Med use so you have to beMaster Doc to be able to craft and use them.



Just my own thoughts. I hope it will help a little.



Eelai Nova - Master Doctor - Eclipse

Zarlor
Fri Oct 10, 2003 12:35 am
#35

Nova: Everything is helpful.


Baj'e: You guys know as much as i do. I think the Devs are in emergency mode at the moment so we probably can't expect a lot of communication. As sson as I know anything about anything I post it here, so it's safe to say that you guys always know just as much about virtually everything as I do. (Unless thre's some kind of information on teh Corre forums that has nothing to do with Docs or that we've been asked not to talk about just yet, which I will say isn't the case here.)




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Doctoxic
Sun Oct 12, 2003 5:21 am
#36

not sure if this has been covered elseware but Stim B's having a medical use skill of 5 is ridiculous - why even bother having Stim A's in the game?


also stim B's wth heals of 350-400 are easy to come by which really devalues the medical professions - it seems that others can do lots of med stuff themsleves and we get screwed over with artisan skills


i saw someone mention multi use packs - that would be nice- my backpack is so full of loads of diferent health/stim/wound packs its getting ridiculous






Zarlor
Sun Oct 12, 2003 6:16 am
#37

Stim B Med Use would be considered a part of Issue #29 while milti-use packs is a parr of bothe #4 and #12.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
lboyd1
Mon Oct 13, 2003 4:48 am
#38

On the trading schematics, I was approached last night to make some schematics while I was buffing on Endor last night. Before I made them, we traded one of mine to make sure that it worked, and it did. When he traded it back to me, I seen it in the trade window as well, so I made his schematics and off he went. Just wanted to let you all know this.



~Corbantis : Kalinya~
Bothan Ranger 4440 CH 0204 / Master BioEngineer
~Starsider : Graxinda~
Wookiee Master Doctor (from the very beginning) / Master Merchant
~Other Professions Include : (Corbantis) Master Smuggler/ Master Pistoleer
(Starsider) Master Dancer/ Master BioEngineer~

Will_Scarlet
Tue Oct 14, 2003 8:18 am
#39

How about, fixing the mysterious secondary stat wounds for mind, the willpower and focus. I am thrilled with the fact i have 150/600 available on my willpower after 1/2 hour of fighting, yet my wounds read zero. I tried Master Dancer and Master Musician, no avail. Death worked like a charm and so did logging for 5 minutes or so. It is a bit inconvenient for this to occur, let alone no way to rectify it. I even tried with no luck to sit for an hour or so, trying to eat and drink myself out of it.


Well for the moment, I guess logging out ever pair of missions will be my solution.





Obiwill
Daoba Guerle, Corellia
Rescue a pet from a shelter!
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