Doctor Archive
Thread: Complete List of Doctor Issues (Discussion)
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.
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.
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.
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
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.