Doctor Archive

Thread: August Final Big List of Doctor Issues (Vote!)

Zarlor
Tue Aug 26, 2003 12:18 am
#40

30.Food Factory Deed Naming


The Factory deeds for Food & Chem. Factories need to be renamed. They currently state only “Food Factory” on the deed and far too many medics, and far too many architects, get confused enough by the name to think that some other factory, such as the Equipment factory, is needed. Please Fix.

31.Battle Fatigue Notification


The Battle Fatigue affecting your heal rate should be giving notification at 200 instead of 400. By the same respect the player being healed should also receive the notification message as well to encourage them to get the Battle Fatigue healed at the Cantina first before going to the Med Center and wasting the resources of the Medics their who are not healing to their potential because of this.


32.Combat Medic Components


The experimentation points and availability of components which are only usable by Combat Medics has caused some confusion. Having them in the Doc tree provides Doctors with an unfair advantage to experimenting on an item they do not use, while Combat Medics who have not taken any Doctor skills can only make those components at a reduced ability. It has been suggested that while increasing Medical Crafting through Organic Chemistry in the Medic field, that, even though it will be unused at first, Combat Medic Crafting also be raised. Or that crafting apply to combat medic crafting as equally as it is to Medic/Doc crafting. This may make a Doc/CM have an incredibly massive number of experimentation point (presumably 15), but then again they end up using so many skill points to get it I can see how that could easily outweighed the advantage that would bring.

33.Med Center Crafting Station


The Doctors would also like to see a Public Food & Chemical Crafting Station in Med Center. The inconvenience of having to leave the Med Center to craft more packs for patients who want healing “right now” to both the Doctor and the Patient seem a bit much for such an easy fix. Admittedly this is more important an issue for Medics, but the Doctors have brought this up as well and would like to see it implemented.

34.Pet Resuscitation


(Partially Fixed by removal of Pet Perma-Death)


Resuscitate pack usage on pets has been asked for. Since this obviously does not apply to true beastie-type “pets” as they no longer have perma-death, I believe this request now applies primarily for NPC-style faction “pets”.

35./DragIncap Macro


/DragIncapacitatedPlayer needs a Macro automatically generated like the other Macros are.

36.Medic-related Clothing


There is a white coat, but other types of red, white, or white with red patterned-clothing for medics has been requested.


37./DragIncap Use in a Room


The ability to /DragIncap from a room or Cave/Dungeon.


38.Medical Vendor Type


Food vendors appear to be available on the Vendor lists along with other types like Junk and Armor, but there are no options for Medical Vendors.


39.Droid Messages


Droid “Low Power” messages are too obscure and difficult to read, often only appearing to pop up off of the droid itself, which can be hard to read and especially difficult to notice if you aren’t looking at the droid directly. This is causing a great deal of confusion and a lot of folks are thinking their druids are broken when they only need to be recharged. Better notification of the “Low Power” condition, instead of the standard, “You must be in a camp, blah, blah, blah, to do that” message is needed.


40.Title Sticking


(New Issue)


The (none) title does not save on logout.


41.AoE Cure State Pack


(New Issue)


It has been suggested that a counter is needed to the AoE poisons and diseases of CMs. An Area of Effect cure pack for each of those states would provide the proper counter. The argument could also be made for other states as well considering the AoE nature of some MOBs, such as a Kimogilla, that create those states on a group near them. Other suggestions to Poison/Disease counters include timers for how often a state can be applied to an individual, such as the new KD timers, inoculation packs which would increase resistance to poison.


It has also been noted that the current CM poison strength, while now acknowledged as viable, does not have an acceptable counter in even a standard Doctor Cure Poison, in that it often takes a Master Doc with a similar Cure Pack to a CM’s Poison pack anywhere from 2-4 applications of the cure in order for it to take effect. Combined with the AoE issues above it would be utterly impossible for a Doc to even come close to countering a CM AoE poison. It has been suggested that at the very least the Disease and Poison Cure packs be boosted up a bit in capability.


http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=6476
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=6618


42. Droid Med Module Bugs


(New Issue)


Droid med module rating are superceding the heal rates in other locations, thus GREATLY reducing the heal capabilities of medics. They are also now affecting the damage stim rates when they are out, greatly reducing what a stim would normally heal damage for with no droid around at all. Relatedly, most med droids are now in extreme danger in the field. Why is it that CHs get away with no pet perma-death, but those of us that must rely on droids (Usually droids with no armor of combat capabilities) are subject to being smacked by this? It is already an extreme inconvenience dealing with a incapped droid by requiring it to be stored and retrieved only in the appropriate places, but forcing one of the poorer professions to constantly buy expensive droids is rather ludicrous. It’s easier for us to just heal in camps (since we’d have to pull them out there anyway to be safe) and skip the droids altogether.


43./diagnose Refresh


(New Issue)


There have been requests for the new /diagnose command to either have a refresh button added to it, or that it automatically refresh at some interval (perhaps every 15-30 seconds). The window also comes up rather small and it is not the easiest display to read. Perhaps something more like the Ctrl-C display or coloring the names base on their appropriated HAM section would help some. Adding in the HAM Damage levels (not wound levels, but damage levels) and the max level of a stat (to make it easier to check buff status) has also been requested.


44./manned command


(New Issue)


While considered nice, Docs would have liked to have seen this command more widely published (it was NOT in the publish notes). They would also like an annotation someplace besides the Planetary map as few folks will be using the planetary maps. Instead it would be nice if their Overhead (Ctrl-M) map and/or the building itself have some obvious indicator that it is manned, such as an asterisk and (manned) at the end of the name on the overhead map and a big flag that flys outside the building when it is manned.


45.Crafting Schematics


(New Issue)


Crafting schematics do not seem to properly reflect exactly how they are utilizing their formulae . For example some basic testing has shown that although a schematic stats a Stim should get it’s power rating though 66% OQ and 33% PE and it’s Charges through 66% OQ and 33% UT. However, it appears that using an Inorganic with a PE rating does NOT yield additional power, as the schematic would imply. Clarification on this, such as annotating on the schematic that only the Organic affects Power and Only the Inorganic affect charges, should be made if this is truly supposed to be the case, or it should be rectified to properly select all ratings available from all components in other to create the final product. It would appear from further testing that like attributes from different resources are actually averaged, and not additive, which is counter-intuitive to a crafter’s expectations. We would really like some clarification on the issue and better documentation of it.


There are also several schematics which use resources which do not have stats required by their schematic. In particular, the Infection Amplifier and Advanced Infection amplifier use Reactive Gas and Aluminum, neither of which has a PE rating, 33% of the Power for that component. Dispersal Mechanism and Advanced Dispersal Mechanism Use Liquid Petro Fuel and Inert Petrochemical, neither of which has a Conductivity rating which affects the Range and Area of Affect on the component. On the final schematics for all Enhance packs other than Action the schematics require Avian Meat and Reactive Gas, neither of which have UT rating which affects the charges available.


For more info the following thread is useful:


http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=5996


46.Experimentation Issues


(New Issue)


Experimentation does not seem to work correctly or consistently. Even with experimentation risks being listed as 0% there are still a great many critical failures. failures and some moderate and standard successes. Wholly inconsistent with the 0% failure rating guaranteed by the crafting station. Having highly experimented crafting tool and stations do not seem to alleviate the problem very much. At least some think that having some possibility of failure is acceptable, but they do which to have some indicator of what the possibility really is since obviously it is a greater than 0% chance and some would suggest it is really as high as a 5% chance. Amazing successes, on the other hand, appear to be far more rare than critical failures. We really would like more consistency and a more reliable, documented, experimentation methodology.


Also Malleability ratings do appear to affect the difficulty levels of crafting an item, but this is not otherwise annotated anywhere, not even in the Advanced Guide on Crafting on the main SWG website. Better documentation on Malleability’s affect on experimentation needs to be made available.


47. High Level Wound Pack Consolidation


(New Issues)


A request has been made for a set of low level wound packs (assuming no consolidation is done based on the Inventory consolidation issue) that would heal, say, Health and the Health secondaries all at the same time and another pack for Action and the Action secondaries. Perhaps limiting them to a comparable A, B and possibly as high as a C-pack, but no higher, at the highest of Doc crafting levels.


48.Crafting XP for Resuscitation Packs


(New Issues)


Resuscitation Packs are not providing any Med Crafting XP.


49. Skill Tape Takeover of Abilities


(New Issue)


There have been concerns raised that skill tapes and BE enhancements (once fixed) will give a serious advancement to a non-dedicated Medical professional. For example, someone could get to Novice Doctor, take 2 levels of Wound Treatment and, with the proper Med Usage tapes be instantly capable of using D-level Enhance Packs. The concern suggests that certifications exist in other professions to prevent this same thing from occurring, as well as having special commands, so having the skill without the command is, in effect, useless. Solutions have included some kind of certification system for differing levels of meds or utilizing a few extra commands to granulate the levels of which meds can be used at what levels so they are not strictly dependent on a skill level.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
DiverBuoy
Tue Aug 26, 2003 12:32 am
#41

Zarlor,


I think it might be time to reorder the list, the cross ref tree showing what's first, second etc ... is becoming a nightmare. Perhaps you can just take all the issues based on current vote and order them in priority order. All issues will still remain in the list but we won't need two separate lists to maintain.


thanks,




________________

SWG.Ahazi.Oshimo (Master of All Professions)
Got forum registry date envy?
Zarlor
Tue Aug 26, 2003 12:41 am
#42

You lost me. What two lists are you talking about?


This current listing IS in the order that the last non-vote took. So IF I had sent a Top 5 last week, then you are looking at it. New issues are at the bottom because I couldn't place them based on a preference vote.


That is also one of the reasons I'm asking for a Top 10, this time, instead of a Top 5. To help further granulate the Big List down into a better priority order. (Most anything below 20 on this list didn't get enough votes to be mentioned in anyones Top 5 list the alst time.)


So there is only one list. This is it. And that's the current order based on the last set of votes.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zerona
Tue Aug 26, 2003 12:44 am
#43


1) #2 Factories - Crates as well as 100 units to bug out.
2) #11 Doctor Content - Please give us a medical mission terminal and have a chance of story loot as a reward.
3) #6 TEF Issues - Everything is right on. Please let Neutral docs heal Faction members and gain a TEF. And let us know if we're in danger of gaining a TEF.
4) #3 Mind Damage - Give Entertainers a combat ability to heal mind damage
5) #5 Combat Queue for Heals - Peace is a workaround, but would be better if this is fixed
6) #1 Enhance Packs - especially Stuck HAMs, HAMs beyond the borders, and a timer.
7) #36 Medic-related Clothing - Would be nice to help people find us quickly on the battlefield.
8) #13 Resuscitation Stat Drain Bug/Stat Loss Bug/Stat Stick Bug
9) #19 Healing Range/Distance - Not enought to be a CM, but enough so a /follow heal might actually work on a non-stationary person.
10) #26 Medicine Use Skill Granularity - Wouldn't mind having a reason to go up the Med Knowledge tree outside of the final run to Master Doc.



Not to nitpick, but I just noticed #48, Crafting XP for Resuscitation Packs. Considering you get them at Med Crafting IV, is this really a problem at all?


Just as a note, although in the minority, I am against #4.



Good work Jaegen




Zerona - Intrepid Master Doc/Pistoleer
Zerona
Tue Aug 26, 2003 12:46 am
#44

Err, Jaegan Zarlor.



Zerona - Intrepid Master Doc/Pistoleer
Zarlor
Tue Aug 26, 2003 12:56 am
#45

My vote: (Yeah, I get one too, darn it, and it's worth exactly as much as each of yours. I don't get any special preference. Just my personal Top 10.)


1) #4 Doctor Surveying


2) #46 Experimentation Issues


3) #3 Mind Damage Issues


4) #9 Heal Consistency


5) #6 TEF Issues


6) #7 First-Aid Improvements


7) #45 Crafting Schematics


8) #18 Faction Points


9) #41 AoE Cure States


10) #42 Droid Med Module Bugs





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
DeFuzion
Tue Aug 26, 2003 12:56 am
#46

wow, that was long
DamianThorn
Tue Aug 26, 2003 12:59 am
#47

1) # 2


2) # 1


3) # 7


4) # 41


5) # 17


6) # 15


7) # 18


8) # 19


9) # 20


10) # 4


Espersen
Tue Aug 26, 2003 1:15 am
#48

1. #2. Factory Problems (I would like if we could preset the output crate size but I want the current problems fixed first)

2. #4. Doctor Surveying/Medical Forage

3. #9. Heal consistency

4. #45. Crafting Schematics
(Avian meat needs replaced with organics on the enhance packs)

5. #3. Mind damage.

6. #17. Master Doc Benefits.
(Let us get Super-Enhance packs that do Health/Str/Con and Action/Qui/Sta in just 1 shot. Almost same as #47.

7. #13. Resuscitation Stat Drain Bug/Stat Loss Bug/Stat Stick Bug

8. #6. TEF Issues.

9. 14. Damage/Stim/State Timer and Bug

10. #10. Medicine Organization and Inventory Management


I guess we should be happy that we have a pretty functional profession compared to others. Therefore I sadly think we have been given a very low priority.



Margrete - Doctor - Wanderhome
Archon_Eclipse
Tue Aug 26, 2003 6:13 am
#49

Keep up the good work Zarlor


1) #10


2) #17


3) #4


4) #26


5) #49


6) #9


7) #45


8) #46


9) #47


10) #19





Archon M.D.
Eclipse Server
_____________________________________________
Retired
NoDak
Tue Aug 26, 2003 6:52 am
#50

2


4


9


46


6


only these really jump out at me currently after reading all the info on each item.




-------------------------------------------
Chilastra - Tatooine - Mos Entha
-------------------------------------------
NoDak (LoF Medical)
NoDaks (LoF Mining)
Scharthak
Tue Aug 26, 2003 7:05 am
#51

1.) #3 Mind damage


2.) #9 Enhance/heal consistency


3.) #29


4.) #17


5.) #15 Pet Stims


6.) #46 Experimentation


7.) #10 Inventory management


8.) #4 Doc Survey


9.) #19 Healing range


10.)#5 healing on combat queue




---------------------------
Scharthak Conchobair
---------------------------
Imperial Sergeant
Master Doctor
Member of Sturmgrenadier (www.sghq.com)

Starsider
Madsapper
Tue Aug 26, 2003 8:00 am
#52

1. # 4 doctor surveying


2. # 46 experementation issues


3. # 9 heal consistency


4. # 6 TEF's (don't mind them in the field, or when other player is in combat, just hate getting one in medcenter)


5. # 12 auto retaliate


6. # 18 faction points


7. # 28 fire cure


8. # 41 AoE cure state pack


9. # 43 /diagnose refresh


10. # 45 crafting schematics

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