Doctor Archive
Thread: August Final Big List of Doctor Issues (Vote!)
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Selaria
Thu Aug 28, 2003 9:15 am
#81
1. #16 Experimentation issues... specifically (though this may be another category), having experimentation increase the amount of crafting exp. I know this is a known issue, but it needs to be addressed, soon.
2. #2 Factories... this week, I still had issues where the factory would eat one each of component (plain old organics/inorganics, not crates) and one item off the queue, and stop, and produce nothing.
3. #19 Healing Range and Follow
4. #1 Enhance packs and associated macros
5. #10 Inventory management, and automatic use selections.
6. #9 Heal consistency
7. #6 TEFs
8. #43 Diagnose refresh... either make it auto refresh, or make /diagnose refresh the existing window, not create a new window.
9. #7 First Aid usefulness/levels
10. #17 Master Doc benefits
Hokibur Vipiaye,
Master Surgeon, Chemist and Medical Professor
Moenia, Naboo, Corbantis
2. #2 Factories... this week, I still had issues where the factory would eat one each of component (plain old organics/inorganics, not crates) and one item off the queue, and stop, and produce nothing.
3. #19 Healing Range and Follow
4. #1 Enhance packs and associated macros
5. #10 Inventory management, and automatic use selections.
6. #9 Heal consistency
7. #6 TEFs
8. #43 Diagnose refresh... either make it auto refresh, or make /diagnose refresh the existing window, not create a new window.
9. #7 First Aid usefulness/levels
10. #17 Master Doc benefits
Hokibur Vipiaye,
Master Surgeon, Chemist and Medical Professor
Moenia, Naboo, Corbantis
Rakin
Thu Aug 28, 2003 10:10 am
#82
1) #2
2)#3
3)#8
4)#17
And well.. ITs so long I can rem the rest, but those are the big ones for me
Gunman21
Thu Aug 28, 2003 10:45 am
#83
3
8
15
16 (keep same requirements for crafting, raise the amount of Medical XP needed. Doc is too easy to master.)
17 (Make Resuscitation and Resuscitation pack craftinga Master Doctor benefit)
21
36
43
47
49
Zarlor
Thu Aug 28, 2003 11:14 am
#84
Thank you everyone for voting. The voting booth is now closed.
I will be posting the final Top 5, the email that get's sent to the Devs, either later this evening or tomorrow.
ZandraWolfgramm
Thu Aug 28, 2003 1:28 pm
#86
Guess I should learn to read as well as respond earlier.
Merrin
Fri Aug 29, 2003 1:03 am
#88
Bah I can't vote =( but here is my list anyways >
50 - Dev Response
9 - Healing Variance
3 - Mind Damage
49 - SEA Takeover - Special note on this, after some research on it, I discovered that recently SEAs do not allow players to go higher than the maximum value at a Master Profession. For example, I have +25 Combat Medic Healing Range on my boots from an SEA, and my skillsheet says +100/+125 Healing Range...however I am still limited to a +100 range modifier, the +25 does absolutely nothing. This is a double whammy for us, it means people lower than Master levels benefit from these enhancements, while Masters do not.
17 - Master Doc Benefits
41 - AoE Cure state kits
45 - Crafting Schematic Issues
14 - Timer Bug
7 - First Aid Improvements
2 - Factory Problems
50 - Dev Response
9 - Healing Variance
3 - Mind Damage
49 - SEA Takeover - Special note on this, after some research on it, I discovered that recently SEAs do not allow players to go higher than the maximum value at a Master Profession. For example, I have +25 Combat Medic Healing Range on my boots from an SEA, and my skillsheet says +100/+125 Healing Range...however I am still limited to a +100 range modifier, the +25 does absolutely nothing. This is a double whammy for us, it means people lower than Master levels benefit from these enhancements, while Masters do not.
17 - Master Doc Benefits
41 - AoE Cure state kits
45 - Crafting Schematic Issues
14 - Timer Bug
7 - First Aid Improvements
2 - Factory Problems
Zarlor
Fri Aug 29, 2003 5:36 am
#89
Actually, Merrin, from reports I've been seeing the SEAs don't actually work at all. It may SAY it's giving you the plus, but folks are reporting that they are not actually getting the increases. For example, I think one gentleman stated that he had a +10 Med Experimentation whici would bring him from, say, 70 to 80. That should be enough for an extra experimentation point, but he still only had 7 instead of 8. So they may just not be working at all.
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