Doctor Archive
Thread: Big List of Doc Issues for October (Top 10 VOTE!)
Xtremegene: You got it. I got your vote corrected. ![]()
Groth: You do realize that you only get 1 vote for Issue #10? And you didn't list the number, or even where on your list you would put, the Combat Queue Issue. So in effect at this moment this is how your vote looks:
- 10
And that's it. In effect you are logging a no vote for any other issue, correct? I'll go with a #1 vote for Issue 10 unless you correct me on what you want.
1.10
2.10
3.10
4.10
I think you get the point. Anybody else hate trying to heal yourself if you're attacking a base and you can't? Or if you are trying to heal yourself during combat and you can't because the thing you were just fighting died while the mob continues to pound you? Don't know if anybody else has this problem.
oh yeah the combat queue......uhhh the waiting to heal during combat...need to know when my heals are gonna kick in..
2. 26
3. 3
4. 10
5. 19
6. 1
7. 6
8. 7
9. 18
10. 25 **
* I take this to mean that if I buff between 700 and 2300 that this change would make me buff 1500 every time. If this is the case I am all for it, would be nice to be able to tell your customers what they are going to get....and yes I hate those sub-800 buffs THAT much lol. Also, a problem with buffs being random is that if you land some really crappy ones on someone, you can't redo them until after 2-3 hours after they wear off or until the person is killed.
** 1) Would be nice if they could change schematics that say "3 factory identical BEC's" to just "3 BEC's". Having a factory is nice, but requiring that we have one isn't. Arguments could be that other crafters are required to have factories, however artisans have the ability to survey and to have a vendor built into their profession and they dont have to go out of profession and train a bunch of other stuff. 2) Requiring factory identical components makes it impossible for you to craft necessary meds like recucitation kits in the field unless you carry a bunch of crates around with your already huge supply of medicines.
2. 2 Mind Damage
3. 17 Doctor Content
4. 7 Faction Points
5. 9 On Fire Cure
6. 19 /diagnose Refesh
7. 8 First-Aid Improvements
8. 4 TEF Issues
9. 13 Money
10. 34 Med Centre Grouping
4. TEF Issues%*
2. Mind Damage
3. Master Doc Benefits*
9. On Fire Cure
29. Target Self/Groupmates/Friendlies
17. Doctor Content
8. First Aid Improvements =
11. Medicine Organization and Inventory Management %
18. Resuscitation Issues and the Stat Drain Bug/Stat Loss Bug/Stat Stick Bug*
- 1
- 3
- 17
- 5
- 20
- 30
- 13
- 26
- 39*
- NEW *
* (39) - Allow people to send a /tell to the med center that is received by all Doctors registered. This will allow a Doctor to know when someone is coming in for treatment. Maybe something like click on the med center (with a report injuries option)and the doctor will recieve an email (Along with a system message 'Patient reporting in') with patients name, /diagnose, and distance from the med center.
* (NEW) - Allow Doctors in neutral standing to heal any overt or covert player. Since as a neutral doctor you can't receive faction points, pets, or perks. This way a neutral doctor could hire himself out. I would even accept a TEF to be able to heal either side.
7. Faction Points
40. Med Center Crafting Station
34. Med Center Grouping
10. Combat Queue Heals %=*
27. Crafting XP %*
11. Medicine Organization and Inventory Management %
18. Resuscitation Issues and the Stat Drain Bug/Stat Loss Bug/Stat Stick Bug*
21. Pet Healing
39. /registerwithlocation Command
1. 1
2. 9
3. 36
4. 30
5. 3
6. 5
7. 39
8. 11
9. 10
10. 36
1. 9
And I honestly do not care who gets the cure for fire added to thier list of abilities. But everything else in the game (state wise) can be cured by another player in some fashion. I belive fire should be 'cure-able' as well.