Doctor Archive

Thread: Doctor Exploit List (Discussion) 11/04/2003

Zarlor
Tue Nov 04, 2003 12:34 pm
#1

(Please ignore the other thread of ths title, it come out wrong.)


Here is the listing of apparent Exploits for the Doctor Profession. (These are from the old Big List of Doctor Issues, now broken out by category.) Please feel free to help me out with your comments and suggestions. Feel free to also mention any new exploits you think you may have found or any additional information or testing you may have done on some of the exploits listed. (You may want to PM exploit details to Taurin and/or myself.)


Below is a summary of the exploits to follow:


1.Resuscitation on Cloned Corpse XP Exploit
2.Enhance Stacking Exploit Bug+


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.)


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.


[Edit: Added date to title.]

Message Edited by Zarlor on 11-19-2003 12:20 PM



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Tue Nov 04, 2003 12:36 pm
#2

1.Resuscitation on Cloned Corpse XP Exploit


Corpses will show up in the cloning center before the avatar is fully cloned, meaning that a Doctor could take advantage of this situation to gain XP by resuscitating these corpses, to no ill effect to the recipient.


2.Enhance Stacking Exploit Bug+


(New Issue)


Apparently the bug that allows stacking of Doctor Enhancements is back. Please fix.


http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=18488




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
FURY_Chaser
Wed Nov 05, 2003 5:01 pm
#3

exploit for xp:


enhancing pets for xp. Solution would be pets maintain enhance while in datapad. Should be able to since it can keep wounds, and regens health/action/mind and secondary wounds. So there has to be some type of timer in there.


Although it is a costly way to lvl up it is very effective, one could master Doc in a few hours ( other than crafting line ) if resources were available.

Zarlor
Wed Nov 05, 2003 7:30 pm
#4

Yeah, I've been thinking about adding that one and have been floundering a bit on it. The reason is that it's a part of the issue about the enhance timer on pets bug. The other reason, though, is that our Dev has already statedhe'll likelyallow rebuffing on people if a buff comes out better. In other words this "exploit", to a lesser extent, will be allowed for use on other players. So if it's being allowed on players, is it an exploit at all? (Not to mention the general cost associated with some of the enhance creations anyways, as you already noted.)


So I'm still not sure if I really should add this as an exploit or not.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Craigins
Wed Nov 05, 2003 8:19 pm
#5

Do we still receive XP for wound healing of pets? Last time I checked when you healed your pets wounds you gained xp, which would allow a player to get a combat medic to disease their pet and have them heal wounds for the remainder of the disease. It goes along with the XP for appling first aid mentioned in the TC update, but they didn't mention wound healing.



Pulchra - Master Armorsmith|Master Merchant(next holo: tailor)
Renark Von Bek - Master Tailor|Master Bio-Engineer

KetFlair Industries' Bio Engineer
In Theed, /waypoint -5500 5500|In Bestine at /waypoint -1995 -3676
KetFlair Sliced Armor, Nimh Stims, Guile Foods,
Corede Sliced Weapons, Gheist Deeds
ALL EXCLUSIVE TO KETFLAIR INDUSTRIES!

Gallion
Thu Nov 06, 2003 4:29 am
#6

Currently on the live servers you get xp for healing wounds on your pets (or anyone elses). Yes, this makes a combat medic an aspiring healers best friend.

1 pet, 2 diseases, a "trick1" (to cure fatigue), and alot of health and action packs and you've got an xp farm. Although this does require 2 people so its not as bad as send your own pet against an undefeatable monster and heal for a week tactic.
Gredo151
Thu Nov 06, 2003 4:29 am
#7

Yes if i had a dollar (or pound) for every medic i saw getting their pet diseased and/or burnt so they could heal the wounds, i'd be a rich man. Simple solution, remove exp for healing pets full stop. After all we don't get exp for healing their damage.
Gallion
Thu Nov 06, 2003 4:55 am
#8

I agree you shouldn't get xp for healing your own pet (in any way). I do think you should be able to get xp for healing damage on someone elses pet (but 1/2 or 1/4 of what you would normally get). Since pets HAVE to take the hits in this game, there needs to be incentive for medics in a group keeping them alive. Otherwise its just an added expense to an already poor profession.

I don't think you should get xp for healing wounds on a pet in any fashion since that can be healed with food (faction pets/NPCs would be an exception to that). Further, chef created food needs to be better at healing pets than foraged food to encourage people to take pity... I mean support... our poor cullinary brethren.
FURY_Chaser
Thu Nov 06, 2003 10:23 am
#9

im gonna put this here because I really dont know where else to put it, and it is semi related to Pet wound healing.


Is it intended for any food to heal all of a Pets wounds? And if so why?


Currently a CH can heal damage, wounds ( Both physical and Mind ) with absolutly no downtime. Combine that with a CH that has novice medic skills and a Droid, he can avoid80% of time of being aggroed by the highest end MOB's NPC's for a unlimited amount of time.


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


Setting up a macro as such:


/yell follow ( Disengadges Pet from Combat )
/yell Trick1 ( Healsall Mind damage and Wounds )
/yell attack ( Re-gains the MOB/NPC's attention )

Combine that with good BE stimshe can heal the pet to no end. Then combine that with Novice medic and a droid, he can heal wounds in combat. But lets just say he had no medic skills, he can just feed the pet a bofa treat to have all wounds healed instantly

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

The last part is what effects us the most and gives CH's absolutly no downtime.

Zarlor
Thu Nov 06, 2003 10:43 am
#10

They are changing the way Trick works so that it does not heal all mind damage at one. Trick1 and Trick2 will be differentiated. Not sure just when that will happen, yet, but if you check out soe of Thunderheart's posts in Dev Tracker deling wiht Pets (or maybe it was the CH Correspondent on that forum) you'll find the details.


At any rate, I agree that the Medic professions have long been seriously undermined by certain implementations set up for pets. Feeding, Trick commands and Pet stims all contribute to not really needing a Doc around at all when a pet is involved. (Well, maybe to buff them.) But the issue tends to remain pretty low on the lists when voting time comes around. The funny thing is that our skills have been given away pretty freely to anyone working with THE tank in the game (pets) and yet somehow giving us a gimped form of surveying would somehow be so exceptionally detrimental to Artisans? That's what really chaps me.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zerelli
Thu Nov 06, 2003 11:28 am
#11

I do not understand why the treatment of pets for xp should be regarded as an exploit or something that should be removed. In fact, I think healing pets damage should grant xp like a player, maybe at a decreased rate though due to the enormous HAM available. Let me explain why I think this. First of all, any time you have a second person available it is simple to have them do something like tumble to get xp farm going. So if it is a pet or another player it seems moot to me. Secondly, when I have been in a group the tanks are ALWAYS pets. THat is what htey are made for. If the group is managing aggro the PCs will hardly get any damage to be healed meaning that there is no good way to get xp short of tending wounds in a med center. I think that the amount of xp should be lowered across the board but more means of gaining it need to be added. Let pet helaing grant 25% of normal xp and player healing about 50% and leave wounds where they are (except on pets which would still be at 25%). This way you can level like always but without as much gain to exploiters. Also, tumbling for xp (by far the easiest exploit I have seen) should be nerfed. Make damage resulting from specials result in dramatically lower xp. It would probably be tricky to code, but if exploiting for med xp is that big a concern then that is one area that should be addresed. You can get a crate of Bs and have someone set a macro to tumble repeatedly and farm all med xp in a very short time. Seems a lot worse than pet healing to me.
Lord_of_Flyz
Fri Nov 14, 2003 5:53 am
#12

Ninja Buffing!


When a novice doctor runs about with a medical droid and randomly buffs random people.


I witnessed someone pulling this off while a Master Doctor was selling high level buffs. What the novice doctor was doing, in my opinion, wascostingthe Master Doctor business...those people with the crap buffs had to wait for them to wear off to get a good buff. I felt it was intentional and needs to be addressed. I know it's an extra step, but maybe it would be a good idea to be teamed up to enhance stats. This way ninja buffers would be put to rest.


We have to team up to be trained or train and to have an image designer make any changes to their patrons.A dirty trickthat can cost a Doctor and his patientan excess of a half of an hour's time needs to be controlled also.




Zerner Optzonal, Elder Commando
Nematocyzed
Fri Nov 14, 2003 1:37 pm
#13

I am opposed to people curing pets for exp, its an exploit, no excuse will prove otherwise. I hope it gets fixed soon. Im very tired of these holocron docs asking CMs and Commandos to wound there pets. This practice takes away from the emarsion in the game.

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