Doctor Archive

Thread: Top 5 Doctor Issues for October (with Dev Response) (Part 2 of 2)

Zarlor
Wed Nov 05, 2003 1:17 am
#1

(I'm consolidating the previous 2 threads listing hte Top 5 and the Response seperately because of all the new threads being stickied up with the issues breakout format. The latest Dev Response is listed in blue.)


1. Doctor Surveying/Medical Forage


Docs seem to feel the need to survey for their own resources and dislike the need to use skill points in Artisan in order to do so. Let's face it, anyone getting into the Doc level had to craft to get there, so the SWG version of a focused Doc is, in fact, a crafting profession and they want the abilities to self subsist in that capacity in the same way as Artisans do.


One could argue that this is related to the problems with the /medicalforage command being of no real value to the profession. Since CHers seem to have been given the ability to heal pets without having to take Novice Medic to do so, this request doesn’t seem too unreasonable to many Docs. The other problem comes from the idea put forth previously by the Dev team (or Holocron at least) that Doctors could always just buy their resource needs. However, Docs have many very specific resource needs (Dantooine Berries, Class 4 Liquid Petro Fuel, Avian Meat, Lokian Wild Wheat, etc.) that very few, if any, other professions truly need. Considering the prevalence of the Money issue for Docs, the market for surveyors to cater to the medic market is simply too small to be successful in comparison to what a surveyor could make catering to one of the artisan professions. In this way it could also be argued that rarely would Doctors be able to actually compete with Artisans on the resource market simply because their normal resource needs are not the needs of other professions. Worthwhile resources for any good medicines are just rarely found on the bazaar, unless that resource also overlaps with an artisan need, and then the price on such an item will be driven by the artisan ability to make far more profit on the item than the average medic pulls in.


It should be noted that some are also having this issue in regards to scout skills and the need for some meat requirements. Again the situation tends to revolve around the idea that scouts will make far more profit from catering to the Hide/Bone needs of Artisans than they will from catering to Medics. In general these needs by Medics are not nearly as high as the artisan requirements and there seem to be far fewer folks who have as much of an issue when it comes to harvesting meat, but with the recent reduction for single scouts/rangers in groups this is starting to become more of a concern and should be noted as present at any rate.


Suggestions include providing survey only capabilities to increase with Organic Chemistry (the most common line for ALL of the Medical-based professions) or Pharmacology, much in the way it does for Artisan Surveying, but disallowing the sampling capability and perhaps with a smaller range. Others have noted that without some ability to sample (perhaps limiting Docs to only ever being able to sample 1 resource per sample tick, capping out resource samples so none are ever pulled up if there is more than our minimum, 8, or our maximum, I believe that’s 36, of a resources in inventory, or even just letting the survey tool show the resource values that only a Doc would use from those resources), to test the qualities of a resource if nothing else, the simple ability to survey alone wouldn’t be very useful. Suggestions have also included making the ability part of some kind of decayable survey tool made by artisans that let a Doc survey, ensuring a continued resource stream to artisans to compensate for those few Docs that try to make money as miners instead of as Docs. Or the use of a DE created resource seeker droid that might be able to locate a high concentration of a given resource within some given range and possibly provide either a single sample or at least some of the required stats for that resource, possibly even providing additional capabilities for those with the Artisan Survey skill.


For reference the following thread may be of interest: http://forums.station.sony.com/swg/board/m...message.id=1540 http://forums.station.sony.com/swg/board/m...message.id=5233 http://forums.station.sony.com/swg/board/m...essage.id=14251


(*Dev Response: Holo wrote in a thread on /medicalforage on 6/29/03: “This here is a proposal to tackle JUST one aspect of that. It felt a bit like we got overwhelmed with the sheer number of ideas proposed for medics, so I want to present just two things (one of them based on suggestions from you guys during beta) so we can discuss them, before we move on to tackling other things.


OK, the first suggestion is this:


· Make medical foraging find small herbs/bacta globules/bugs/whatever (think: aloe and penicillin mold) that can be used to make medicines. Not resources, in other words. Because they are not resources, we do not need to worry about undercutting the surveyors and scouts. · Make the A level stims and wound packs use ONLY these. · Make higher level medicines use smaller amounts of these, so that profession interdependency increases as you go up.


This would make new medics trying to make medicines a lot better off, I think.


The second suggestion is based on beta tester ideas:


· Make tending use a small device. This device lasts a long time but does eventually break, and is made by artisans. · Have it have charges. · Each item that you can medical forage up gives it a charge. · Take out the current wounding/battle fatigue effect of the /tend commands.


Ref: http://forums.station.sony.com/swg/board/m...highlight=#M192


Holo wrote 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: … · Investigate making /medicalforage more useful.”


Ref: http://forums.station.sony.com/swg/board/m...ssage.id=394421


Holo wrote on 8/29/03: “We agree with many of the issues you raise, but most of them are not easy to fix. We'd rather fix medical forage than remove it, for example. The group bonus isn't that easy to do. And so on.” Ref: http://forums.station.sony.com/swg/board/m...=443645#M443645


Ben “Marvelin” Hanson wrote on 9/30/03 on the Correspondent Forum: “I don't want to make it like sampling since I feel that undermines the artisan skill tree. If as a medic you want something that works just like sampling, you should grab novice artisan. So the trick is, that it needs to be different from sampling but not more efficient than sampling for the artisan (I don't want /medicalForage to become a staple skill for non-medics). If you have some suggestions pass them along.


You can tell the players that this is on the radar for a complete revamp. I'd love to hear their ideas given the restrictions that I outlined above.”


Paraphrased from Ben “Marvelin” Hanson by the Correspondent on 10/28/03: “The SOE team is leaning towards adding a whole new set of items and such (medicines, components, and component enhancements) that can be yanked from the ground, sort of like scout, but with items specifically useful to medics. No final decision has been made, yet, but that's what they are considering at the moment.”)


2. Mind Damage


This appears to be a major concern amongst both Medics and Doctors (and Combat Medics, for that matter). It seems to be a fairly major issue discussed in multiple threads on multiple boards out there in the community and perhaps part of the problem is simple frustration in being the person everyone is counting on to keep them going when you can only watch helplessly as someone's mind is being damaged and there is nothing you can do.


Suggestions have ranged from leave it as is, since it is a balancing factor to keep combats from being too long to either letting Doctors or Advanced Medics or Combat Medics,(or all of the above) heal mind at a 1:1 rate or possibly better Although most admit that healing at a better ratio would be fairly exploitable since a medic could then stim their mind faster than they would lose it, even though once you hit Master, who really cares about exploiting Healing XP anyway, possible modifiers to that would be stims that are mind specific, are at higher levels (say Mind A becomes available when you would normally get Stim C) and can be used on others only, not for self-healing. However it could also be argued that even if the medic simply were not allowed to stim their own mind, two medics could help each other to heal indefinitely, but it has also been pointed out that this is, in effect, what a Doc or Medic already provides for combat (and entertainer) professions in allowing them to ignore their special costs by healing them so they can use their abilities endlessly. Giving mind stimming ability to Entertainers or Chefs or as a form of /rally command for Squad Leaders has also been suggested. Mind stimming only mind incapped players has also been suggested (a Doc could still never stim himself that way for any exploit purposes). Even the ability to create Enhance packs, of the usual Doctor skill ability, has been suggested as at least a better method of staving off the damage potential in a manner befitting what Docs are capable of compared to food and spice and entertainer buffs, even if that buff is not given to Doctors to make. One of the more popular suggestions is to simply reduce the amount of damage given with mind hits, or to reduce their frequency. Removing the ability to incap from Mind (you’d still be limited in not being able to heal more, etc.) and letting the “head shot” moves, such as those of the Rifleman, actually take large chunks of both Health and Action instead, have also been suggested, or not allowing Mind Damage incap to incur a Death Blow or not allowing Mind to incap at all. In all cases it is acknowledged that any form of Mind Healing would also require rebalancing the mind-damage-dealing professions.


While there may not be a consensus on the issue there does seem to be a HUGE amount of interest and concern on the topic and I am sure the community would at least like to get some feedback and or considerations from the Dev team on what they see as the balancing factors between mind damage, healing mind damage and perceived problems with nerfing the mind-damage-dealing profession.


I would suggest referencing the following threads to get the majority of the viewpoints involved, but should a tighter synopsis of these threads and their suggestions be needed, please don't hesitate to ask me for one. (I know, one of these is from the Medic forum, but there are a lot of Docs piping in on the issue, and one is from an outside forum that sees a good deal of traffic and interest from the Doctor community.)


http://forums.station.sony.com/swg/board/m...message.id=1299 http://forums.station.sony.com/swg/board/m...&message.id=785 http://dynamic6.gamespy.com/~swgcraft/foru...opic.php?t=1315 http://forums.station.sony.com/swg/board/m...message.id=2177 http://forums.station.sony.com/swg/board/m...message.id=3612 http://forums.station.sony.com/swg/board/m...message.id=6471 http://forums.station.sony.com/swg/board/m...essage.id=16728


(*Dev Response:


I am uncertain if parts of this issue are addressed or not due to ambiguity and possible mistyping of a /healmind command in the Dev response to our issues, some recent threads suggest providing this is being looked into by the Dev team, but the manner is uncertain. Even in Holo’s own posts they cannot seem to agree, see below.


Holo wrote the /healmind command several time in a thread that was presumably a response to our initial Top 5 issues on 8/22/03. Ref: http://forums.station.sony.com/swg/board/m...ssage.id=394421


In a thread of Holo’s PM responses on 9/4/03 regarding giving entertainers mind heals: “We don't plan to allow medic types to heal mind, because it opens the door to lots of exploits for them, as you point out.


Your idea is interesting, but it does make entertainers more bard-like, which I am not crazy about (but perhaps some entertainers are?). The Squad Leader alternative is also interesting.


Frankly, this situation is a bit of a loophole in the design. We did not catch the medic exploit until too late, so we removed the mind pool heal from them, without creating an alternative. Mind is not supposed to be the determining factor in a combat.” Ref: http://forums.station.sony.com/swg/board/m...=476570#M476570


Holo wrote in a separate thread addressing the above response on 9/8/03: “We don't know yet. Several possibilities have been discussed. I've participated in discussions about:


· letting squad leaders heal it · letting entertainers heal it in the field · letting medics heal it, but take mind wounds · letting someone heal it but slowly, so they have to stand next to the healee for a substantial amount of time (and need covered, etc) · adding a new camp type that only heals mind pool


I'm sure there's even more ideas floating around.” Ref: http://forums.station.sony.com/swg/board/m...=502726#M502726


Ben “Marvelin” Hanson wrote on 9/30/03 on the Correspondent Forum: “We are considering putting some sort of limited mind healing ability in the game. We're still hammering out the specifics so as to not make it overpowering. Suggestions are welcome.”


Paraphrased from Ben “Marvelin” Hanson by the Correspondent on 10/28/03: “It has been decided for now that mind healing is going to stay with Combat Medics. Combat medics have been in need of another unique healing ability, and they feel this fits the bill nicely.”)



3. Master Doc Benefits


The benefits of being a Master Doctor seem like a bit of a letdown to some. Suggestions have included moving Resuscitation packs to that level for creation and/or use and/or raising the Med Use requirements on that pack, others feel doing so would be a nerf to non-Masters and suggest only working with additional content in this manner. Other suggestions include Inoculation packs for some form of immunity or resistance to various states. Point-Blank (Doctor centered) AoE state cures have been mentioned as well, as has the ability to harvest creatures at a low level of ability. Mind Stims, especially since Master Docs could care less about any way of exploiting something like this for XP (generally speaking.), consolidated wound packs (also look at the Inventory Issue) or a method to convert Med or Med Crafting XP at Master levels to Experimentation points (since there otherwise no need for that extra XP) or some other purchasable schematics/items.


For a sampling of the discussion see: http://forums.station.sony.com/swg/board/m...message.id=7596 http://forums.station.sony.com/swg/board/m...message.id=8075 http://forums.station.sony.com/swg/board/m...essage.id=10330 http://forums.station.sony.com/swg/board/m...essage.id=14389 http://forums.station.sony.com/swg/board/m...essage.id=14638


(*Dev Response: Ben “Marvelin” Hanson wrote on 9/30/03 on the Correspondent Forum: “I'm open to ability ideas for master doctor.” [Z’s note: I have passed on the ideas already listed in the above issue, not to mention those in the threads noted above.]


Paraphrased from Ben “Marvelin” Hanson by the Correspondent on 10/28/03: “They really like many of the ideas for extra doctor abilities in the threads we listed. In particular things like AOE cures, dot resistances, multi wound packs, etc. All seem pretty interesting to work with. They do agree that the doctor could use another reason or two to get the master box. This particular issue may take quite some time to get to and code in, however.”)




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Wed Nov 05, 2003 1:23 am
#2

4.Enhance Packs%


(Partial Fix, In Test)


Since buffs seem to have such a wide range of healing levels we would like clarification on how this massive variability is generated and were wondering if it would be possible to reduce the variability ranges we are currently seeing. I think most folks seem to suggest that they can live without their Enhance Bs buffing for 500 on rare occasion if they can get rid of the occasional 150 buff and maintain a more consistent level of buff. Buffs are considered part of the bread-and-butter of Doctors and some level of consistency in them that we could determine from our base enhance number on the pack and our skill level would make these buff far more marketable. There’s nothing worse than selling a buff for a flat rate and telling the customer the buff averages out to a, say, 300 point enhancement, only to have it go off for 150 or passing on a Master Doc buff for 1800 and impressing one customer with a 2300 buff only to get an extremely negative response when the other gets a buff for only 500. The negative responses are the ones that are truly remembered by other possible repeat customers and this is definitely a difficult issue when making our skills sellable.


A suggested alleviator would be to not only allow experimentation on base heal, but experimentation on heal variability as well. Thus a Doc who spends most of the experimentation points on Base Heal would still see a great variability, while those who spend on heal variability would get less mega-heals, but also less low-ball heals, providing a more consistent heal range. (See the Money Issue.) (*Ben “Marvelin” Hanson wrote on 9/30/03 on the Correspondent Forum: “Part of the reason for randomization is to put more emphasis on the higher-powered meds. Character advancement not granting additional hitpoints has made making meaningful healing power increases a little tricky. In most games, a healer's low level heal ability of 50 points is very effective for a low-level character with 100 hitpoints, but pretty worthless for a high-level character with 5000 hitpoints. That big hitpoint increase gives plenty of room to ratchet up healing powering as the healer advances. In SWG, however, virtually all characters have hitpoints in the 800-1000 range. Therefore, there's not a lot of maneuvering room when even the lowest level medics have to provide some reasonably effective healing. The average value of a StimC will more or less do the trick in most situations. StimD's and StimE's average value tends to be overkill. The low end of the range after randomization, however, is about 50% of the average value. Therefore, Stim E's no longer become overkill if you want to be guaranteed a high probability of getting a complete or near-complete heal.


That being said, I will agree that this reason doesn't hold true for enhancement packs. Enhancement packs are randomized simply because they use the same code pipeline that healing does. I'm more than happy to remove the variance for enhancement packs. Since the randomization as a net 0 effect on the base value, this will not affect the average power of enhancement medpacks. It will, however, eliminate the chance to get extra high results. Of course, on the positive side, you won't get extra low results either. I'm fine with doing this as long as everybody realizes that this will significantly drop the high end of the buff range.” [*Z’s note: Voting on the issue suggests that a clear majority of folks actually want a reduction of variability, but not a removal of it. At this time Mr. Hanson was only able to offer either complete removal of the variability factor, which would mean that Docs would always buff for the average of what they are buffing for now, or to keep things as they are. The poll of Doctors on the forum show only 52% in favor of removing variability altogether. That information was passed on to Mr. Hanson but while he has not offered any comment as of yet it is my personally opinion that 52% is not a clear enough variation to make the change worthwhile. However, this does not preclude that at some point in the future, if time and priorities allow, he could instigate a reduced variability option.})


Stuck HAMs on buffed players are proving especially annoying to many Doctor characters. Either the HAMs stick after being buffed so that the player cannot see when they are getting damage (Mostly Fixed, still seeing reports of this, but less often), they stick so that the Doctor cannot see that their groupmates are getting damaged (a very dangerous situation)(Mostly Fixed, still seeing reports of this, although it appears it can be worked around by disbanding from the group, running out to 100m away, running back and rejoining the group.), they stick for both the Doc and the player (Fixed?), or they simply do not scale properly so that the buffed bar simply goes out past the edge of the window and any damage sustained to that attribute is not seen until it gets below the point where it can be seen inside the window.


Enhance buffs are being lost whenever a character dies, even after being Resuscitated. Previously only when cloning would buffs, understandably, be lost. With buffs no longer remaining even after Resuscitation that skill is becoming even less valuable. We are hoping this is just a bug and not a new situation stealthed onto us (it was NEVER mentioned in any patch or publish notes). Enhance buffs are also being lost on occasion when logging or in rare situations when crossing (or so it seems) server boundaries yet the enhance timer remains active, as if the player still were buffed. This one is proving to be of some difficulty, especially for higher level Doctors who have longer Buff times.


The timers on Pets are also screwed up in that if a pet is enhanced using the same buff that is used on the Pet’s owner at approximately the same time, after the buff wears off normally from the owner, for example, the Pet’s buff will also wear off. However the Pet’s timer will still be active, so even though the owner could be re-buffed, the Pet cannot as the game states the pet already has an enhancement to that attribute. (Storing then recalling the pet is a likely workaround for this, but also a possible exploit since it allows unlimited buffing of a pet for XP.)


There is also no notification of a buffs expiration, as folks cannot see that stream of lost numbers while in First Person mode and may not notice that they have lost their enhancement. There has a been a report that there is some notification, but that it easily gets lost in other notifications or is simply not very noticeable. Possibly some other graphical notification of what buffs you currently have and possibly a blinking notification that those buffs are about to expire would be helpful. Allowing the buffing medic or groupmates to see who has what buffs would also be very advantageous. One suggestion was made for a type of Pie Chart as an icon on the HAM, like where other states are shown, that slowly cuts away slices of the color until it is getting low, perhaps blinking for the last minute or so of the Buffs duration. Even simply converting the Duration rating from seconds to an hours:minutes:seconds format would be helpful, or providing the recipient with a Confirmation box , requiring them to give /consent, or requiring that they be grouped in order for enhancement to occur.


Buffs also do seem to have some problems when used to assist in the wearing of armor. Sometimes other buffs methods seem to assist. It is likely related to Mind encumbrance in some manner, but the error message, which always states “'You are not healthy enough” seems to imply it is a Health related problem, when in fact it could be mind or action related, or even related to a substat of those. A more descriptive error message may help in alleviating some of these problems. One of the links below is to a thread further investigating this issue. (#9640)


There is also the possibility of griefing involved with buffs. Should a Doctor use lower level buffs on someone they could be, effectively, locked out from getting a better buff. Some other method of replacing lower level buffs should be allowed. Perhaps allowing a higher level buff to simply override and replace a lower level one, but not allowing a lower or same-level buff to be replaced (due to possible exploits in such a situation). Other possibilities include only allowing buffs on groupmates or those who have given /consent.


Enhance (and other Advanced Meds as well) that use multiple CRDMs do not seem to be reading the Power correctly. Preliminary suggestions seem to imply that the power rating from the CRDMs are not being read at all. Further, thorough, testing needs to be done, however. (Anyone wanting to help out on this front, please jump right in.)


(*In Test*) Experimentation on Ease of Use on Enhance Packs makes them HARDER to use, not easier. Very frustrating for the lower level Medicine Use individuals who gains access to higher level Doctor Crafting in that they cannot use these packs in the same way they had gotten used to being able to use Stim Cs at a lower Pharmacology level. (*Ben “Marvelin” Hanson response to correspondent on 9/22/03: “Fixed experimentation on enhancement medicines so that skillModRequired is reduced, not increased.” As noted at the top the earliest we can probably expect to see such a fix would be in the November Publish.)


The Pet Radial menu does not show Enhance options (it can be done manually, but it's not on the radial for a pet). Please add it to that menu for consistency sake.


Enhance Action B+ packs use simple Organic and Inorganic resources, while the rest of the B+ Enhance series uses Avian Meat and Reactive Gas. It is often considered a problem in that the Action packs should be brought into line with the rest of the Enhance packs, or the stringent requirements on the other packs lessened. Occasional questions also arise about the 2 or 3 BEC requirement that seems to fluctuate between some of the higher end Enhance schematics. Some consistency would make things less confusing or at least some clarification on the reasoning for these inconsistencies.


Enhance A packs can be made at a lower skill ability than Advanced Wound Treatment and are given a low enough med use requirement that most Doctors will have no problem trying to make and use one as soon as they acquire the ability to do so. Unfortunately trying to use the packs without Advanced Wound Treatment means that they do not work, but they also do not give notification of why they do not work. This proves to be very confusing to many new Doctors. Same for Cure Poison Statepack. (And possibly Disease as well). Please provide some form of error notification when trying to use these packs.


Starting with the October Publish the Enhances now also seem to have the ability to lower a stat when it wears off, much like a Spice Downer will do. However there is no indicator beyond checking your stats. The enhancing of the stats, such as by eating food, does not seem to rectify the problem, like it would for the standard Stat Stick bug. Logging off appears to be the only other workaround, but the issue mentioned above about losing a buff, but not the timer, on Logoff makes this workaround a great inconvenience. [*Z’s note: This bug has been acknowledged by the Devs and is being worked on. No time estimates available at the moment.]


More information on the last item can be found in the following thread: http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1168 http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=5278 http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=9640 http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14508 http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14087 http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=15995 http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=16354


Paraphrased from Ben “Marvelin” Hanson by the Correspondent on 10/28/03: “Currently they are thinking they will go ahead and leave the variation as is, but enable us to overwrite existing buffs. There is the problem of determining which buff is better (is 500 strength, 3000 duration better than 750 strength, 900 duration?). But, they expect to figure something out there. (Anyone have any suggestions?)”



5.On Fire Cure


The ability to cure the “On Fire!” state created by several attack forms has also been requested.


More information can be found in the following: http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=13565


(*Dev Response: Paraphrased from Ben “Marvelin” Hanson by the Correspondent on 10/28/03: They do not have a problem with adding some fire dot removal. Fire dots can get nasty on Tatooine where there's only two places on the map to put them out. Again this may take some time to get into the game, but at least it is being looked into now.”)




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
PBJoker
Wed Nov 12, 2003 1:32 am
#3






Zarlor wrote:

Paraphrased from Ben “Marvelin” Hanson by the Correspondent on 10/28/03: “Currently they are thinking they will go ahead and leave the variation as is, but enable us to overwrite existing buffs. There is the problem of determining which buff is better (is 500 strength, 3000 duration better than 750 strength, 900 duration?). But, they expect to figure something out there. (Anyone have any suggestions?)”



Yes, keep the best, so in your example aftet the two buffs the guy would have a 750/3000 buff.
Zarlor
Wed Nov 12, 2003 4:20 pm
#4

He understyands the problem, he's just trying to offer a solution with overwriting that would be quicker to get implemented for us.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Travin64068
Thu Nov 13, 2003 1:23 am
#5

On the enhancement problem, I don't think the Dev understands the problem. It's not a problem of a 500/3000 buff vs. a 750/900 buff. The problem is an enhance pack with a 750 base and a 11800 duration hitting for 800 on one person and 2500 on another.



Travin Greytin - Master Doctor - Master BE (12 point)
(Sunrunner) CTI Industries (5000, 6000) Kaadara Naboo
Support Medic Missions
Ivoe Greytin - Master Bounty Hunter - Master Creature Handler
(Sunrunner)
Soren_dVinn
Thu Nov 13, 2003 2:06 am
#6

I find the dev response on the issue of /medicalforage and surveying undermining the artisan class... a load of bollox.


The elite Artisan professions all build on the the starter Artisan profession... in other words, they are pretty much self-sufficient to find the resources they need to product their goods... and then sell their goods onto the market... all from their starter profession.


Doctors, as an elite class, are dependant on THREE starter professions to achieve the same goals of resource gathering and sales: artisan (to survey, sample and sell through vendors), scout (to obtain meat) and medic (to heal).


So you argue that Artisans lack healing skills and have to train medic? Well that's only 15 skill points and they have that.


So this underming of Artisan class is NOT true.


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


Seriously.. I know this is on the Top 5 issues.. but the Doctor ELITE class needs the ability to survey and sample. Limit the range... limit the sample to 1 unit... whatever... we need it.


As for /medicalforage. Well whatever it does should not be exploitable by running overnight macros... so whatever it pulls should not be stackable or combinable in a pack.


Personally, I think it should randomly find something that gives an effect similar tohow Janta blood works... an item that can be used in the creation of medicines to make them especially potent. e.g. whether it's power, duration, range or whatever.


To limit macro'ers, bring up a complex dialogue box that requires some thinking, "You have found some bacteria that may increase the potency of medicine creation, but you need to store it in a safe environment. Enter the relative concentration of the mineral Eiubuwin to retrieve this bacterial sample."


So the doc has to open up his mineral survey kit, choose the resource and survey for it.


Just an idea




Soren Medicorp
Soren d'Vinn, Master Doctor of Scylla
Soren MediCorp at 6500,3800 Kaadara, Naboo

SSG: Scylla Surveyors Guild
http://ssg.ordo.cc

Asimer
Thu Nov 13, 2003 6:07 am
#7

I say make a master doc benafit a medical bag or ability to surey. solves 2-3 peoples with 1 hit.
Rolassk
Mon Nov 17, 2003 11:37 am
#8

What would be the point of putting a med survey ability at Master Doc? You already had to complete the profession at this point, either buying your resources from artisans/scouts or spending 34+skill points (Novice Scout/Novice Artisan + Hunting 1/Survey 1) to do it yourself.


Either itneeds to be an ability added to Organic Chemistry as mentioned in the original post
OR
A seeker/survey droid type that finds the highest concentration possible in X radius and retreives 1unit of it as a sample. (A survey droid skill where say a 55 could survey in a 500m radius and a 110skill could survey up to maybe 2000m). You go to Dantooine set your droid to search for berry fruit and wait for it to come back with results.




GalacTech Drive Systems & Resources
Starships, Components, Ordinance & Resources at 460 -5340, Coronet, Corellia
Blayr Charker *Master Shipwright *Galactic Miner *Retired MD *Kettemoor


All warfare is based on deception -Sun Tzu
Asimer
Tue Nov 18, 2003 8:20 pm
#9

I like the survey droid idea!
Soren_dVinn
Tue Nov 18, 2003 11:23 pm
#10

Survey droid sounds good... but based on the DE profession I can just see the dumb droid getting stuck on every single structure, tree, rock, tree and crack in the ground possible.


Or worse... survey droid reports it's found a 20% location... 6000m away but was unable to ascertain the stats of the resource! Whoopee!


Just give us a basic survey/sample skill at Organic III or something, move Rez to Master Doc, and feed /medicalforage to the fish!




Soren Medicorp
Soren d'Vinn, Master Doctor of Scylla
Soren MediCorp at 6500,3800 Kaadara, Naboo

SSG: Scylla Surveyors Guild
http://ssg.ordo.cc

Knocky
Wed Nov 19, 2003 6:27 am
#11

My question is whether or not Holo and the Devs that are concerned with combat NOW realize that in combat the mind pool is the ONLY pool that matters.


The Mind Pool is THE only concideration in combat no matter what Holo says. They made the mind pool the prime targetwhen they decided that it could not be healed during combat.


Even in group hunts against high level mobs. Eventually we will have several group members lying on the groud for a minute ina half with full health and action bars but an empty mind pool.



Zarlor
Wed Nov 19, 2003 7:05 am
#12

Knocky: Mind Healing is now in the game. Combat Medics have it. So it is now a healable pool. THe change to the issues was that Docs have requested the ability in addition to the CMs having it.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Knocky
Wed Nov 19, 2003 11:38 am
#13

Thanks for pointing that out Zarlor.


Went over to the CM board found a thread about it that both you and the CM Corr posted.


Unfortunatly receiving 50 points of wounds to your self each time you use it is not a "fix" to the mind pool targeting in my eyes....LOL /eyeshot LOL...


Maybe if the Devs lowered the wounding to 10 points then it would be of more use.


Once I Master CH I am dropping it to Master Doctor and CM so these discussions appeal to me. I do not see me using /mindheal much unless I get my mind buffed by a entertainer before hand. I do have food buffs for my mind but it is only about 250ish. Granted I have my mind at 1100, 800, 800 now, but still, anything that wounds my own mind makes me nervous.

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