Doctor Archive
Thread: Enhancement Med Use from Crates Problem (Dev Response) 11/18/2003
Looks like we will have to wait at least another week
no mention of doctor crates fix in the patch due for tomorrow
Honestly.. I like it - the higher med use and nerfing the crated enhance D's. GO SOE!!
Just thought I would add my 2 cents.. becauseI may be in the minority.. butI don't thinkI am alone on this.
My point on this is that if it was a bug that was introduced from the last patch- they should have readily available all notes on what code they changed relating to medical use stats / experimentation / and or factory crates and be able to track it down. Seeing some Stim-B's on the bazaar with med use 43 almost made me fall out of my chair.
The new higher med use only affected enhance packs as far as I know.
"Seeing some Stim-B's on the bazaar with med use 43 almost made me fall out of my chair."
I haven't seen any difference in the med use of 5for Stim B's. Are you referring to Enhance B's?
This should only affect Enhance packs and is realted to their fixing the ability to now properly experiment on the Ease of Use state for Enhances. We've been complaining for a long time about being able to experiment on Ease of Use so that it actually reduces the Med Use level instead of making it harder to use. So it;s not a question of notes, but taking good hard look at waht the code is supposed to do and what it is doing and how it is realted to the original problem in the first place.
Since the original code must have had a problem (the Ease of Use being wrong) then any notes on it would be irrelavent anyways, I would think.
Of course all of this is just conjecture on my part, having done some coding before. I will say that it sounds to me like it's a really sticky coding problem and we really have no choice but to be patient while they try to work it out. OUr trying to stand over their shoulders saying "Hurry up!" just isn't going to help the situation any. At least I've been able to confirm with you that once they stated they were looking into it that they were looking into it and they got back to me to confirm it was uninentional (and that they are still looking into it and it's a sticky problem.) So the ARE looking into it. SOme of this stuff just takes time and many times you just can;t estimate how long it will take to come up with a fix. (And if you've ever done any coding you know what I mean there.)
Zarlor, I am familiar with professional coding. Many of my friends and family are professional coders. I am personally a professional coder.
Sometimes, a problem is intractable due to many underlying reasons. However, it boggles the mind that the code to handle this isn't compartmentalized in some way.It then becomes a matter of looking at a few methods in a class and making a fix. But let's assume for the moment that this is infeasible for some reason.
As they are releasing versions and patches, they must keep old builds around. It shouldn't be that hard to roll-back the change to the previous version until they canimprove it without breaking existing items.
Perhaps we could make better progress if you push the Devsfor a simple code revert first, so players can use their crates? It's not like the old way of how enhancements work was breaking the game for lots and lotsof people, like it is today.
Thank you for your time and attention.
I really think that the new enhance Ds should keep the med use they have. Really, it's not hard to experiment once and get 90 or below.
Also, since most of the enhance Ds require master doctor to make, why not have a base med use that reflects that? Sure, drop the base for action and health down to 90 but leave the other 4 where they are.
I agree that everyone that has old crates of enhance Ds are screwed, but that's a different issue. I don't see any way they can "fix" the old crates and keep the enhance Ds as they are, so most likely someone's going to be disappointed. If it has to be me, so be it.
Ruda, Master Doctor, Naritus
ZeligtheLiar wrote:
[snip]
I agree that everyone that has old crates of enhance Ds are screwed, but that's a different issue. I don't see any way they can "fix" the old crates and keep the enhance Ds as they are, so most likely someone's going to be disappointed. If it has to be me, so be it.
Ruda, Master Doctor, Naritus
Actually I would ask folks to remember that this is exactly what this issue is. It's not about what Enhances should be coming in at, it has to do with old crates with a listed Med Use rating are giving out individual items with a different (higher) Med Use rating.
The "different issue" is the one about what those Med Use ratings should be. To put it into the context of the voting that is currently occuring if you thing the crates being bugged is a problem you woudl vote for Bug List issue #27. If you also think that the new Med Use rating, however, is a GOOD thing for new craftables, you would also NOT vote for Gameplay Issue #30.
Only if you think the new level is a bad thing for the profession, irregardless of the crates problem, only then would you vote for Gameplay Issue #30.
Second problem is that i own some bio robes that give me +25 med use and med skill. Now they show up on skill tree when worn, as 90/115 for example on med use, but when i try to use the enhance d's with med use of 94 and my robe on....it tells me i lack the skill.
So there is 2 edge sword problem. My bio cloths aren't being read right so thus the skill enhancement aren't working correctly, and the med use is too high anyways.
Thanks and hopefully the devs get this fixed soon...cause enhances and such is my only real way to make steady money as doc hehe....
Chaos the med use + skill attachments never did work and they still don't work. Those attachments you have must be quite old since with the last patch or second to last patch they were removed from the game altogether. (Removed as in they no longer drop.. the old ones still exist in game, but they do not know, nor have they ever worked)
It was stated by the Dev's many moons ago that med use skill attachments will never work. At the time, NO skill attachments would work, but when they fixedall skillattachments (last or second last patch) they also removed the med use ones so that nobody would think they also worked.