Doctor Archive

Thread: Complete List of Doctor Issues (Discussion)

Pthdora
Sat Jan 24, 2004 5:53 am
#40

I think that we should have a Rebuff option- with the crappy hits that docs get ALL THE TIME lately, we should have an option to rebuff, where it removed the said bad hit, and we can re-buff, that would fix all the issues woth varience, and low hits, and would save me time of having to kill someone and then rezz and rebuff them cause my 850+ packs just hit for 600!



- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
NondeNial
Tue Jan 27, 2004 6:59 am
#41

Enhance HAM display:


My HAM has never displayed correctly on Intrepid server - bars go off the edge at the right & I cant see damage until it is critical. The timer not resetting is a major pain - can't they program us to be like pets where it works fine???



Range on State Paks:


Rather than remove range from experimentation get it working!!! We need range on these on these paks for them to be optimally useful.



Survey:


1. PLLLLZZZZZZ spare us more inv and storage problems and even more honorous resource collecting by dissauding the devs from their dig for bugs med forage to make meds proposal - they complain about database issues and want to create yet more items we don't have room to store??? I don't know whose baby med forage is they dont want to just scrap it, but get them to play a Dr for a month before making a decision asthey simply can't understand the practical realities of acquiring the resources we already need to contemplate adding yet more resource requirementsto what is arguably themost difficult profession to resource as is.


2. You have well articulated that our resourcesdo notfor the most part overlap with other professions, that we would nottherefore be encroaching on artisans who sell resources to artisans andthat if there were concern re: this our surveytools could display only the resources required for our schematics, and that because our resources are specific not many ppl harvest them - we can't go to the bazaar eg and select from a range of steels as can artisans.


The practical and predictable sequalae of our inability to survey for ourselves - and to ppl who say just go put 20 skill pts into artisan (20 pts is min as need survey2 to get 126m range and surveying on Lok, Dantooine and often Dathomir with a 64 m range is unworkable) make a char u can leave home with from the 110 skill pts a Dr has to work with and see if u would allocate 20 of the 110 pts to survey) - is that,on Intrepid server and likely elsewhere, Drs are being mercilessly exploited by persons aware we are reliant on others to service our very specific resource needs. It is impossible to place med resources on the baz on Intrepid at reasonable prices as the same ppl buy 100% of what u place there and triple the price for resale. I have had discussions with some those who bought me out & repriced at 3.5 times my pricefor resale, explained that Drs are reliant on tips for income, that because Dr is one of the highest skill pt gobblers most can't survey for themselves, explained that I priced lower than what I knew I could get to give my fellow medics a break, asked them to pick a different class to reprice resources given our constraints at both ends - limited ability to bring in our own resources and limited ability to buy because of little income, etc. All on deaf ears - bottom line for them was their bottom line - we were easy pickings and they weren't giving up the Dr gravy train.


Adding med forage isn't going to address this one bit. All it would do is add to our resources to collect list and our already overcrowded inventories. There is no other class where the means to get the resources to pursue that class is not incorporated into their skill tree - artisans get survey and BEs get hunt ANDall artisan professions with survey 4 includedand BE require28 fewer skill pts to master than does Dr. Drs get neither survey nor hunt and we need both .


The dev team seems to work in theory only. Get them to play Drs only for a mth and try to find ppl to hunt meat hahahhahahah!!!!! Not for buffs or $ - and Drs are trying to get it even at 30 cr a unit on Intrepid now -will ppl go brain dead hunting the same time of meat for days on end to get the quantities needed. Nice in theory to make the classes interdependent but it doesn't work in practice. Same with survey. Nice theory artisans who are strapped getting the list of what they need to travel to dan, lok, talus, yavin, dath etc and supply us too - nice theory, but what u end up with is ppl preying on our limitations and exploiting us.

Trystan1969
Wed Jan 28, 2004 2:43 am
#42

Oops, hit submit by accident.


14. Wound Healing in Dungeons - Buffing should be added to this. It's a pain when you're in a place like the Warrens or some other dungeon and have to run back to the top to rebuff due to death or connection loss, not to mention you probably won't make it unbuffed if it took you being buffed to get in that far. You also can't heal wounds in the cantina with a droid, maybe the 2 areas are considered the same.


16. Drag from room - I can see a problem with this, the past exploit that lead to the TEFs and such was people dragging others in from outside into a house. If an exception can't be made, I can understand.


Exploits:


1. Buff stacking : Haven't noticed this much recently, though I accidently done it a few times back in December, haven't tried to do it lately either so don't know if it is fixed or not.


2-5: Xp exploits - I personally don't see a problem with these. It provides an alternative way to gain medical xp instead of 10 people sitting in the med center jumping on the 1 person that walks in. The xp gained from reviving a cloning person is very low compared to what you can make in 1 or 2 stims at the cantina. The tumble/heal thing is fairly common and does take 2 people, it's not something that can be done solo. Then the rebuff pet is another that doesn't give out much xp unless you're high enough to use good buff packs. Otherwise, there's not much xp gained there.


The only one that I would consider an exploit is the pet rebuffing and maybe the cloning revival. Though I don't see it as a big deal since the xp is low. I would rather the devs spend their time working on solutions to much bigger problems. Besides, the best way to get med xp is to either get a master dancer to spam flourishes or find a CM to disease a pet, then heal wounds. Flamethrowers also work. Then it would be an issue of whether it was intentionally applied for xp or in the normal course of gameplay.



GAMEPLAY ISSUES:


1. Mounted Healing : Would be nice, but then it would be a perk that noone else has. I think it should stay at no specials while mounted, including any kind of healing.


2. Doctor missions : Doesn't affect me, I have enough points left for a combat class which I use to make money from combat missions.


3. Enhancement Pack Varibility - a 1.5x - 2.5x range would be nice or even a flat 2x modifier. The way I read the devs response though it sounded like it was an option to either keep the varibility or use the base value. I don't want to use the base value.


5. Droid Recharge Rate - A meter on the droids would be very helpful. Knowing when to recharge will save on many batteries. I'm sure there is many DE's that would like this too. Also, DE's do have a gripe about their recharge droids as well.


8. TEF notification - Another problem with TEF is that you can't tell who is overt and who is covert if you have your player names turned off. In that case, if they're close enough to you to mouse over or target, they show up with the symbol wether they're covert or overt (same faction only).


11. Auto-retaliate - I work around this by having a weapon with a really fast attack. Also I noticed that if you hit peace, you stop attacking though your combat window is still up. Unsure if this affects healing speed or not.


17. Healing range - I don't think this has changed, if it has, it still has a problem at 7m. Playing a melee class, I can hit mobs at this range, though I can't heal my groupmates at this range.


27. Getting Docs back in Med Center - I very rarely go into a med center. I perfer to be activein hunting parties and such. Any solution though needs to fit both the ones that want to sit in them and the ones that don't want to be there. In other words, don't force anyone to be in the med center. Camps were nerfed before because some people whined that people would sit in them and auto-heal.


BALANCE ISSUES:


1. Medical Surveying - This would be a nice benefit. Other classes can get most of their needed resources. Tailors where brought up as needing another class, but they can get most of their non-animal resources themselves, and not everything they have requires animal components. Chefs would be another class, but again, they can get some of their resources themselves. All medic classes can get no resources themselves, all their resources are dependant on another class. A survey tool listing only medical resources would be my suggestion, or at least a selected amount.


2. Master Doc benefits- I find there's enough there already. Just being able to use enhancement pack D's is good enough for me. Also, I find Doctor (as well as CM), if you're not a Master, there's not much left. In order to cure disease, you need to have master wound treatment, to revive, you need master wound treatment. Master med crafting if you want to make anything worthwhile, and Master knowledge in order to use any of it. Master gives you the ability to make buff D packs and the ability to use them. It's one of the few classes that being a Master in is a big jump from just mastering1 or 2 branches to be effective. I also don't think there should be a big jump from the 4 branch masters and master doc itself.


6. Medical Harvesting - I think it should be one or the other. Either we get the ability to harvest from animals or to survey for mineral/floral resources but not both. Other classes are limited this way, they can get most of the stuff from their current class skill (or prerequisite) but not all of them.


8. State Packs - The only state I try to keep healed is the dizzy state. Since if they go down, then it's very hard for them to get back up. If I'm low on mind (which is most of the time), then I will only heal it if they go down. One reason is, I can cure them, but within seconds, the enemy just reapplies it. So it's a mind pool drain which is better saved for stimpaks.


9. First Aid Improvement - This is MUCH needed. With the resent mob combat changes, mobs can bleed for alot more. Also it seems that mobs can keep stacking the bleeds on you. I've fought at Fort Tuskan a number of times and ended up with 1600+ bleeds on me. It has taken me 5+ first aid uses to completely cure the bleed. Checking scrollback, I never seen any damage over 500 so I assume that they can keep bleeding you.


11. Ease of Mastery - I don't see a problem with it. Some classes are easier to master than others. Also, some are easier to master with the proper set up.


13. Pet Stimpaks - I like the current system. I get no xp for healing pets so this really doesn't affect doctors. I don't want to be needed to heal someone's pet when I get nothing out of it. Now, if you wanted to use this as an excuse to sell and make useful stim A's, then that would be a nice change. Increase the med usage on B's and make A's useful by everyone would open the market up for Stim A's. It will also make combat a bit harder since you can't fully heal yourself with just 15 skill points used and some good B's from a master doc.



WISHLIST:


Crate Combining - this is my top one. Carring around 2 crates of components because 1 is close to running out is not nice to my inventory.


Factory Speed - Components should not take so long to run through a factory. I have done Artisan before and some of their factory times aren't so bad. Having factory times of 144+ makes it take a long time to make 3 types of sub-components for the higher stimpaks and buff packs. Seeing we NEED crates of these components, the components should take less time, possibly increasing the final product's time but not by much.


High level wound packs - It would be nice to be able to heal all wounds with 1 pack, but this could cut into lower docs trying to gain xp. Master docs already get their wound healing time cut in half, further speeding this up by being able to heal all or even half the wounds at once might make novice doc healing less desirable than it already is.
Zarlor
Wed Jan 28, 2004 7:30 am
#43

Well I can provide some comment on a few of these.




Trystan1969 wrote:

[snip]


2. Experimentation issues - The problem I have is a bit more involved. Experimentation is really messed up on enhancement packs. When experimenting on effectiveness, filling the bar up all the way (using good materials, I can get upto 80%), a great success results in only a 3% increase instead of 7%. Also, sometimes a success results in worse stats. I don't think it is because it is 2 stats on the same experimentation, there are other things like that but they don't have the same buggy problems. Most of the time, it will take all 10 of my experimentation points to max out effectiveness because of this, nothing else I have experimented on takes all 10 to max out.






That's supposed to be how it works, actually, because in that instance you are experimenting 2 stats with just 1 bar and thsoe two stats have different Maximum percentatges that can be achieved. So, since 7% was increasing BOTH stats, once one of them hits their Max only the other one can be increased. In effect Both bars were increased by 3.5% each on a great success, but one one of them maxes out you are only seeing the increase on the other. It's really convoluted, though, and may be causing some really wierd problems and in that respect I think it needs to be looked at.


As for the getting something to drop on a success... yeah, I would bet money that it is, in fact, the situation of 2 stats on one experimentation bar.







14. Wound Healing in Dungeons - Buffing should be added to this. It's a pain when you're in a place like the Warrens or some other dungeon and have to run back to the top to rebuff due to death or connection loss, not to mention you probably won't make it unbuffed if it took you being buffed to get in that far. You also can't heal wounds in the cantina with a droid, maybe the 2 areas are considered the same.






Buffing is implied in that, actually. Wound healing action include not just healing wounds, but also buffing actions. Anything that uses the Wound Treatment skills, actually. As for the Cantina healing, that is very deliberate. We are not supposed to be able to perform wound healing actions in the Cantina because, I believe, the Devs want to keep the Cantina and the Med Center as seperate buildings with seperate functions. (I think that limitation didn't get applied to Player City Cantinas, though, but I bet that was an oversight.)







3. Enhancement Pack Varibility - a 1.5x - 2.5x range would be nice or even a flat 2x modifier. The way I read the devs response though it sounded like it was an option to either keep the varibility or use the base value. I don't want to use the base value.






I wonder if that is a problem a lot of people had. It would NOT have been changed to Base Value, and I kept trying to tell everyone that. It would have been changed to a flat value based upon the base power MODIFIED by your Wound Treatment skill (and location modifiers, and such), exactly like it is now. The difference is that right now the equation takes base, modifies it with your WT skill then tosses in a randomixer into the mix exactly like we have on other heal oacks (with good reason.) So at Master Doc you would, in fact, be looking at around a 2x flat modifier.


I guarantee you anyone who read the Dev response as saying we would have been stuck with just the base power was very, very wrong. The point is moot, however, since the vote went 50/50 and the Devs decided that was not enough of a margin of safety to not tick us off really badly by making that change. We voted ourselves out of having a 2x flat rate, effectively.







11. Auto-retaliate - I work around this by having a weapon with a really fast attack. Also I noticed that if you hit peace, you stop attacking though your combat window is still up. Unsure if this affects healing speed or not.






Yeah, it affects heal speed. If you /peace you can get in a heal action right away. That issue is mostly covered by the Combat Queue Heals issue, though.







17. Healing range - I don't think this has changed, if it has, it still has a problem at 7m. Playing a melee class, I can hit mobs at this range, though I can't heal my groupmates at this range.






It changed for the Melee classes, but I reworded this issue on the Medic list to reflect that despite the change they got, our range didn't change at all. There was some thought that it might have helped us out in our healing range, but it doesn't look like it. It must be someplace else in the code. We do need this looked at, though, IMHO, because lag issues can make this really, really annoying, not to mention justy trying to heal at the standard follow range (assuming you can keep up with the target). This may also alleviate the few leftover times where we have problems in locating incapped players, too, so I think if they got onto this issue it would take out two issues with one fix.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
ErantiaPrym
Wed Jan 28, 2004 9:38 am
#44


Loved your post -- very well reasoned and thought out.



> High level wound packs - It would be nice to be able to heal all wounds with 1 pack, but this

> could cut into lower docs trying to gain xp. Master docs already get their wound healing time

> cut in half, further speeding this up by being able to heal all or even half the wounds at

> once might make novice doc healing less desirable than it already is.


There are two ways to implementing a heal-all wound pack. One is to have it heal all the stats simultaneously. I think thesecond way would be easier to implement -- the heal-all wound pack still only heals onestatistic at a time, but works for anything. So if you select "Heal Wound", it selects the statistic as normal, and then uses the heal-all wound pack if you're not holding a specific pack. Same thing for if you "Heal Constitution Wound". It checks to see if you have a specific pack and then falls back to the heal-all pack.


I think this second method addresses your concern (which is a very legitimate one) of making sure that Master Doctors don't steal all the Medical XP from Novice Doctors. I typically think of myself as a major wound healer and I let the beginning medics finish off the small wounds. It's more efficient given the size of our wound healing abilities (more effectively using our wound packs). It's also a little more thematic, but then again, I realize that some doctors may not think cooperatively.

Trystan1969
Wed Jan 28, 2004 1:20 pm
#45

Here'sa few comments from me


1. HAM's sticking - This has killed me a few times as my bars show a max of 1k.


2. Experimentation issues - The problem I have is a bit more involved. Experimentation is really messed up on enhancement packs. When experimenting on effectiveness, filling the bar up all the way (using good materials, I can get upto 80%), a great success results in only a 3% increase instead of 7%. Also, sometimes a success results in worse stats. I don't think it is because it is 2 stats on the same experimentation, there are other things like that but they don't have the same buggy problems. Most of the time, it will take all 10 of my experimentation points to max out effectiveness because of this, nothing else I have experimented on takes all 10 to max out.


4. Resuscitation timers - Much needed for the dead. Also a bit more detail on what factors affect this as I've had people die after others and I could only revive those that fallen before.


5. Buffs dropping but not the timer - Bad problem. Buffs and timers should be together, so if 1 drops, the other does as well. Connection problems really screw this up, not to mention the nightlycrashes that Coronet goes through on my server.


13. Incap'd player location - Not much of a problem lately, found that on occasion that I do have this problem, asking the other player where they're at helps (this is done on voice though) or running around within 10m of their body spamming heal works sometimes too.



swyteck
Thu Jan 29, 2004 2:32 pm
#46

All I know is that you have all the issues more than covered. My number one is FACTORY TIMER!!!



Crockett Sonnian - Master WS/Master Architect/Master Artisan
Tubbbbss Miami - Jedi Knight
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PHO
ArianSix
Sun Feb 15, 2004 5:57 pm
#47

Bug:

Buffs with duration greater than or equal to 10,000 cause you to become buff bugged on that attribute when the buff expires (even if expiration occurs naturally during game play).

Appears we have a new type of buff bug now.

-- A6



(gggggggggggggggWnxnn[Arian Six]nnxnXggggggggggggggg)
Dark Jedi Knight - Ace Pilot - Master Shipwright
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ErantiaPrym
Tue Feb 17, 2004 2:35 pm
#48

Another exploit for the list:


Duel/Deathblow/Revive Loops


The person wanting to gain the medical XPhas a macro that duels, deathblows, then revives the target. The target has a macro that just duels. This has the potential to gain 80k medical XP in 15 minutes. Side effects -- the target is "groggy" for 80 minutes.


Found that while testing that grogginess includes /tell, /attack, /craft, /startMusic, and /tip but not /tellpet,/trade, or grabbing missions.

Rolassk
Tue Feb 24, 2004 12:55 pm
#49

I am cross posting a response from another thread as I consider it to be a good solution to Balance Issue #14.Medicine Use Skill Granularity, in terms of the Novice Medic Skillbox and what you get for it.






from thread http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=34900
travenwatts wrote:
I will probably take a lot of heat for this, but it seems to me that the med use of Stim B and Medpack B should be raised to 10. It doesn't make sense that a Novice Medic can use a well crafted B and heal a wound for over 100 with only very beginner level skills. At master doctor, I always used B packs because I could heal most wounds with it. So as a master doctor I only needed to use a novicec level med.



It just seems that Novice medic should only be able to use Stim A and Med A until the first box of pharmacology. Unless they bought some meds B's that were experimented down to 5 med use.


Just some thoughts...I think it would make it ineteresting to see what those people do that only pick up Novice Medic.




My response:

Personally, I'd like it to stay the way it is, a ton of players have built their toons to a set template at 250skill points. I also believe it would hurt the docs like me who craft meds for sale. Most of my business is Stim B's and I do about a 1/10thas much ofmy Stim B production making Stim C's. This change would in effect make Stim B sales the same as Stim C sales are currently (only the Pharm III and up medics/cm/docs that can't be bothered to craft their own product). Also you have to understand that a 15SP novice medic isn't going to/healDamage nearly as consistently as a medic with First Aid I and up (heck the range is worse then buff packs are. I remember using 300ish Stim B's on my BH toon with Nov Medic and getting anywhere from 500heals down to 75). So to say that a player with 15SP novice medic can use Stim B's the same as a Master Doctor, isn't really a true statement.


Now that being said


I would like to see Woundpack B's come out to 13Med Use using crappy resources (would need 2 experimentation points to get down to 10MU)and 11Med Use using high quality resources (would need 1 exp point to get down to 10MU = more incentive to use HQ resources in the schematic). This would create a niche market for the Woundpack B's, and would require the user to have at least Pharm I if they choose to buy Med Use Experimented Wound B's, but slightly less powerful, or to have Pharm II if they choose to buy the maxed out heal B's. Why do I want this for Woundpack B's and not Stim B's? Three reasons; 1)There is no Wound Treatment Skill gained in all of Medic, meaning a Novice Medic can heal their wounds just as good as a Master. 2)Currently, players either choose Novice Medic, or choose to go up to at least Pharm III. There is no benefit of having Pharm I nor Pharm II, this would give the two skill boxesa usefulnessas mentioned above. 3)Stims are a quick heal, no biggie, no real need to make it difficult, I think everyone would enjoy staying alive over dying. BUT, wounds are permanent until healed and should require more skill investment over what a Stim requires. Since players have 500-1K HAM bars (unbuffed) you don't need anything more then a 150Heal Woundpack B to heal quickly, thus they should require a higher investment to use.



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All warfare is based on deception -Sun Tzu
Lugiana
Thu Mar 04, 2004 6:50 pm
#50





Skill Enhancement Concerns






______________________________


The one and ONLY!

Lugiana Maovock

The Fish

If the devs really cared they wouldn't be brutally raping SWG with the NGE


Lugiana
Thu Mar 04, 2004 6:53 pm
#51

Sorry bout that....

Anyways, I would like to say that this cap should certainly be raised for it is a rediculous low if we can actually obtain a higher + to skills value. Personally I own a +100 wound treatment outfit that all but on piece is virtually useless in this game as of now. I would love to see it raised.


If we can get +100 why can't we use ALL of it?



______________________________


The one and ONLY!

Lugiana Maovock

The Fish

If the devs really cared they wouldn't be brutally raping SWG with the NGE


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