Doctor Archive

Thread: Top Doctor Concerns

DamianThorn
Fri Jul 25, 2003 5:38 am
#53

Another important thing would be a better (improved version of) FIRST AID in the Doctor tree. Sometimes it takes me 6 first aids to get rid of a bleeding player, this is not right. How come a First Aid 2 medic is as good as my Master Doctor in this situation ?


We should get either:


a) A new ability higher in doctor tree that removes bleeding in 1 or 2 applications.


b) First Aid gets better and better as you progress in the doctor tree.

JayCrow
Fri Jul 25, 2003 6:38 am
#54

What everyone else has said!


Fix (HAM) bars please, when i use a enhancer on someone or myself the bars freeze and we cant tell where our HAM is actually at?





Jay Crow
Mayor Valley of Lost Souls, Lok
Founder Galactic Resistance Group(GRG)07/03-Present

" Game Experience May Change During Online Play."
Trewe
Fri Jul 25, 2003 6:47 am
#55

Something that is more of a "pet peeve" than a hot problem -


Why can't I target myself by clicking on my own name? I like to use the mouse during battle to select other players in my groupfor heals. It's really annoying that I can't select myself that way - I have to use a keyboard command.






Milany Sunstrider of Tyrena
Master of Surgery & Chemistry, Novice Bio Engineering
Clarkbar
Fri Jul 25, 2003 7:15 am
#56

Enhancements are very buggy and need to be fixed.


Enhancement D's and Revive are two of the primo value that a Master Doc brings to a group and both are somewhat bugged.


Last night the following things happend with the enhancement D's I put on myself and group mates.


1) Put it on myself, it messed up my HAM to where I could not see I was taking damage. This is a well documented bug that needs addressed.


2) Was slain shortly after that, cloned and effects of enhancements were gone. When I attempted to enhance myself again, I received a message saying, "you already have an enhancement to that attribute" and could not reapply.


3) Sometime later I reapplied the enhancements and ran out of town, no more than 200m out of town the enhancement effect wore off, total duration was about 3 mins. When I attempted to reapply the enhancements I received the same message as above about already having the enhancement.


4) Later I grouped with friends and gave enhancements to all of them. It messed up their HAMs, as expected, however then I was also getting a "it would be unwise to help this patient" message anytime I attempted to heal their damage. We are all neutral, so I ruled out a faction standing issue. I believe this is another enhancement bug.



BTW - I bugged all of these last night.


Loony1
Sat Jul 26, 2003 11:22 am
#57

Congratulations, Zarlor!


Here's my list:


1) Medical crafting shouldn't require factory identical components. If I want to grind out 3 of each subcomponent by hand, I should be allowed to. I already have to find a way to get all the resources I need, I don't also want to be an Artisan or depend on one to get my medicines. Generally, we're using everything we make to keep our groups alive. We don't personally profit from using the medicines on others, but we have all of the same costs that the Artisans have in harvester maintenance, factory upkeep, etc.


2) Medical bag / First Aid Kit: Please give us a container that can be used to store our medicines and have them used as if they were in main inventory. It needs to be equippable at the same time as a backpack so that we have a similar amount of usable inventory compared to the other adventurers. (Perhaps allow droids to serve that purpose, and not lose that inventory when they get stored. Or the conventional little black bags that many doctors used to carry.)


3) Fix the various targetting/range problems: if I have someone targetted when they get incapacitated, I usually get out of range messages when trying to heal them, even if on my screen it says 0m. I can't target myself by clicking on my name in my HAM box. I can't target players/mobs by clicking on the name over their head, which makes targetting a non-grouped person in the middle of acrowd impossible. The directional arrow that points at your current target sometimes disappears, it should always be visible.


4) First Aid should improve at some point in the Doctor tree. I'm sometimes using First Aid 5-6 times on people to get their bleeding to stop, which is exactly the same it was when I had just First Aid II as a Novice Medic.


5) Fix /dragincapacitatedplayer. I made my own macro for it, and the skill does work, but it doesn't give us a visual indication that the player's body is being moved. I've had players tell me that they see themselves being dragged across the ground, but I can't see where I've left someone until they stand up.


Side note: I noticed /diagnose is on the In Development page as something implemented at Novice Medic. Can't wait for that to hit the live servers!

Raritiger
Sun Jul 27, 2003 6:06 am
#58

Make it so that when /healddamage is used it holds the current target and doesn't jump around to whatever creature or player you have targeted at the moment the command is finally through the combat que. There've been several times I have healed myself, even though i had my friend targeted at the time i issued the command, and this eventually resulted in both our unfortunate demises.



Flarm Nubar
Master Doctor
Owner of the Nubar Store, crafting whatever i feel like selling
meds, powerups, fishing poles, bait
Phomeister
Sun Jul 27, 2003 1:56 pm
#59

Another one that needs addressing is the stat buffs getting bugged while crossing server boundaries. Theres some other bugs with them too like bug stat bars too..
Lamron7
Sun Jul 27, 2003 4:52 pm
#60

Hmm, well I would like to see quickheal be useable... I've never even seen it work, because I have my mind pool lowered, and all my stats maxed out. So basically, it appears the devs made the quickheal based on a set number instead of a percentage of your pool, ( sigh, *slaps devs*).


Also, the doctor titles are gimpy. The only decent one is Medical Professor, and Field Surgeon. Master Surgeon, and Master Chemist are stupid. I shouldn't have a master anything under doctor until I get to MASTER doctor. I don't have suggestions for what they could be, but I can tell you I was pissed when I got to wound treatment IV, and I KNEW it would be surgeon, was pretty sure it would be lame and have master in front of it, and OH look, how predictable.

Eldibs
Sun Jul 27, 2003 5:00 pm
#61

one thing people dont consider when asking for the ability to heal mind damage is the problem that we could heal our own mind in this manner...becoming able to heal literally forever, unless they said we cannot heal our own mind damage...but that still isnt acceptable as then all you need is a healer friend and you have the same infinite healing problem.


Healing mind pool is a complicated problem that we will have to pose rational solutions to rather than just crying for them to allow us to heal mind pool.



That said...my major doctor concern is the fact buffs EFFECTS are removed when ever you load, examples being whenever you die, take a shuttle to a new planet, or log in and out. The game still thinks you are buffed when buff effects are removed in any of these cases, and you cannot rebuff untill the duration of the buffs effect, that you are no longer benefiting from, but the game still thinks is there, expires. This reduces the value of buffs tremendously and is not in the list of fixes in the first amjor patch.



I also second the other buffing issues, the ham bar does not scale properly to show relative health, action, and mind after using buffs, the display in control-c does not show actual post buffed attribute values, and on rare occasionsHAM bars seem to get locked so that they are not responding correctly to damage taken...




Radamvice, TKA Doc extrordinaire, Bloodfin.
Eldibs
Sun Jul 27, 2003 5:12 pm
#62

ill have to second quickheal....id love to see that ability actually work.....



come to think of it it may have to be a heal on a LONG timer like the race specific hour long timers that a mind heal should be on. Once every hour we can throw a full heal to a mind damage. Or maybe a much lower timer(read as normal stim heal timer), but a mind damage heal that causes medium mind wounds to the doctor. Either seems like an acceptable solution to me as they give the desired effect but are limited so we cannot heal forever.




Radamvice, TKA Doc extrordinaire, Bloodfin.
Vermello
Tue Jul 29, 2003 7:11 pm
#63

Lack of specific content for docs. No Doctor based missions. I would like to venture out to use my scalpel not my rifle. I'll deliver something medical related or even heal a group of beasts but please get us some content. no matter how bland.
Wolfsfable
Tue Jul 29, 2003 8:21 pm
#64

Hello everyone, I would love to voice some of my concerns on the Doc profession.

Lets see, first of course it the things that directly effect us. The /diagnose skill gets a big thumbs up from me. Nothing like using a Wound Pack E on a person with 1 Stamina, STR, Quickness or Con damage. Health and Action aren't really a problem since you can see them.

Enhance pack crafting is WAYYY off balanced. Enhance Action D's can use any inorganic material the rest of the Enhance D's require a reactive gas...duration and charges are partly based on cold and heat resistance and since the inorganic must be a reative gas for Health, Strength, Con, Quickness and Stamina this throws the durations WAY outta whack. Please standardize resource requirements for enhance packs equally. Or make the stats for duration based sololy on PE, DR and OQ.

Buffs drop if you log, zone or die. This is fine but if this is the case then make it so I can buff again. As it stands now I must wait for the duration of the buffs to be able to buff a stat again. This can be a real pain, being a Master Doc my buffs can last in excess of 4 hours...

Mind damage and incapacition is a real problem. This also offers a real imbalance in PvP. If mind cannot be healed and or buffed then IMHO it should not be able to be targeted and or if it is targetable it should not lead to incapacitation.

Advanced Resilance compounds are currently bugged. The schematic will not load. Please fix this ASAP.

Please allow trading of schematics, being a Master Doc I get the most experimentation points (10 total) there is a real market for this and I don't like running to a bazaar or using a factory to trade schematics.

Other than these directly I see nothing worong with the Doctor profession. I really like being a doc. Now for the indirect problems.

Only one really that is the fact that the harvesting mechanism is currently bugged for architect's. This only allows us to build only small floral farms. Being that most meds require and organic of some sort this is getting to be a real pain. Please fix it ASAP. The schematic will not load, same as the Advance Resilance Compound.

Thanks for listening, hope this helps.

Nuggie Veger
Master Doctor
Corbantis
Archon007
Wed Jul 30, 2003 10:34 am
#65

Here's a couple concerns I have;


1) Bleeding


Ok here's the truth about bleeding...what you heal is damage not a percentage


so at Master Medic or Doctoryou heal 100 points of bleed, if you're at the Tusken Fort and get a bleed shot from the Tusken King he does about 500 -700 bleed damage, which means ayouhave to use FA 5 to 7 times.


My thoughts;


Doctors should get a better treatment of bleeding and there Wound Speed line should effect how fast they can use FA, as it stands we don't in either case.


2) Drag


You can't drag someone out of a building. Now this might seem like it's not a big deal but it's huge when somone is dead and the room respawns.


3) Heal range


We are not combat medics but with uncontrolable lag we should have this range increase just a touch


4) Enhancement packs


Duration really messed up, also when you die the timer needs to reset. As it stands now I should have a duration of 30+ minutes it lasts 5 but I can't reapply for another 25 minutes. This should be brought up everytime until it's fixed IMO. This is one thing that sets us apart, and one of our few good abilities and it's broken.


5) Mind damage


I don't want to heal mind damage, but I want some balance Mind Shot specials should be reduced a lot and the HAM cost should be increased a lot. IMO Rifleman should get special shots to all 3 HAM (because they are snipers and can target any part of the body), but mind should be very special and costly. As it stands now even with 1100 Mind I might survive 2 shots.


Thanks




- Mason Storm
ONE
Secretary of PvP War
(Ahazi)
Page 5 of 6