Doctor Archive
Thread: Gameplay Issues (Voting Closed)
- # 31. Mounted Healing
- # 3. Enhance Packs Variability
- # 5. Enhance Griefing/Override
- # 13. Enhance Drop Notification
- # 7. Target Friendlies
- # 8. /diagnose Refresh
- # 23. Droid Recharge Rate
- # 10. Droid Low Power Notifications
- # 22. Power Selection for Factories/Harvesters
- # 18. Factory/Harvester Status Notifications
H.
You should probably bring that up as a new thread here on this forum. If you get some support I can add it to the list. (Personally I think it makes sense.)
Pamoya wrote:
[snip]
Also, since you don't really 'die' on a battlefield, wouldn't it make sense for it not to erase your buffs at the end?
32
I would even like to see the register stay as long as you were in town, with some kind of call box (I know this might be too hard to code) so a player could send a tell? to the "on call Doc". This way a doc could be at crafting station, in cantina, at bank etc. The register would presist until "you have left X city"
1, 23,28,10, 13
Also the fact I have to waste skill points on artisan to survey. That is a big one, this prevents mission $$ from raising because it limits combat sub classes.
Another comment...Those voting for number 3 after the dev response must not be Master docs. With my med ratings and the components I use I RARELY get less than the buff and more times get much more. If you recall from the dev response removing the variablility will also remove it being able to go higher.
In fact I almost always buff to 1-3K and the buff strength is 850. So just say no to 3..lol
Its not worth it. What the real solution required is the timer so people know when they are going to expire. And if you are constantly getting lower results. Then use better components and raise your healing ability.
You may want to start up a thread for that to see if there in enough interest to add that as a Wishlist item. With enough support I can add it to the list.
MonsofoLexius wrote:
I would even like to see the register stay as long as you were in town, with some kind of call box (I know this might be too hard to code) so a player could send a tell? to the "on call Doc". This way a doc could be at crafting station, in cantina, at bank etc. The register would presist until "you have left X city"
Scoooter wrote:
Also the fact I have to waste skill points on artisan to survey. That is a big one, this prevents mission $$ from raising because it limits combat sub classes.
That's not on the Gameplay list, it's a Balance Issue so you should vote for that on that thread, if you haven't already.
Another comment...Those voting for number 3 after the dev response must not be Master docs. With my med ratings and the components I use I RARELY get less than the buff and more times get much more. If you recall from the dev response removing the variablility will also remove it being able to go higher.
In fact I almost always buff to 1-3K and the buff strength is 850. So just say no to 3..lol
Its not worth it. What the real solution required is the timer so people know when they are going to expire. And if you are constantly getting lower results. Then use better components and raise your healing ability.
He's not talking about dropping variability down to your base power, he's talking about removing the variability to get it to you AVERAGE. So if your average is 2000 that's what you would buff for every time when he considered removing variability. However, removal of variability was not considered the best solution by most Docs. The vast majority would prefer reduced variability.
At any rate, since reduced variability is not easily codable at this time if you note the very last Dev Response you will see that instead he is looking at providing us with the ability to overwrite buffs. (See the other poll here about Power -v- Duration.) So in the sense that a Vote for #3 is a vote for something we already have a response on and are starting to try and move forward with, yeah it might be considered a "wasted vote". Then again keeping the issue high on the list also makes sure the Devs know that it is still a priority for us and that we want their solution implimented.
Just keep in mind that the current solution is buff overwriting, not removed variability. If the overwritecode is implimented then we can reconsider if this is still an issue in that we would prefer reduced variablity over the overwrite capability.