Doctor Archive

Thread: Dev Response to Top 5 Issues for September

Star_Yoto
Thu Oct 02, 2003 6:49 am
#53

Regarding the 'Fire' issue:


Not a single person in Starwars learned how to 'stop, drop and roll' ?IMO, Thishas nothing to do with medics, doctors orcombat medics... everyone should be able to stop, drop and roll. Now treating burns is a medic, etc ability.

tbird959
Thu Oct 02, 2003 7:14 am
#54

I haven't seen it posted yet but how about resist vs dizzy and knockdown packs ect. ?
chuckbaca
Thu Oct 02, 2003 10:35 am
#55

These have probably been already suggested but here it goes.


On Issue #1, Doctor Surveying/Medical Forage:Could this be something that could be like sampling but in a limited fashion, i.e. only organics. f the Doctor could use Medical Forage for "Only Organics" which would include berries, Wild Wheat, Talusian Water, etc. This would be a skill that would benfit us but the artisan couldn't use it very well since it is organic based, and not inorganic.


On Issue #2, Mind Damage: Could this be a skill only available to Master Doctors. At Master Doctor the skill to make "Mind Wound Packs A" would become available. The ingredients needed for this would be something as rare a herb meat but not ridculous.



The skill would only allow Wound Pack A creation and use, and the effectiveness would be limited to 40-60 points per use.

On Issue #3, Heal/Enhance Consistency: I would like to see this more consistent but if it meant I would lose some high end on Enhance Pack, I would shy away from this.

On Issue #4, Master Doc Benefits. Other than mind heals with Mind Wound Packs, the only thing I can add is Flame Stim or Wound packs in addition.

On Issue #5, TEF Issues: I think this is the hardest issue of all. On one hand it is wrong for a player in a battle to duck inside the Med Center for sanctuary and to get healed from any Doctor and then go back to the fray at hand. On the other hand; I strictly opposed to anything that increases the level of battle in the Med Center, that on some days is complicated. Plus you have players from opposing sides wanting to know who healed thier enemies. Maybe if the player in combat could exit the battle field for healing he would recieve a flag for a half hour that he/she could not participate in PvP events. This would decrease the battle within the Med Center as anyone who comes in get the flag and is useless in PvP combat. It would also alllow players of any faction to heal any player, no limitations. The 30 minutes is a suggestion, it could longer or shorter depending on the what the community thinks. As in real war, injured soldiers are usually unavailable for a period of time hour, days, weeks depending on wounds. Here we cut that time down to facilitate play.




""If I had only known, I would have been a locksmith - Albert Einstein
- Jana Mooneshadow -
Corbantis - Tatooine
Master Teras Kasi Artist, Novice Doctor, Former Master Heavy Swordsman

Tappen
Thu Oct 02, 2003 2:15 pm
#56

Do you thinkwe could bring up bugs like the stuck HAM bars with the devs as top priorities next time?I see we successfully wasted 4 out of 5 of our top issues because they were too general, oralready being looked at as part ofthe combat re-working in progress. Vague issues like "more stuff for Master Docs" isn't any use to us or them. We need concrete issues and examples if we're going to get any action.
Aynn
Thu Oct 02, 2003 4:51 pm
#57

Master Doc should be able to douse "on fire" effect on player.



-Expect the Unexpected.
dWhisper
Thu Oct 02, 2003 10:03 pm
#58






Traigus wrote:

agghh... no kits = magic.... /cry.


Texxie buy me a drink.. I need one bad... I still need a bottle of Vodka to cope with /tends.


Personally, I'm very interested in the TEF stuff... invisible TEFs are driving everyone nuts.



-T






That's a little on the extreme side of things saying that just because something doesn't have a component its magic. No kits = cpr is a better assumption. Someone can be "dead" and you perform cpr to get them back. Yes, the animation is missing, etc. but that's not really the point at hand.





Back yet again, for another round of SWG... um... fun. Yeah, that's it. (It's not just a diversion while I wait in the queues for WoW BG's)


Alysann Arimere - Imperius Doval... Two sides, one coin

Yec
Fri Oct 03, 2003 12:49 am
#59

I'd like to see Mind Heal, Mind Enhance and/or Poison/Disease Immunity granted only to Master Docs.



_________________________________________
Yec O'Lar - Retired - WoW 4tw
Damage Incorporated
ban liam again!

DarkLogan
Fri Oct 03, 2003 7:09 am
#60

My views on the top 5 issues:


On Issue #1, Doctor Surveying/Medical Forage:


We should be the ability to use the organic survey tools. But with this ability we can only get a max range of the novice artisan (min range). We can not forage/sample the resources we can just survey for them, but the cost is that of high mind drains or overall stat drains. In the Novice Doctor/CM tree they get the ability to use the inorganic survey tools. They also only have the min range and the high costs to their HAM for usage. We get the ability but with great costs.


On Issue #2, Mind Damage:


We should have the ability to heal the mind not repair the wounds (no wound packs). Healing the mind and buffs is for entertainers only. See Master Doctor for more info.


On Issue #3, Heal/Enhance Consistency:


I would like to see more of a consistency when im using a heal stim. I dont want to see a healing change + or - 500 to 1000 heal points using the same stim. I understand i will get a better heal for healing both action and health. But when one heal is for 500 then another is 1500 then 700 (all from the same pack) it is a little strange. If the power of the heals are based on the amount of mind that you have would be ok, but if im able to heal sometimes better with low mind than full mind then that is just wrong.


On Issue #4, Master Doc Benefits:


Master Doctor should be able to create mind stims (but with a large cost - hard to find comps, HAM costs). Plus there should be a fire stim (or pack) to turn out fires (there is not many places on Tat with water to run into). Maybe a pack that can increase the resists to poison and diseases (with a large cost - hard to find comps).


On Issue #5, TEF Issues:


I have no real issues here for me. But I would like to heal the opposition and not get the "it would be unwise to help such a patient" tag. If i want to heal him then i should heal him. Maybe if i heal him it should be at a cost. Maybe a TEF for all factions (rebel, imp and neutral). But the first time i try to heal such a person or pet, i get the tag and then i get a dialog box with a yes or no button asking if i really want to help such a person.

warinspite
Sat Oct 04, 2003 7:01 am
#61

I would think a good Master Medic ability would be to have group buffs.


Buff ing large groups is a nghtmare, and having group buffs would make Master Doctor all the more worthwhile.



Warin Spite


Wanderhome

Baracous
Sat Oct 04, 2003 10:27 am
#62

I have a possible solution to the medical forage issue which preserves the artisan's ownership of surveying and harvesting, yet still provides doctors (and dare I say combat medics) a new ability which could also help with the credit-making dilema at the same time.



Instead of medical forage, make it medical refining. This skill would allow a player to take a stack of resources, let's say a stack of 10,000 lokian wild wheat - all 500s for our example, and that player "refines" that stack by taking out impurities, selecting only the best units within the stack, etc... They throw away the crappiest of the stack and end up with something like this: 8,500 lokian wild wheat with 525-600ish for stats. Of course the actual numbers would be a variable, but you all get the idea, kinda like taking crude oil and making gasoline - it is a refining process. The Devs are the ones who should determine the actual numbers. Either way, the basics of the idea are to take a large amount of a lower quality resource and turn them into a smaler amount of a better resource.



Now I *strongly* suggest that this ability scale with ability in the profession, similar to the way a ranger can harvest more resources than a scout. So at Master Medic it is a solid skill but it should be twice as good at either Master Combat Medic, and/or Master Doctor. I was actually thinking that the specific resources that we'd want to refine would be the specific medical resources that are required for our advanced meds, and gaining more resources that are available to refine could be another reward for scaling the profession's skill tree. *cough* Benefits for Master *cough*.



This would of course alter the resource into a new type, but all that would have to be done for that is assign each stack a serial number like the components do, and if you limit the starting stack size (again, this can get larger with higher ability) you limit the amounts that can be used in schematics. Also this would prevent multiple refining of the same stack, since it changed from the base resource to one with a serial number.



Now one thing that I'd like to see is thru Master Medic getting about +50 organic refining, with +50 morethru Master Doctor. Master Combat Medic would get +100 inorganic refining, similar to the way that medical assembly/experimentation and combat medicine assembly/experimentation work now. But these would probably have to work only on a select list of ingredients each, again something that could be gained at certain levels throughout the professions in question.



Like I said earlier, this would most likely provide a unique service that we could sell to other, non-medical specialists. Give me a stack of 100k oats, and I make it better at 82k oats, you pay me for this service. Of course mostly medic types need the organics, but there are a few that would pay for this other than medical folks.



Anyway that was my bright idea for the #1 concern of Doctors. Please post constructive comments.




Sincerely,

Bria toons - Zharik (ex-12pt MD&MCM), Atio (12pt Weaponsmith, Architect)
Vendors at -245 -5600 Corellia (Weapons, Deeds, Power/Resources, Loots/Uniques, more!)

Wanderhome toons - Jarath, Salanor, Taralyn (Bio-Engineer/Tailor)
Vendors at -534 2901 Dantooine (Vendor Taralyn's Treasures - BE Clothing)
Zarlor
Sat Oct 04, 2003 11:05 am
#63

Oh, as for details, I only have so much time to read these forums and test and, sorry, but I want some time to play the game, too as well as all the other things I do in my spare time. Sorry. You can ask for another Corre who has more time, if you like.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Baracous
Sat Oct 04, 2003 1:46 pm
#64

I think that I speak for all of us that have been following your service to the Doctor forums as well as the Combat Medic one too when I say that we have *the* best correspondent that exists, bar NONE.



Thank you for your time and thoughts.




Sincerely,

Bria toons - Zharik (ex-12pt MD&MCM), Atio (12pt Weaponsmith, Architect)
Vendors at -245 -5600 Corellia (Weapons, Deeds, Power/Resources, Loots/Uniques, more!)

Wanderhome toons - Jarath, Salanor, Taralyn (Bio-Engineer/Tailor)
Vendors at -534 2901 Dantooine (Vendor Taralyn's Treasures - BE Clothing)
Majinvegita
Sat Oct 04, 2003 3:11 pm
#65

Combat medics have AREA disease packs at master.. I'd like to see a pack that would heal all Physical wounds, or an area health wound etc..



Bloodfin Galaxy

Calius Metre
Commando/Smuggler
---------------------
Nepo Nostrat
Armorsmith/Weaponsmith
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