Doctor Archive

Thread: Big List of Doc Issues for Novemeber (Discussion AND Vote!)

Zarlor
Mon Oct 27, 2003 12:19 pm
#1

Well, I've finished breaking out all of the issues, so our list went from 47 combined issues to 95 broken out seperate issues (although the Last 3 are actually either already fixed, in one case, or currently In Test for the other 2, so please don't vote for those unless you ahve some commentary to add on why you are voting for them.)


So this time the list is not just up for dicussion, but I need help reordering this monster as well. So Please help me out by making a Top 10 vote again. This time feel free to at the bottom of the list of issues to really provide lots of commentary. Let me know if the wording needs some updating, if an issues goet stealth-fixed or has changed and I missed it, or if there is a good thread on the forum that I forgot to link to for a particular issue. Just jump right in and tell me anything you see about the list and feel needs to be commented on. To some extent I am hoping that in this way when we do a more formal vote this will help to keep the need for commentary down, which makes it a lot easier for me in tallying the votes and in linking to an issue which I would normally have brought up in seperate threads.


I have only one request on this vote.


Please do not list any issues that you think might be a New issue. Please start a new thread on this forum for any New Issues you might have. That would help me out a lot.


Again the voting format is (and PLEASE tryour best tostick to it as it will help me out a LOT.)



  1. 12

  2. 93

  3. 72

  4. 2,843

  5. 1

  6. 9

  7. 34

  8. 200

  9. 39

  10. 123

(Any comments you want to make either put in a seperate message or please just put themAFTER your voting list.)


I will probably send the Top 5 from this new vote in, but I mostly expect this to be more of a reordering vote than an actual Top 5 vote.


Summaries of the issues are as follows:


1.Doctor/Meidcal Surveying *
2.Doctor Harvesting*
3.Mind Damage%*
4.Master Doc Benefits
5.Enhance Packs Variability
6.Enhanced HAMs Sticking*
7.Enhances Dropping on Death*
8.Enhances Dropping on Logoff*
9.Enhance Timer on Pets*
10.Enhance Drop Notification*
11.Enhancements not Assisting Armor Wearing*
12.Enhance Griefing/Override*
13.Enhance Pet Radial Menu Request*
14.Enhance Action –v- other Enhance Pack Resource Disparity*
15.Unable to Use Enhances Notification*
16.Enhances Lowering Stats when Combined with other Buffs and Wearing Off*
17.On Fire Cure
18.TEF Notification%*
19.TEF Documentation and Faction Healing (including Neutrals)*
20.Doctor Content
21.Faction Points
22.Stat Drain Bug/Stat Loss Bug/Stat Stick Bug
23.Resuscitation Pack Usage on Faction Pets*
24.Resuscitation Pack Usage on Battlegrounds*
25.Accidental Cloning*
26.Resuscitation Consent Request*
27.Resuscitation on Cloned Corpse XP Exploit*
28.Resuscitation Timer Issues*
29.Experimentation Issues
30.First Aid Improvements%*
31.Medical Bag/Inventory Search for Meds
32.General Inventory Search for Meds*
33.Window Persistence*
34.Heal Pack Selection Methodology Clarification*
35.Healing Range/Distance
36.Money
37.Combat Queue Heals%
38.Auto-Retaliate
39.AoE Cure State Pack and Poison/Disease Cure
40.Cure Pack Effectiveness Ratings*
41.Target Self
42.Target Friendlies*
43.Groupmate Numbering*
44.Groupmate Highlighting*
45.High Level Wound Pack Consolidation
46.State Pack Persistence/Immunity
47.Medical Vendor Type
48.Pet Healing
49.Droid Med Module Rating Overrides
50.Droid Low Power Notifications*
51.Droid Crafter Rating*
52.Surgeon or other Elite-Elite Medical Profession
53./diagnose Refresh
54./diagnose Damage Level Display*
55.Incapacitated Player Location Problems
56.Skill Enhancement Concerns
57.Crafting XP Speed Imbalance
58.Wrong XP on Some Schematics*
59.Ease of Mastery*
60.Usage XP Inconsistencies*
61.Factory Identical Components
62.Medicine Use Skill Granularity
63.Pet Stimpacks
64.Medic-related Clothing
65.Factory Crate Size Selection
66.Crate combining*
67.Factory XP (or lack thereof)*
68.Factory Hopper Refresh*
69.Factory Email Notifications*
70.Power Selection for Factories/Harvesters*
71.Factory Input Hopper Access During Operation*
72.Factory Completion Timer*
73.Factory/Harvester Status Notifications*
74.Food Factory Deed*
75.Factory Speed*
76.Rooms/Dungeons and /DragIncap
77.Room/Dungeon Wound Healing Problems*
78.Correspondence Response
79.Quickheal Uselessness%*
80.Crafting Schematics Clarification and Documentation
81.Crafting Schematics with Unused Ratings%*
82.Crafting XP from Complex Schematics –v- Components*
83.State Pack Schematics with Range*
84.Multiple CRDM problem*
85.Combat Medic Component Experimentation*
86.Med Center Grouping
87./registerwithlocation Command
88./registerwithlocation Terminal Request*
89.Med Center Crafting Station
90.Wound Stat Pack Selection & the /Heal Commands
91.Non-Combat Diseases
92.Battle Fatigue Notification
93.Enhance Ease of Use=*
94.Advanced Resilience Compound Not Loading=*
95.Damage/Stim/State Timer and 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.


And for those who may not know but were curious, Ben “Marvelin” Hanson is the primary Medical Professions’ Developer (along with the other professions and coding projects that he also works on).




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Mon Oct 27, 2003 12:43 pm
#2

1.Doctor/Meidcal Surveying *


(Added CM TN note)


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 also be noted that CMs have been given a basic scout skill in Terrain Negotiation, so providing a partial form of /survey in the Doctor line would not seem out of the question.


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/message?board.id=doctor&message.id=1540
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=5233
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.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/message?board.id=medic&message.id=192&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/message?board.id=Development&message.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/message?board.id=Development&message.id=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.”)



2.Doctor Harvesting*


(Extracted from Doctor Surveying Issue, it should be noted that I actually expect this part of the issue will drop quite a bit in the rankings, as I don’t think nearly as many Docs support this portion of the old issue as they do for some form of surveying.)


Some Docs are having issue with wanting to have some form /harvest scout skill and our need for meat requirements. 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 as those who which to be able to survey in some form, but with the recent reduction for single scouts/rangers in groups this is starting to become more of a concern.



3.Mind Damage%*


(Partial Fix, In Test, added fix and test notes, added /mindheal for Docs)


(*In Test*) 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.)
[Z’s Note: We do not have any patch notes for this yet, however a mind damage healing ability has been granted to Combat Medics at Level 4 Ranged Healing Speed. It works like the /tend commands in that is causes wounds to all of the mind stats while healing. There are suggestions that the current standard is for around 40 wounds to all stats for an average damage healing of around 300. It may not be used to heal your own mind.]
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1299
http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=785
http://dynamic6.gamespy.com/~swgcraft/forum/viewtopic.php?t=1315
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=2177
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=3612
http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=6471


(*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/message?board.id=Development&message.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/message?board.id=Development&message.id=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/message?board.id=Development&message.id=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.”)


(*Added*) Doctors would like to have the /mindheal command made available to them. Suggestions have included having it be a Doctor-only command, perhaps even only available at Master Doc. However there seems to be a bit more consensus (a polling would need o be done to ascertain the exact degrees of this) towards giving /mindheal to Master Medic to provide a little something extra for those reaching MM level, as well as then providing the capabilities to both Doctors and Combat Medics. In this way the command is at least closer to being as available as healing of the other Bars is to maintain the proper level of balance for the medical professions. Some have also suggested that the command might also be well served to also go to Entertainers and/or Squad Leaders. Others suggest that that command should only go to Entertainers or Squad Leaders. Some of the threads below will offer more insights into the various viewpoints.

http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=16728
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=17017
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=16865



4.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/message?board.id=doctor&message.id=7596
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=8075
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=10330
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14389
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.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.])




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Mon Oct 27, 2003 12:57 pm
#3

5.Enhance Packs Variability


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 Ds buffing for 3000 on rare occasion if they can get rid of the occasional 600 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, 1800 point enhancement, only to have it go off for 800 or impressing one customer with a 2300 buff only to get an extremely negative response when the other gets a buff for only 600. 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.)



(*Dev Response:


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.})



6.Enhanced HAMs Sticking*


(Extracted from Enhance Issues)


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.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=16354



7.Enhances Dropping on Death*


(Extracted from Enhance Issues)


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).


8.Enhances Dropping on Logoff*


(Extracted from Enhance Issues)


Enhance buffs are 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.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=15995



9.Enhance Timer on Pets*


(Extracted from Enhance Issues)


The timers on Pets are 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.)



10.Enhance Drop Notification*


(Extracted from Enhance Issues)


There is 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 been a report that there is some notification, but that it easily lost in the other “spam” normally sent or is simply not very noticeable. Possibly some other graphical notification of what buffs you currently have and possibly a blinking warning 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.



11.Enhancements not Assisting Armor Wearing*


(Extracted from Enhance Issues)


Buffs 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.
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



12.Enhance Griefing/Override*


(Extracted from Enhance Issues)


There is 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.



13.Enhance Pet Radial Menu Request*


(Extracted from Enhance Issues)


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.



14.Enhance Action –v- other Enhance Pack Resource Disparity*


(Extracted from Enhance Issues)


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.



15.Unable to Use Enhances Notification*


(Extracted from Enhance Issues)


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.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1168



16.Enhances Lowering Stats when Combined with other Buffs and Wearing Off*


(Extracted from Enhance Issues)


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.]



17.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



18.TEF Notification%*


(Partial Fix, In Test, issue will be reworded to reflect these changes before next voting cycle, broke out parts of this issue, issue broken out)


(*Partial Fix, In Test*) Notification of when a TEF might be incurred to allow the Doctor to NOT heal a character that would give them a TEF in a potentially deadly situation and some representation for covert characters to know when they are under the effects of a TEF. Not to mention the additional problems of getting TEFs from inadvertently healing covert opposing faction members, which allow your own faction mates to attack you. Requests have been made suggesting that Med Centers be no-fighting zones. Perhaps medics/docs registered at a Med Center would not incur a TEF, but when healing away from there (or perhaps if not registered) they could incur a TEF as a possible solution beyond notification that may help the problem.
(*Publish Notes on 10/8/03: “No longer allow neutral players to help neutral non-players with enemy flags of any sort”)
[Z’s note: Some preliminary reports from Test Center suggest that there is now a visual indicator for when you have a TEF.]
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=8267


(*Dev Response:
Holo stated to a similar issue listed as “Onscreen notification that you have received a TEF flag. I see this happening as a 'state' icon in your character's HAM window.” on 9/13/03:


“-- we are already working on this and I think it may be in an upcoming update.”


Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=533754#M533754


Additionally added by Q3P0 on 9/16/03:
“Can we have a Temporary Enemy Flag indicator for when you are covert? Yes, but this is going to take some time to get to the live servers. Given our current priorities with that programmer, expect over a month. It will get done.”


Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=552985


Ben “Marvelin” Hanson suggested on 9/30/03 on the Correspondent Forum that he would need to pass this issue on to the folks who would more directly work with and handle PvP issues.)



19.TEF Documentation and Faction Healing (including Neutrals)*


(Extracted from TEF Issues)


Better documentation is needed to explain the TEF healing problems. Many neutral Doctors cannot understand why they cannot heal a factioned player, or why they cannot heal an otherwise apparently unaligned player who had just been in a duel or some such. Some notification other than it being "unwise to heal such a person" would help to provide clarification. (Personally I like to see it as to heal a Rebel is to bring down the wrath of the Empire, while to heal an Imp would also bring down their wrath, since they only trust their own Docs. However you wish to explain it, though, the message needs to be clearer on why it is “unwise”.) Other suggestions also include allowing the healing, but allowing the Doctor to incur a TEF, even a stacking TEF, that they are notified of. So that if a Neutral Doctor healed an Overt Imp player, they would gain a Rebel TEF, if they then turned around and healed a Rebel player they would ALSO gain an Imp TEF, thus being fair game for either side in the conflict, since being neutral could be maintaining non-aggression between both sides, or it could be viewed as equally aggressive to both sides. Some Doctors have expressed interested in being able to expand their role-playing options by healing whomever they wish, even if there are penalties involved as long as those penalties are well known.


Some further suggestions can be found here in some of the comments:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=11777


(*Dev Response:


Ben “Marvelin” Hanson suggested on 9/30/03 on the Correspondent Forum that he would need to pass this issue on to the folks who would more directly work with and handle PvP issues.


Blair stated on 10/1/03 regarding the Revenge TEF (not EXACTLY this issue, but closely related):
“Fixed on testcenter. We are hoping to push the big update sometime next week.”
[Z’s note: Revenge TEF should now be fixed on live.]
Patch notes on 10/8/03: “No longer allow neutral players to help neutral non-players with enemy flags of any sort”)




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Sullust187
Mon Oct 27, 2003 2:15 pm
#4

1) 8.Enhances Dropping on Logoff*
2) 21.Faction Points
3) 12.Enhance Griefing/Override*
4) 4.Master Doc Benefits
5) 17.On Fire Cure
6) 39.AoE Cure State Pack and Poison/Disease Cure
7) 47.Medical Vendor Type
8) 62.Medicine Use Skill Granularity
9) 20.Doctor Content
10) 45.High Level Wound Pack Consolidation






Haldaar {Dread} | Ominara {Dread}
Swordsman/Doctor | Jedi x/x/x/x
Johaan
Mon Oct 27, 2003 2:27 pm
#5

21. Faction Points
04. Master Doc Benefits
06. Enhanced HAMs Sticking*
16. Enhances Lowering Stats when Combined with other Buffs and Wearing Off*
22. Stat Drain Bug/Stat Loss Bug/Stat Stick Bug
11. Enhancements not Assisting Armor Wearing*
30. First Aid Improvements%*
38. Auto-Retaliate
49. Droid Med Module Rating Overrides
50. Droid Low Power Notifications*


Notes:


6, 16 ,22, 11 all seem related Enhancement/Stat Issues


50 - Low Power. My droid eats batteries like candy now.

Enola_Gray
Mon Oct 27, 2003 6:21 pm
#6

My Vote....



#1.) 1. Doctor/Medical Surveying


#2.)2. Doctor/Medical Harvesting


#3.) 4. Master Doctor Benefits


#4.) 30. First Aid


#5.) 20. Doctor Content

Jorzun
Mon Oct 27, 2003 11:05 pm
#7

1. 3


2. 1


3. 6


4. 21


5. 10


6. 80


7. 29


8. 63



Jorzun


Master Doctor


Chilastra


9. 4


10. 20




Jorzun
Master Doctor
Chilastra
Tranced
Mon Oct 27, 2003 11:33 pm
#8

ill have to read this all tomorrow (great job pulling everything together, its absolutely amazing) cause im a lil too tired too comprehend much.



-------------------------------------------------------------------
Booth Sharde - Noon clone
Sharde - Chef (retired)
-------------------------------------------------------------------
SithlordAcid
Mon Oct 27, 2003 11:35 pm
#9

1. #17 - ON FIRE CURE!!!!!!!!!!!!!!!!!!!


2. #3 -Mind Damage



3. #4 -Master Doc Benefits



4. #5 -Enhance Packs Variability


5. #30 - First Aid Improvements


6.#6 - Enhanced HAMs Sticking



7.#7 - Enhances Dropping on Death



8.#8 - Enhances Dropping on Logoff


9. #28 -Resuscitation Timer Issues



10. #40 -Cure Pack Effectiveness Ratings



All I want to know is where is the commentary for On FIre? Have the devs even started looking for a solution to that problem? Do they even recognize it as a problem? Do they realize PvP's consist mainly of commando battles with incurable On Fire status? What's going on?




Karsh Apollo - Rebel Master Seargent
RAID
Radiant Server
Official "Carbinier" Motto: I bet I can kill me before you can kill me.
Droidtrainer
Tue Oct 28, 2003 12:21 am
#10

1) 17
2) 1
3) 2
4) 6
5) 12
6) 42
7) 53
8) 37
9) 48
10) 20



Impei
Cidem_Relaeh
Tue Oct 28, 2003 1:01 am
#11

1. 18
2. 23
3. 04
4. 63
5. 20
6. 39

Comments

18. TEF Notification%*
  • This is one of my biggest concerns (obviously). I've been killed/almost killed quite a few times from healing factioned/TEF'd people. As a doctor, I stick to my ethics and try to help everyone I can, not worrying about immediate reprecussions usually. However, some simple way of determining if I will gain a TEF, how long it will last (and once I have it a simple timer) would be very useful and let me avoid unneccesary deaths, especially once the incap/db decay goes live...


23. Resuscitation Pack Usage on Faction Pets*
  • Storm Troopers are pets too! I wouldn't want this to apply to any pet except factional pets, and only the humanoid ones (ie, Storm Troopers, rebel commandos, ets). This only makes sense and doesn't aversly affect game play in my opinion, as there just aren't that many doctors. Plus I wouldn't mind getting paid 5-10k to go rez some guy's dead stormies out in the field.


4. Master Doc Benefits
  • Not much to be said here, mostly because I'm not a master doctor yet and have only skimmed over the details of this, but I support it enough for it to be in my top 5.


64. Medic-related Clothing
  • Being a bit of a fashion whore, and since I also don't wear armor.. I wouldn't mind having some clothes that enhance my ability as a doctor. Specifically I would like to see stats that enhance my ability to buff stats, so with a particular piece of enhanced clothing on, a given enhance pack will give, on average, a greater boost to the stat than without the enhanced clothing. I also would like to see some form of increased mind-regen on some doctor specific clothing, but I know I'm dreaming there.


20. Doctor Content
  • More, more more. More content of ANY kind should be high on people's lists, and doctor content especially for us. Some ideas for doctor content: Surgical missions, where you travel to a specific city on a planet, go to the medical center and perform some kind of surgery. This could take the form of healing varying wounds on an NPC (which only you could heal, no other players could). This would give it's own xp, plus some money for completing the mission. Content = good.


39. AoE Cure State Pack and Poison/Disease Curend Damage
  • We have got to have something to combat (pun) the AE Poisons/diseases of Combat Medics, as well as to help deal with PvE encounters where diseases/poisons get spread around quickly when engaging multiple creatures. This will also be a small help for inventory space and needless grind at master doctor of cure poison/disease packs. Generally this is an excellent idea.


That's about it, those are the top 6 issues for me. Nothing else I feel is as pressing for my own personal game play. Thanks again Zarlor for being such a great Correspondant!



Cidem Relaeh <ODD>
First comes smiles, then lies. Last is gunfire.

Imperial Colonel
Pistols Expert - DGM Curator

Zarlor
Tue Oct 28, 2003 1:05 am
#12

20.Doctor Content


There is concern that there is a lack of Doc specific content, such as missions to craft medicines or to heal an NPC someplace or to go someplace to heal folks until X number of wounds have been treated and so forth. Such missions could be construed as a method of alleviation of the issues concerning how Docs make money. (See the Money issue)


For reference:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14194
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14257
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14888



21.Faction Points


Docs are interested in seeing a share of Faction Points in the same way that we are getting Combat XP. It is considered inappropriate that a medic professional would be out in the field and, being unable to assist in taking out an opposing faction NPC or player (because they are healing those who are doing so), they will not gain FPs and so will progress much more slowly in faction gains, while providing at least as valuable a service as the person providing the offensive capabilities. Other considerations have included gaining FPs for healing Overt faction members, especially considering the dangers involved in gaining a TEF in this manner in a place that is known for finding unsuspecting TEFed characters (i.e. The Med Center, see TEF Issues).



22.Stat Drain Bug/Stat Loss Bug/Stat Stick Bug


(Issue broken out)


The 60-second stat drain after Resuscitation persists beyond 60 seconds. Food/buffs/spice seems to rectify this problem. Likely this is related to stats getting stuck at lowered levels after taking wounds until those stats are kicked back to normal by doing something to affect the stat. Please fix.



23.Resuscitation Pack Usage on Faction Pets*


(Issue broken out from Resuscitation Issues and the Stat Drain Bug/Stat Loss Bug/Stat Stick Bug)


Resuscitate pack usage on pets has been asked for. Since this obviously does not apply to true beastie-type “pets” as they no longer have perma-death, I believe this request still applies primarily for NPC-style faction “pets”.



24.Resuscitation Pack Usage on Battlegrounds*


(Issue broken out from Resuscitation Issues and the Stat Drain Bug/Stat Loss Bug/Stat Stick Bug)


Upon death in a battleground players are immediately removed from the field, rendering the Revive skill useless. It has also been pointed out the relative uselessness of buffs in that arena as well since mind damage is highly focused upon in PvP battles. These two issues combined make a Doctor virtually useless in that arena considering that Buffs and Resuscitation are their two primary Doctor abilities and practically the pinnacles of the profession. It has been requested that there be at least a short delay upon player death in the battlegrounds so a doctor may attempt resuscitation.



25.Accidental Cloning*


(Issue broken out from Resuscitation Issues and the Stat Drain Bug/Stat Loss Bug/Stat Stick Bug)


Typing while a corpse and hitting enter sometimes is accepted as a Yes response to clone, often to the default cloning center of the closest facility, even if they player would have preferred their bind point. This is a problem for Doctors in that a player may have been attempting some message or communication and accidentally have cloned when a Doctor was available, sometimes even just about to, Resuscitate them. Please look into removing this default behavior.



26.Resuscitation Consent Request*


(Issue broken out from Resuscitation Issues and the Stat Drain Bug/Stat Loss Bug/Stat Stick Bug)


A request has also been made for a pop-up box to appear to the player of an unconsented corpse telling them that a Doctor is attempting to Resuscitate them, would they like to give consent for this action to occur? It was also suggested that a short delay, perhaps 30-60 seconds, would not be to out of line as an acceptable penalty for death before cloning is allowed. This also gives a Doctor a bit of time to get to a player and at least let them know that they are willing to Resuscitate them, if they prefer not to clone.



27.Resuscitation on Cloned Corpse XP Exploit*


(Issue broken out from Resuscitation Issues and the Stat Drain Bug/Stat Loss Bug/Stat Stick Bug)


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.



28.Resuscitation Timer Issues*


(Issue broken out from Resuscitation Issues and the Stat Drain Bug/Stat Loss Bug/Stat Stick Bug)


Resuscitation seems to now be subject to a timer that does not allow a corpse to be resuscitated. The timer is inconsistent and otherwise undocumented. If there really is to be a timer we need to know what it is supposed to be or provide the dead player with a countdown timer, but some folks are reporting that even given immediate access to a corpse they are unable to resuscitate the player.


For more info:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=15729



29.Experimentation Issues


Experimentation does not seem to work correctly or consistently. Even with experimentation risks being listed as 0% there are still a great many critical failures, failures and some moderate and standard successes. Wholly inconsistent with the 0% failure rating guaranteed by the crafting station. Having highly experimented crafting tools and stations do seem to alleviate the problem a little, but not by very much. At least some think that having some possibility of failure is acceptable, but they do wish to have some indicator of what the possibility really is since obviously it is a greater than 0% chance and some would suggest it is really as high as a 5% chance. Amazing successes, on the other hand, appear to be far more rare than critical failures and do not produce as nearly drastic improvements as critical failures produce in reductions, there is simply no good trade-off here. Part of the problem might come where recent experimentation with the crafting system would suggest that a crafting tool with a negative rating (up to –14.99) is far superior to a tool with a positive rating (+15). Apparently the values seem to be flipped for experimentation calculations, we think. We really would like more consistency and a more reliable, documented, experimentation methodology. Further Malleability ratings do appear to affect the difficulty levels of crafting an item, but this is not otherwise annotated anywhere, not even in the Advanced Guide on Crafting on the main SWG website. Better documentation on for experimentation needs to be made available.



30.First Aid Improvements%*


(In Test, added concern over strength of new First Aid)


(*In Test*) Allow First Aid to be a skill that improves. For example if a patient is hit hard enough to bleed it may currently take a Medic with FA2 6-10 times to cure that bleeding, and a Master Doctor will take the same amount of heals to cure that bleeding. Perhaps once someone is into the Doc levels of wound treatment their skill would reduce the number of times needed to stop the bleeding to, say, 2-4 times or even less. As it stand CM Poisons (another form of bleed, really) can sometimes be cured in one application, but bleeds simply cannot and are far too overpowered in comparison to that. Providing better First Aid would greatly assist in alleviating that problem. Other suggestions are that this improvement top out with Master Medic, or that the improvement, being trauma related, be given to Combat Medics. A suggestion for a craftable bleed state pack, a Band Aid if you will, could even be created for this purpose to ensure a resource drain for the skill improvement.


(*Added*) There is some concern that the new First Aid improvements may not be enough. Some Doctors feel that First Aid should improve further as they move up in the Doctor Profession. Suggestions would be that by Master Doctor a Doctor should be able to completely remove a Bleed State in a single application of First Aid.


(*Dev Response:
Ben Hanson response to correspondent on 9/22/03: “Increased the power of firstAid. It now reduces bleeding at a rate of 3 times the medic's injury treatment.” The earliest we can probably expect to see such a fix would be in the November Publish.)



31.Medical Bag/Inventory Search for Meds


(Was Medicine Organization and Inventory Management)


It has been suggested that some kind of equip-able Medic Bag exist that would allow a Doc to put all of their medicines (and only medical items) in that allows sorting and that would also be searched, alongside of type 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 each for Action and Health, or a Curepack-A for curing ANY state, not just dizzy or blind, and so on. 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 Large in there?) Stacking of meds in some way or putting things back into crates has also been suggested.


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.”
[Z’s note: This “update” likely refers to the October Publish, meaning we likely should not expect this until the November Publish at the earliest]


Ref:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=394421)



32.General Inventory Search for Meds*


(Extracted from Medicine Organization and Inventory Management)


We would like to see better management of medicines that are in inventory, such as allowing searches from the /healdamage command to search for a stim in packs if it cannot find it in upper level inventory.


(*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.”
[Z’s note: This “update” likely refers to the October Publish, meaning we likely should not expect this until the November Publish at the earliest]


Ref:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=394421)



33.Window Persistence*


(Extracted from Medicine Organization and Inventory Management)


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)



34.Heal Pack Selection Methodology Clarification*


(Extracted from Medicine Organization and Inventory Management)


Many would like clarification on the methodology for heal pack selection from inventory when using, for example, the /healdamage command. Is it simply the last Stim in the inventory chosen? The strongest? The weakest? The one with most/least charges? Alphabetically? By Stim serial number? Could it be made to be more consistent and possibly follow one of the methods listed above, such as always using the pack with the least number of charges, or the highest base heal rate, or even intelligent selection choosing lower level packs for smaller heals and higher level packs for bigger heals. Perhaps we can at least try to sort our packs in the manner of pack selection, if nothing else, to try and order our meds so they will be taken in the order we would like to have them used.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
chembelec
Tue Oct 28, 2003 1:06 am
#13

1. 22


2. 18


3. 4


4. 30


5. 39


6. 31


7. 2


8. 11


9. 28


10. 36



/bow




Aleema Rar
SOE dictionary:
balance = nerf
improvement = dumbing down
enhancement = re-coding for xbox
veteran = the ones that will prolly cancel their accounts pretty soon
reward = something the new players don't mind not having
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