Doctor Archive
Thread: The Big List of Doc Issues (VOTE!)
First time writing, thanks for the listing of issues and the hard work Zarlor, it makes reading the msg boards fluid. My votes are as follows:
1.) #20
2.) #47
3.) #33
4.) #3
5.) #9
ok, here's my list (at least for now :smileywink
:
1) #11 -- This is first if you also include the sheer number of items needed, as well as the organization of those items. Between resources, crafting kits, survey tools, and meds, I am close to full--then I add in weapons, clothes, etc...needless to say, I am rarely below 90% of my inventory full. Organizing would help some of the problems associated with this, but simply reducing the amount needed would be better.
2) #6 -- Mind damage could actually befirst on the list, but I think this has some balance issues. Still, it is very frustrating to be able to keep your companions fully healed in health and action, but still watch them die because they're getting tagged in the head. What's even more absurd about this is that sometimes I end up being the tank for the group against mob's that hit mind a lot, simply because as a doc I have the most blue! Some way to heal mind damage in combat needs to be introduced. Oh, and entertainers should get the ability to buff blue, IMHO.
3) #4 -- This is actually somewhat related to the first one, in that docs need so many different types of resources. As pointed out, it is very hard to find someone who can sell you, say, Dantooine berryfruit, so docs must be artisans as well.
4) #10 -- I only just found out this was broken, since I only recently got a factory. Really a let down after outting all the effort into getting the factory, and getting harvesters set up for some of the advanced components.
5) #9 -- Doc/ medic missions would be great to see; not only that, but I want there to be more types of missions in the game in general (and, of course, fix all the broken ones). Variety is the spice of life.
All of the items are definitely real concerns--thanks for compiling, Zarlor!
Job Shaddae, Chilastra
This is how I'd call it:
1) #3 Factories: Either fix it so factories unpack crates or give us input hoppers about ten times their current size to compensate.
2) #6 Mind Damage: If not us, please let sombody be able to do an in-combat mind heal. No skill should be able to attack an unhealable pool. Make mindstims heal at a cost of half your health/action if need be to make them harder (but not impossible) to chain-spam. Entertainers canstill heal mind WOUNDS and battlefatigue, thiswon't be stepping on their toes.
3) #2 Enhance Packs: Please add some focus/willpower buffs while you're at it. yes, smugglers/chefs can buff mind stats, but redundency is a good thing, their advantage is there's no skillcheck for a food or spice, our advantage is we can finally buff all stats.
4) #49 More Perks for Master Doctor: How about a backpack soley for holding medicines that can be used without hotkeying? (I know, new tech, more coding, more bugs). How about a medics bag? Functional surgical tools (that act as minor skillbuffs, like a hemostat +5 to wound treatment when wielded.
Other issues:
5) Medicine Crafting: I have a few factories, and a supporting guild I've played with for years who help fund and supply me. Identical components don't bother me. I know other doctors have money issues, and requireing identical components for HIGHLY disposable items like stimpacks just seems a bit much. If the reqs were changed to simmilar form identical (for biological controllers, lets say) factory ownership wouldn't be such an issue for medics and doctors, and might help their cash crunch.
6) Medical forage: Please make this work. If all MF did was yield10units each of a mediocrewater/organic/chemical, we'd be much closer self sufficiency. We'd still need to find/purchace metals, gas,and rare organic componets, but atleast we'd have a shot at building stim/wound b's/c's if we ran out of resources.
About #50, New Stimpacks for B.E. for the pets:
BE's need something, this is atleast soemthing for them to do besides selling subassemblies to tailors.
Limiting pet heals to BE stimpacks is counterproductive to our class. If I'm the healer on duty in my group I want to be able to heal everyone, including pets. Honstly, pet support is one of the only reasons alot of doctors bother to make E's, player HAM pool sreally don't require that much medical firepower. I can accept not being able to heal droids (barely).
1.) #2
2.) #4
3.) #3
4.) #7
5.) #8
And R'Eas - Master Doctor - Radiant
#20 (no way to tell when a heal will go off)
#22 (TEF issues)
#24 (turning off auto-attack)
#2 (enhancement bugs)
#8 (heal/buff consistency)
Phew, hard choices to make - but there you have it ![]()
Hi Zarlor
Here's how i see the problems going, in order:
1.) #2 - Buffs are great, but there are too many bugs involved with them. This is a big one for me.
2.) #8 - Buffs are essentially our primary purpose in a combat situation (healing comes from the inner medic in all of us
). I want to be able to depend on my buffs to perform! I'd much rather have a smaller variance and give up the chance for the randomly HUGE buffs.
3.) #10 - Actually, i dont think this bug has anything specific to do with factory parts, but i could be wrong. This is a problem that affects more than just us medics...it hits every crafting class that has requirements for multiple parts in one slot. This seems to be a very important bug to fix, both for us and for all the other crafters.
4.) #20 - I would at least like an explaination about exactly how heals affect combat. Heals seem to stick in the combat queue, but not with 100% reliability...sometimes they jump forward, and sometimes a heal that was queued in before specials will not go off before specials.
5.) persistance of state packs - I noticed that this wasn't on the list (or it was and im just an oaf and missed it). Has it been changed so that a player received temporary immunity to a state after the state has been cured? Except for the detrimental states of disease and poision, our cure state ability isnt to horribly useful without some sort of state cure persistance.
There's my personal top five. Thanks for giving us the opportunity to vote...despite the fact that your top five rarely agrees with my own personal top five, you are doing an excellent job, Zarlor.
Rearden Steel, Talus,Eclipse
What are you talking about, Rearden? 3 of your top five are on my personal top 5.
The Top 5 that has been submitted to the Devs the past 2 weeks were from my trying to figure out what the Doc community as a whole were seeing as the Top 5 issues, not my personal choices. They were the topics that people were talking about a lot and/or rating highly on the forum. So there. ![]()
***** END OF VOTING ****
It won't make much difference this week, since I just got a note back from one of the Devs that they do not want another Top 5 list until they get back to us on the first sets we sent. At any rate, I'm going to stop tallying votes at this point so watch next week for the new list of issues, ordered based on how all the votes tallied out. You'll get a chance then to vote again and reorder that new listing based upon what you all feel the top issues are that week.
For those who dread the thought of going through all of this again. First I will try to make the list a little more bulleted. So you might see #1 as
#1 Enchance Packs
And then the description, so you can get a quick idea of what is. I'll also try to denote something if there was a change to it so you can read it again, but don't need to read it again if it was the same as last week.
I will post a Top 5 anyway in a short while, just so you have some idea how everyone rated things.