Doctor Archive
Thread: Wishlist (Voting Closed)
[edit: added idea #19, Universal Stim As]
Wishlist
1.Crate combining
2.Medical Bag/Inventory Search for Meds
3.Factory Completion Timer
4.Window Persistence
5.Component Crate Size Increase
6.Med Center Crafting Station
7.Factory Speed
8.Factory Input Hopper Access During Operation
9.Factory Crate Size Selection
10.Medic-looking Clothing
11.Groupmate Numbering
12.Correspondence Response &
13.Factory Email Notifications
14./diagnose Damage Level Display
15.Groupmate Highlighting
16.Schematic Sorting
17.Schematic Listing in Holocron
18.Heal Over Time Meds
19.Universal Stim As
Notes:
* - Denotes Issue has had some change or addition made to it since last posting.
+ - Denotes New Issue since the last posting. (These will always be at the bottom of the listing.)
= - Denotes Issue is listed by Devs as being fixed in either this publish or the next (generally, 4-8 weeks.)
% - Denotes some part of Issue will be fixed in either this publish or the next (generally. 4-8 weeks.)
& - Denotes an Issue or part of an Issueacknowledged by the Developers that should be fixed at some undisclosed time in the future.
Please note that items listed as (*To be Fixed*) refer to the fact that the Devs have acknowledged the issue and expect that the issue will be fixed in either this publish coming up, or (more likely) the very next publish thereafter. In general this will probably mean a minimum of 2 weeks before such a fix will reach the Live servers but that it will more likely be closer to as much as an 8-10 week delay. Few of these items, if any, will rate a Hotfix so in order to ensure complete testing these kinds of delays are necessary. Be sure to check the date the statement was posted for a fix and add 8 weeks to it before considering if there is a problem with the fix not getting out. Please do not mistake the wording of a Dev that states “Fixed such-and-such” in these cases to mean that the item is actually fixed. It is simply a patch note method and the problem may not actually be fully fixed or even ready to go out in the next publish yet. Add the words “Will probably be” before that “Fixed” and you’ll have a better idea of how it should be read for now.
(*In Test*) refers to the next step where the issue has been placed onto Test Center for public testing. In general this means a 1 to 2 week test period before the issue will actually make it out to the Live Servers, presuming there are no undue problems. Again, please check the date of when the fix went to test before considering if there are any undue delays for getting the fix out.
(*Fixed*) Means the issue has been fixed and the fix is currently active on the Live servers. Items marked as Fixed will be removed from the very next issues listing if no further issues arise with the fix.
Message Edited by Zarlor on 12-26-2003 09:19 AM
Message Edited by Zarlor on 01-06-2004 11:47 AM
[edit: Added idea #19, Universal Stim As]
Wishlist
1.Crate combining
The ability to combine crates in inventory would be a very welcome addition.
2.Medical Bag/Inventory Search for Meds
It has been suggested that some kind of equip-able Medic Bag exist that would allow a Medic to put all of their medicines (and only medical items) in that allows sorting and that would also be searched, alongside of top-level inventory, for the purposes of finding medicines with the use of some medic-related commands. Presumably this would be in addition to the wearable Travel Pack. Another possibility was mentioned of consolidating med-packs into single types. Like having a Healpack-C instead of one pack each for Action and Health. This last suggestion may also help the Developers in greatly reducing database bloat. Even changing the naming conventions of Medicines to a more standardized form so that all Med Packs and Stims, and so on, can at least be sorted better alphabetically. Shorter names wouldn’t hurt either (after all, why are there Small Stimpacks, when there are no Large Stimpacks? Why waste putting the word Small in there?) Stacking of meds in some way or putting things back into crates has also been suggested as being of possible assistance for this issue.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=9797
(*Dev Response:
Possibly addressed in part according to Holo’s response presumably as a response to our initial Top 5 issues on 8/22/03:
“Healing tasks that aren’t making it in this update, but are on the list as high priorities:
…
•Add smarter find medicine code.”
Ref:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=394421)
3.Factory Completion Timer
Requests has also been made for some kind of Time-To-Completion timer being added to the factories radial menu, or even in an email sent at production start. Obviously game time is not always going to be accurate, but an estimate at the beginning of production would still prove useful, nonetheless. The only current workaround is to know the duration formula and to remember the complexity of the item (I believe this is only shown during crafting, but making it visible on examine would help for this part, at least) and set an alarm for it. For those who may not know, the formula is (Complexity*8 seconds) for how long it will take to make 1 item.
4.Window Persistence
We’d like to see persistent windows and persistent sorting. Far too often we can set up our multiple inventory windows just the way we like/need them, with items sorted in a particular order so we know exactly where to look for them in a hurry (and we ALWAYS need them in a hurry, it seems) but as soon as we clone, log or take a shuttle all the windows close down and the sort order is completely lost. We have to go through the trouble of reopening all the windows and resorting everything in order to be useful again instead of jumping right back out there. Please provide some method of persistence.
(*Dev Response:
Response by Holo on 9/13/03 to some UI issues:
“Organize/reorganize the inventory window, so that you can keep things where you want them, instead of the seemingly arbitrary and random method that's currently used. This might be done by use of a ‘Lock in place’ radial menu addition to any/all UI windows, for example. < or > How about a grid system for this where we can simply place the item in any square of the grid?
•I could swear that at one point we were working on this, and I don't know what happened to it. I'll inquire for sure.”
Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=533754#M533754)
5.Component Crate Size Increase
Some Medics have requested an increase in crate size for components to allow a full 1000 run to go into a single crate. This would allow making completed items easier by only requiring a single large crate to be used instead of forcing us to carry and load multiple crates for final product runs and make sorting and organizing them much easier. (Especially if combined with the ability to combine crates as suggested in another issue on this list.) Not to mention it may also help to alleviate the ever-present DB size issues the Developers are always mentioning.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=21502
6.Med Center Crafting Station
The Medics would like to see a Public Food & Chemical Crafting Station placed in city Med Centers. The inconvenience of having to leave the Med Center to craft more packs for patients who want healing “right now” to both the Medic and the Patient seem a bit much for such an easy fix. (It should be noted that many Player City Med Centers have provided players with the convenience of a Private Crafting Station there.)
7.Factory Speed
Some suggestions have been made to speed up the rate of production in a factory. This may be more noticeable for medicines than some other items where the absolutely lowest complexity on an item is 10, meaning it would take 80 seconds (not quite a minute and a half) to produce 1 item in a factory, whereas by hand crafting the same items they can often be produced faster when using multiple crafting tools. It has been noted that factories do allow for a more consistent product run (as well as being an alleviator of the tedium of hand crafting) and that factory components are practically a requirement for upper-level meds, so the current rate may have been considered acceptable in that manner. Considering the requirement, in many ways, to have a factory some increase of speed would generally be appreciated (or perhaps just the lowering of the complexity ratings on many meds and their components).
8.Factory Input Hopper Access During Operation
A request has been made to be able to open the input hopper during a factory run (to add resources if needed, or remove crates, or at least see how much have been used). This would be a big help and provide some ease of mind that things are working as they should be. (It should be noted that the Output hopper can be opened, and is refreshed automatically, simply by selecting the Option item from the radial menu, and not selecting the sub-menu, on a factory during the run.)
9.Factory Crate Size Selection
We’d like to see a slider or box that allows adjustment of the factory crate sizes produced. While 50 is a decent size for some things, many times it would be nice to make 10 crates of 10, instead of 2 crates of 50, for example.
10.Medic-looking Clothing
There is a white coat, but other types of red, white, or white with red patterned-clothing for medics has been requested.
11.Groupmate Numbering
Additionally it would be helpful to list a number next to all of the group member names making it easier to know which one is associated with which Crtl-#.
12.Correspondence Response &
(To be Fixed)
There is concern amongst the Medic community that response and communication between the correspondents and the Devs is still not up to par. While there have been improvements and some responses have been forthcoming, there remains a rift in getting a dialog going concerning some of the most pressing issues in the profession. Nobody is expecting a quick fix, or even that our suggestions will be fully accepted, but we would like to know that our position is known, understood, debated and given due consideration. At this point it feels as though some of our issues have simply been dismissed out of hand. Further clarification and discussion on the reasons for these dismissals is very much needed, in our opinion.
13.Factory Email Notifications
Factories currently, when sharing or providing admin rights for another player character to use the factory, sends all email about what is happening at the factory to the factory owner only, not including whomever loaded the schematic and pressed the start button. Is there some way to grant this notification method? Continuing to notify the owner is fine, but adding in the individual doing the crafting is also very much needed.
14./diagnose Damage Level Display
Adding in the HAM Damage levels (not wound levels, but damage levels) and the max level of a stat (to make it easier to check buff status) to the /diagnose display has been requested.
15.Groupmate Highlighting
It has also been requested that a selected group member be made to stand out more than with just a blue box outlining them and their blip on radar. Something like a flashing name and/or radar dot in order to better locate the targeted individual in a clumped up group.
16.Schematic Sorting
Medics would like the ability to sort their schematics in different ways, for example, such that they could lump all of their A or B-level schematics together.
17.Schematic Listing in Holocron
Medics would like to be able to see the full schematics for items they will be crafting at higher levels of Organic Chemistry in the Holocron so they can better prepare for further requirements without having to exit the game, to hit one of the external sites or SOE forums that carries such information, to do so.
18.Heal Over Time Meds
Some Medics like the idea of having HOT (Heal Over Time) med packs.
19.Universal Stim As
There have been requests for making some form of universally usable stimpack similar to a Stim A. In effect a stimpack that, like pet stims, anyone could use, but that would be limited to the power levels of a Stim A, or lower, in the hands of someone who does not have any injury treatment skill modifiers, in other words fairly low on the base heal amounts and with a long recovery time between heals. Medics feel that this would finally give them a product that they could make and sell, since Doctors pretty much have the Stim B market sewn up tight. Stim As have such a low experimentable range that a Medic could find a competitive market there alongside any Doctors who bothered to get into that market as well. Some medics feel that this would not infringe upon their healing skills since someone with actual Medic skills will still be a superior healer and have the ability to use the better stimpacks.
It has been noted that it may be possible for Doctors, especially,to still dominate such a Stim market and some have suggested that this may be a situation where schematic revocation would be appropriate. Suggestions have been to revoke the schematic at the upper levels of Organic Chemistry, Master Medic, or at the Novice levels of Doctor, CM and BE.
http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=9069
Message Edited by Zarlor on 12-26-2003 09:18 AM
Message Edited by Zarlor on 12-30-2003 12:33 PM
2) 6. Med Center Crafting Station
3) 1. Crate combining
4) 18. Heal Over Time Meds
5) 4. Window Persistence
2. 6. Med Center Crafting Station
3. 14. /diagnose Damage Level Display
4. 17. Schematic Listing in Holocron
5. 11. Groupmate Numbering
6. 8. Factory Input Hopper Access During Operation
7. 2. Medical Bag/Inventory Search for Meds
Word.
- 19.Universal Stim As
- 1.Crate combining
- 7.Factory Speed
- 3.Factory Completion Timer
- 18.Heal Over Time Meds