Doctor Archive

Thread: Doc Top 3 issues list

Marrow1
Wed Jun 01, 2005 2:18 pm
#53


Ok, after taking up all your input here is what I will be posting.


1. Too much Hate for healing.


It simply does not make a lot of roleplaying since that a person healing would gather as much hate as someone doing damage. In practice it results in Docs becoming tanks even if the "tank" is doing thier best to keep agro.


Suggestion: Make healing count 1/2 as much as doing damage.


2. Wounds healing, Med Exp, Med Centers


There is a large populatoin of Docs who enjoy being a Med Center Doc, one who practices medicine inside a Med Center. We would like there to be a wound healing bonus given to med centers such that not only can you cure wounds very well but you get med xp for it.


We understand the risk that this will allow AFK players to gather med xp, however, this downside is overshadowed by the benifit it will bring to the RolePlaying style of docs. There is very little risk of tumbling (power grinding while AFK) as there are very few ways to get wounds other than cloning.


3. Buffs Need some love.


The health buff, for example, does not increase in power as a player goes from 4000 medic up to doc and the increase in duration increase is trivial. Suggestion:Much longer increase in duration as one advances in skills (target 2+ hrs at M. Doc).


Also, currently, Enhancers for buffs are nearly worthless. Suggest they be allowed to add 5% to effectiveness of the buff (ie Health buff w/o enhancer give +10% and with Enhancer up to +15%).


Combining these two ideas would result in a M. Doc using an enhancer to give a +15% to health for 2+ hrs. When compaired to food/spice which require no skill points to use and much lower costs to craftthis is not unreasonable.


Similarly adjust the other types of buffs.





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

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
Farrs
Wed Jun 01, 2005 2:38 pm
#54

Yeah


1. Heal wound


2. Buffs


3. Need med center modifications



I still see no difference wearing +25 +25 clothing and having a 110 med droid out - but hey







- Farrs


Dr. Farrs Marek / Mayor of Rogue's Roost, Coreilla
-RR- Revenant Regiment

(g/cccccc/gxWXggggggggggggggggggggggggggggggggggg)

QuongDuc
Wed Jun 01, 2005 3:04 pm
#55

I think the buffs are fine considering they are nearly instantaneous and have no material costs. I can't see how it would be fair to let an MD do 20% buffs on every player in their group without having any cost. Instead, I would love to see the quality of enhanced buffs improved dramatically. Perhaps a multiplier based on the Doctor's skill, combined with the quality of the buff pack.


Eliminating the crafting from Docs has reallynormalized the competition among doctors.All MDs now have basically the same output. It used to be that being a professional doc was something you could take pride in. Just as people would search out the best Armorsmith or Weaponsmith, they would search out the best Docs for their top of the line buffs. This was what distinguished professional Docs from the flavor of the month Docs.


BTW, I suppose I have a hard time expecting payment for something that takes me 10 seconds to do and costs me nothing. Master Doctor used to be a money-making profession along the lines of Armorsmith and Weaponsmith. Now I feel cheap, like an AFK entertainer.


DrPayjh
Wed Jun 01, 2005 3:11 pm
#56






Marrow1 wrote:


Ok, after taking up all your input here is what I will be posting.


1. Too much Hate for healing.


It simply does not make a lot of roleplaying since that a person healing would gather as much hate as someone doing damage. In practice it results in Docs becoming tanks even if the "tank" is doing thier best to keep agro.


Suggestion: Make healing count 1/2 as much as doing damage.


2. Wounds healing, Med Exp, Med Centers


There is a large populatoin of Docs who enjoy being a Med Center Doc, one who practices medicine inside a Med Center. We would like there to be a wound healing bonus given to med centers such that not only can you cure wounds very well but you get med xp for it.


We understand the risk that this will allow AFK players to gather med xp, however, this downside is overshadowed by the benifit it will bring to the RolePlaying style of docs. There is very little risk of tumbling (power grinding while AFK) as there are very few ways to get wounds other than cloning.


3. Buffs Need some love.


The health buff, for example, does not increase in power as a player goes from 4000 medic up to doc and the increase in duration increase is trivial. Suggestion:Much longer increase in duration as one advances in skills (target 2+ hrs at M. Doc).


Also, currently, Enhancers for buffs are nearly worthless. Suggest they be allowed to add 5% to effectiveness of the buff (ie Health buff w/o enhancer give +10% and with Enhancer up to +15%).


Combining these two ideas would result in a M. Doc using an enhancer to give a +15% to health for 2+ hrs. When compaired to food/spice which require no skill points to use and much lower costs to craftthis is not unreasonable.


Similarly adjust the other types of buffs.






/stamp of approval



----------------------------------

Dr. Payjh Onatha
Elder Doctor/Master CorSec Pilot
Coronet, Theed, Alacio Island

"I am altering the deal. Pray I don't alter it further"
I fully support /tradernecksnap and Smuggler's /suckerpunch

Dapu
Wed Jun 01, 2005 11:03 pm
#57






DrPayjh wrote:





Marrow1 wrote:


Ok, after taking up all your input here is what I will be posting.


1. Too much Hate for healing.


It simply does not make a lot of roleplaying since that a person healing would gather as much hate as someone doing damage. In practice it results in Docs becoming tanks even if the "tank" is doing thier best to keep agro.


Suggestion: Make healing count 1/2 as much as doing damage.


2. Wounds healing, Med Exp, Med Centers


There is a large populatoin of Docs who enjoy being a Med Center Doc, one who practices medicine inside a Med Center. We would like there to be a wound healing bonus given to med centers such that not only can you cure wounds very well but you get med xp for it.


We understand the risk that this will allow AFK players to gather med xp, however, this downside is overshadowed by the benifit it will bring to the RolePlaying style of docs. There is very little risk of tumbling (power grinding while AFK) as there are very few ways to get wounds other than cloning.


3. Buffs Need some love.


The health buff, for example, does not increase in power as a player goes from 4000 medic up to doc and the increase in duration increase is trivial. Suggestion:Much longer increase in duration as one advances in skills (target 2+ hrs at M. Doc).


Also, currently, Enhancers for buffs are nearly worthless. Suggest they be allowed to add 5% to effectiveness of the buff (ie Health buff w/o enhancer give +10% and with Enhancer up to +15%).


Combining these two ideas would result in a M. Doc using an enhancer to give a +15% to health for 2+ hrs. When compaired to food/spice which require no skill points to use and much lower costs to craftthis is not unreasonable.


Similarly adjust the other types of buffs.






/stamp of approval





Absolutely perfect, Marrow! When I was originally reading through the list I thought some of the things could really be combined like this to make the top issues. Glad you did it that way. Thank you so much for doing this!


Just have to wait and see what they say now...




SWDr. Dapu HustaeWS
;capo di tutti capi:
CThe Commission U[Comm]B
A Corleone, Naboo @


Yoda1989
Thu Jun 02, 2005 12:33 am
#58


Here are the priorities of a new medcenter doc:


1: Fix the xp so we get it from healing in the medcenters.


2: Fix the xp so we get it from healing in the medcenters!


3: FIX THE XP SO WE GET IT FROM HEALING IN THE MEDCENTERS!!!!!!!


Come on, how foolish do you have to be to f#ck over a whole class of people that want to be healing in the medcenters. I am not saying that all doctors are medcenter docs but there are A LOT of doctors that are. And to all those that are happy with the change, I do not limit your ability from gaining experience by doing the things you like so sure as hell don't limit me. It is also a VERY BIG B!TCH to get any experience in this game as a medic if you don't group up. Sure I will group but what happens when I don't get the opprotunity to group? The devs are fools and if they actually listened to the players, this could be one of the best games ever, certainly the best Star Wars game! Well those are my HOPES but what will I really get................?




Do or do not do, there is no try.
And to show you how the Devs have lied:
"When Sony and Lucas set out, we said, ?How can we do this and not make another EQ?? We didn?t want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we?ve created a system to make that happen."
Julio Torres
Mark603
Thu Jun 02, 2005 12:48 am
#59




Yoda1989 wrote:


Here are the priorities of a new medcenter doc:


1: Fix the xp so we get it from healing in the medcenters.


2: Fix the xp so we get it from healing in the medcenters!


3: FIX THE XP SO WE GET IT FROM HEALING IN THE MEDCENTERS!!!!!!!


Come on, how foolish do you have to be to f#ck over a whole class of people that want to be healing in the medcenters. I am not saying that all doctors are medcenter docs but there are A LOT of doctors that are. And to all those that are happy with the change, I do not limit your ability from gaining experience by doing the things you like so sure as hell don't limit me. It is also a VERY BIG B!TCH to get any experience in this game as a medic if you don't group up. Sure I will group but what happens when I don't get the opprotunity to group? The devs are fools and if they actually listened to the players, this could be one of the best games ever, certainly the best Star Wars game! Well those are my HOPES but what will I really get................?





QFE

BadgerSmaker
Thu Jun 02, 2005 4:32 am
#60







Marrow1 wrote:


We would like there to be a wound healing bonus given to med centers such that not only can you cure wounds very well but you get med xp for it.






You would get this...


InfectMacro
/duel
(alt accepts duel)
/infect
/endduel
/macro WoundHeal


Woundheal
/healwound
/pause 8
[repeat above two lines as desired]
/macro InfectMacro


AFK FXP... as you say, it is open to exploitation unfortunately, maybe a cap on the xp you can get from one player? That would lend itself to some nice roleplaying for docs. Keep it so you can earn more xp in combat though to tempt docs out into the field.


And I'm not sure about 2 hour buffs... I quite like them as they are, you need a doctor with you in combat to keep the party buffed. With 2 hour ones we will see doc alts and buffbots again rather than doctors in combat. More power to buffs would be nice though, and why the combat speed buff has to be half of the others I dont understand.


But I agree wholeheartedly on the hate issue... that's really annoying!

Message Edited by BadgerSmaker on 06-02-2005 12:38 PM



1101000001100110111110111110010010010010
0100010101011011110110101001100100110110
1010101000011110100100001000001000100101
0011001100001100110111010101010011010000
0111100000010111111101110100101101000011
0110101101111001011110111101001000101011
0010100110100000010111010001101110011000
1011111100111011110011001111100110100100
"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Y0ungPadawan
Thu Jun 02, 2005 8:22 am
#61

Well I haven't been doc long (and probably wont be if we dont get fixed! ), but here's my 2 cents:-


1) Buffs need to be much higher - I like the shorter duration because that means u need a doc on hand to re-apply.


2) Need to be able to heal damage faster - currently were good for grind group healing of similar level mobs but not good enough against high end content.


3) Hate is wayyyy to high for critters - how the hell can a non-sentient being suss out that the guy poking a needle in the arse of the guy whacking him with a stick is a bigger threat? Dumb imo! The critter should always hit the guy physically attacking him first ... until he's despatched of - then hit the healer. It should however remain as is for NPC's.


If i had a number 4 i would say healing wounds should give XP in med centers .. but thats just plain common sense!



Marinos, Eclipse
Marrow1
Thu Jun 02, 2005 10:51 am
#62






BadgerSmaker wrote:







Marrow1 wrote:


We would like there to be a wound healing bonus given to med centers such that not only can you cure wounds very well but you get med xp for it.






You would get this...


InfectMacro
/duel
(alt accepts duel)
/infect
/endduel
/macro WoundHeal


Woundheal
/healwound
/pause 8
[repeat above two lines as desired]
/macro InfectMacro


AFK FXP... as you say, it is open to exploitation unfortunately, maybe a cap on the xp you can get from one player? That would lend itself to some nice roleplaying for docs. Keep it so you can earn more xp in combat though to tempt docs out into the field.


And I'm not sure about 2 hour buffs... I quite like them as they are, you need a doctor with you in combat to keep the party buffed. With 2 hour ones we will see doc alts and buffbots again rather than doctors in combat. More power to buffs would be nice though, and why the combat speed buff has to be half of the others I dont understand.


But I agree wholeheartedly on the hate issue... that's really annoying!

Message Edited by BadgerSmaker on 06-02-2005 12:38 PM



Have you tried to get wounds for Infect? Good luck with that





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

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
DrPayjh
Thu Jun 02, 2005 12:01 pm
#63

I predict they will address one of our lowest-priority issues, and give us two things we didn't even ask for. I.E:


1) Icons for enhancers now unique on toolbar
2) Master Doctors now able to craft a Stim A+ which has 15% more healing power than a regular Stim A.
3) Poision and Disease Innoculations now combined into one buff.






----------------------------------

Dr. Payjh Onatha
Elder Doctor/Master CorSec Pilot
Coronet, Theed, Alacio Island

"I am altering the deal. Pray I don't alter it further"
I fully support /tradernecksnap and Smuggler's /suckerpunch

Nuttynoah
Thu Jun 02, 2005 11:37 pm
#64

agree with most of whats said so far..


but` when in a group healing, attact by mob to much..


NO CAPTAIN, I SEE NO SHIPS JUST HARDSHIPS ** R.I.P SWG 26/04/2005 **







NO CAPTAIN, I SEE NO SHIPS JUST HARDSHIPS.R.I.P SWG 26/04/2005

ghosts dont die thay just fade away like star war veterans are doing every day

Nuttynoah Elder Jedi


BadgerSmaker
Fri Jun 03, 2005 3:02 am
#65








Marrow1 wrote:


Have you tried to get wounds for Infect? Good luck with that






I doubt it will always be broken. I do like the idea of med xp for would healing in medical centres though, but just to be safe, a limit on the xp you can gain on one character per day or something?


I would hate to seeyour best efforts exploited for afk xp gain.



1101000001100110111110111110010010010010
0100010101011011110110101001100100110110
1010101000011110100100001000001000100101
0011001100001100110111010101010011010000
0111100000010111111101110100101101000011
0110101101111001011110111101001000101011
0010100110100000010111010001101110011000
1011111100111011110011001111100110100100
"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
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