Doctor Archive

Thread: Publish 7 changes to enhances!

Zarlor
Fri Feb 27, 2004 4:37 pm
#53

BTW, the polls thing is actually something the Corres have asked the Devs for before. But remember that we are not moderators or anything, so they would have to take the time themselves to set up all of the polls. Not to menion that for things like the Top 5 Lithium's polling function is not adequate to do the job anyway, since I'm a very strong proponent of the preference voting system for ordered lists, and as far as I know Lithium is not capable of doing that.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Fri Feb 27, 2004 4:38 pm
#54

BTW, TC is still "Loading" so we can't get in to cehck it out yet. But I'm getting ready to jump on once it is ready.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Leiser
Fri Feb 27, 2004 4:39 pm
#55

Personally i believe buffs are way too strong anyways, they make so wearing armor is irrelevant, there was suppossed to be a downside to it once upon a time, and they make people have such high HAM they are nearly invinicible. There will be people crying about their god mode decareasing(even though only slightly). I still just wish they decreased buffs drastically or made a cap at double or 2.5x your base stats. Oh well.
Marrow1
Fri Feb 27, 2004 4:57 pm
#56

Wow, I got to say, this forum was intended to exchange ideas and knowledge about the doc prof. Can we get back to the topics and discuss them? I mean, come on, it is just a game remember.


Back to buff variabilty.


I think it was clear from many posts that we (Docs) wanted to have some variablity but not to the degree we currently have. This may sound like a simple request but in the grand schem of things finding the right formula without doing a massive code change for the devs mush not be very simple.


Marrow












__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
JasonK
Sat Feb 28, 2004 1:16 am
#57






Imperio59 wrote:

This lack of randomness ties in with being able to rebuf over a lower buff. If they didnt have that, rich people could "rebuff" until they hit the maximum possible (around 3 or 3.5K).


I think the formula will be around base pack power * wound treatment skill/100* 2 or 3... I am sure that there will be a renewed interest in BE clothes after this patch.


This also ties in with the experimentation changes. I'll have to see how it all interacts as a whole, but i'm happy that they will not be random anymore. That way Docs can now advertise "Buffing 3500 each stat for XK credits" and the poorer will get the worse buffs for cheaper, and the rich will want the best docs who will have the best packs, the best clothes, and they'll pay dearly for it too








You think they're going to eliminate the randomness yet leave the max buff the same? Doubt it. More likely they make the buffs max at what would currently be the average.



----
Blah, blah, blah.
Leana_Txorana
Sat Feb 28, 2004 1:18 am
#58

Second issue I reserve judgement on until I hear some facts and/or feedback from people on TC.

==========================================================================


Finally a reasonable response. I like the person who sarcastially thanked the whiners and whined about the change instead of waiting mear hours for the patching to be complete and discuss the matter with actual knowledge.


In general I agree the number of ninja buffs will sky rocket now and while I still think it is a reportable offense, it will probably no longer be an issue.



www.usa4usa.blogspot.com
=========================================
There are 10 kinds of people, those who understand binary and those that don't
There's no place like 127.0.0.1
================================
3.14159 + Ice Cream = Pi ala mode
Zarlor
Sat Feb 28, 2004 1:26 am
#59

The majority of Docs would, indeed, prefer that randomness of buffs be reduced over complete removal. This, we have been told, would require a great deal of coding and a major overhaul of healing code to implement.


However, the actual vote (which we really did get quite a LOT of votes on for this forum) when given on the the two options of current high variability and complete removal of variability showed a simple majority (52%) voted for complete removal of all variability. So technically the majority vote is actually for no variability at all given only those two choices.


The big issue was folks remembering their high-end buffs and thinking they were getting those consistently and thinking that they will somehow get worse if variability it removed. In reality removal should provide the exact center point between those two extremes. We should see exactly what the average was that we were really buffing for. IN other words you buffing will not get any better or worse, on average, but will stay the same. At least with no variability you can get some consistency, if they do decide to do the no-variability thing, of course.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Leafthemedic
Sat Feb 28, 2004 1:46 am
#60

This will be the first thing I test on TC when it comes up, my current packs are 853 base, 883 for action. I have the 110% med droid and +25 BE enhancements. I will buff as many people as I can tonight and let you know on this thread what what happens. Also want to craft the new fireblankets


Since I also have a MDE on TC this is going to be a busy time for me.


Took Alot


Master Doctor/Master Pistoleer on tc1


City of Skystone/Tatooine





________StarWars Galaxies ________
RETURN OF THE JEDI
I am not a Jedi, because everyone else is....
dpowell0
Sat Feb 28, 2004 1:48 am
#61

I'm not a big fan of the idea of rebuffing. I think it will hurt our profession and just generally make our lives more annoying.


1) High quality enhance D's are already pretty hard to come by regardless of attribute ( at least on my server, Eclipse). With rebuffs, I predict that we will be going through action and health packs at a MUCH faster rate than the substat packs. The idea of running out of health and action packs while I've gota backpack full of stamina packs is not very exciting.


2) We all hate having to deal with the whiners complaining about our buffs. With rebuffs, I think it's going to encourage that behavior. I foresee a line of pissed off people waiting for buffs, cuz some dummy wants me to keep rebuffing his health and action till theyre both 3k or more.



CANT THEY JUST MAKE OUR BUFFS LESS RANDOM?

Set values for buffs is not the answer. I think we all want the buffs to be random. All professions deal with randomness in some way. It goes back to the old pen and paper roleplaying days. Roll your dice. You always have the chance to succeed or fail. Doc should be no different. What I want, is for the degree of randomness to be reduced. Im a master doc with bio enhanced clothes and i always use good packs. My buffs land anywhere from 1k to 3.5k. That's just too random for me. I want buffs to vary, but the range shouldnt be so broad.

I've heard talk that this is too hard for the devs to do, but I disagree. They definately made buffs more random in the last patch so I dont see why they cant just make them less random.


Anyways, sorry for the rant, but I'm frustrated with the state of buffs right now.


-Lossk





Lossk Ruskin
Master Tailor / Master Pistoleer
Lok, Stock, and Barrel Mall
1316 -252 in Paradox, Lok
MatchstickNaritus
Sat Feb 28, 2004 1:51 am
#62

Also bear in mind... the removal of random buffs will magnify the difference in skills and tools.


That guy sitting in the starport with 0-4-4-0 and med use 90, 740 power buffs that only last 1:40 using a +65 droid and no BE clothing won't hit for 1800 anymore... and people won't think he's a good guy to go to for buffs. He'll likely hit foraround 1400 or so.


Meanwhile the MASTER doctor with BE clothing, bivoli, a 110 droid and 850 power buffs will likely hit for around 2400.


This puts the emphasis on the skill of Doctor and the tools they use. I say goodbye randomness... the loss of the occasional high-end buffs is more than worth it.



Matchstick


MatchstickNaritus
Sat Feb 28, 2004 1:52 am
#63






dpowell0 wrote:

I'm not a big fan of the idea of rebuffing. I think it will hurt our profession and just generally make our lives more annoying.


1) High quality enhance D's are already pretty hard to come by regardless of attribute ( at least on my server, Eclipse). With rebuffs, I predict that we will be going through action and health packs at a MUCH faster rate than the substat packs. The idea of running out of health and action packs while I've gota backpack full of stamina packs is not very exciting.


2) We all hate having to deal with the whiners complaining about our buffs. With rebuffs, I think it's going to encourage that behavior. I foresee a line of pissed off people waiting for buffs, cuz some dummy wants me to keep rebuffing his health and action till theyre both 3k or more.



CANT THEY JUST MAKE OUR BUFFS LESS RANDOM?

Set values for buffs is not the answer. I think we all want the buffs to be random. All professions deal with randomness in some way. It goes back to the old pen and paper roleplaying days. Roll your dice. You always have the chance to succeed or fail. Doc should be no different. What I want, is for the degree of randomness to be reduced. Im a master doc with bio enhanced clothes and i always use good packs. My buffs land anywhere from 1k to 3.5k. That's just too random for me. I want buffs to vary, but the range shouldnt be so broad.

I've heard talk that this is too hard for the devs to do, but I disagree. They definately made buffs more random in the last patch so I dont see why they cant just make them less random.


Anyways, sorry for the rant, but I'm frustrated with the state of buffs right now.


-Lossk








Reread the notes. No more random. So your customer won't ask you to rebuff them. They'll get the same buff from you everytime. But if some OTHER doctor gives them a crappy buff and you can do better... you buffs win.



Matchstick


Lexy
Sat Feb 28, 2004 1:58 am
#64



MatchstickNaritus wrote:

This puts the emphasis on the skill of Doctor and the tools they use. I say goodbye randomness... the loss of the occasional high-end buffs is more than worth it.






Except that those "ocassional" high-end buffs aren't ocassional. they have given us the ability to override buffs now, so you can get 3k+ on all stats under the current system and the overriding buff change. There is no need to also institute an average buff
pentjaksilat
Sun Feb 29, 2004 4:59 pm
#65






JasonK wrote:





pentjaksilat wrote:





Lexy wrote:
Like I said, the good docs are getting a massive nerf, while the bad docs will only be affected slightly. What's the average for a 900-2500 buff, compared to 1400-3900? 1700 vs 2650. But, look at how much of a decrease that is for bad docs compared to good docs, lowering the high buff from 2500 to 1700 is only a loss of 800 points. Lowering from 3900 to 2650 though is a massive nerf.

Why do you think Matchstick isn't upset at the change? He's a doc that won't be affected as much by the change

/addignore Matchstick
lol, gotta love the kids






that's pretty flawed logic...as a reciever of buffs, it's much much MUCH easier to compare 1700 against 800 than it ever was to compare 1400-3900 against 1700-2650...there's way too much overlap, hard to ever know who has the "good" buffs since good rolls > good packs...


now if you see someone advertising 1700pt packs and the other doc is only slinging 800pt, you'd be a fool to use the latter.


you think this only slightly affects "bad docs?" got news for you...bad docs will now just be simple to steer clear of, and good docs are by far more easily able to prove their services are superior...this change hurts your "bad docs" much much worse.


~pentjak








What are you talking about? You're not even comparing comparable numbers. 1700 vs 800 is the average of not-so-good buffs and the amount of the nerf for the same buffs. Why would you compare the pre-nerf average to the amount of the nerf for the same buff pack? 1400-3900 is the current varience of good buffs but 1700-2650 is the averages of not-so-good and good buffs. Why are youtaking the averages of not-so-good and good buffs and pretending that it's a range of something (1700-2650 is not a range, it's two seperate averages) then comparing it to something that is a range?


Here's what you can compare:


2500 to 1700 is a loss of 800 points on not-so-good buffs


3900 to2650 is a loss of 1250 points on good buffs


1250 vs 800. Good buffs lose 50% more than not-so-good buffs.


If I were you I'd stop commenting on other people's logic.







ok...what i meant...

quite right on my comparison, i meant to compare 2650 to 1700 as the high/low.

and what i meant is that even tho the high-end loses more of the buff, but if you compare 1250/3900 against 800/2500 you get 32% loss against...a 32% loss.

so this means both docs lose the same % of their buffs, both are hit equally, and the "good doc" still has the better buffs...if you compare 3900/2500 the "good doc" used to have a 56% higher buff range, w/ the new system (2650/1700) the "good doc" still has a 56% higher buff range.

there is no harder hit to "good docs" if examined in proportions and not raw values. if you don't like how the new equation works, that's one thing...but i don't see anything 'bout how the crappy docs aren't affected by the change compared to the good docs...

~pentjak



retired: 09/02/'04.
RIP Dunadan
...being perfected in a short time, he fulfilled long years; for his soul was pleasing to the Lord, therefore he took him quickly from the midst of wickedness...

Page 5 of 7