Doctor Archive

Thread: Gameplay Issues (Voting Closed)

Zarlor
Thu Nov 20, 2003 10:00 am
#1

(Voting has now ended. Results will be posted later.)


1.Doctor Content
2.TEF Notification%*
3.Enhance Packs Variability%&
4.Combat Queue Heals%
5.Enhance Griefing/Override&
6.Resuscitation Pack Usage on Faction Pets
7.Target Friendlies
8./diagnose Refresh
9.TEF Documentation and Faction Healing (including Neutrals)
10.Droid Low Power Notifications
11.Target Self
12.Med Center Grouping
13.Enhance Drop Notification
14.Crafting Schematics Clarification and Documentation
15.General Inventory Search for Meds
16.Auto-Retaliate
17.Droid Crafter Rating
18.Factory/Harvester Status Notifications
19.Resuscitation Pack Usage on Battlegrounds
20.Accidental Cloning
21.Cure Pack Effectiveness Ratings
22.Power Selection for Factories/Harvesters
23.Droid Recharge Rate*
24.Heal Pack Selection Methodology Clarification
25.Factory Identical Components
26.Healing Range/Distance
27./registerwithlocation Command
28.Heal Targeting Persistence
29.Droid/Pet Change Concerns
30.Enhance D Med Usage Level+
31.Mounted Healing+
32.Getting Docs Back Into Med Centers+



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.)
& - Denotes an Issue acknowledged by the Developers that should be fixed at some undisclosed time in the future.


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).


Message Edited by Zarlor on 11-24-2003 12:27 PM


Message Edited by Zarlor on 11-24-2003 02:53 PM

Message Edited by Zarlor on 12-01-2003 01:17 PM



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Knocky
Thu Nov 20, 2003 10:06 am
#2

FIRST!!!


I vote #6 simply from plain averic.


Can you imagine how much money we can make from Rezing a AT-ST...it will never happen though


Rezing a AT-ST makes as much sense as a bleeding AT-ST...even though Tuesday my group had a bleeding AT-ST that I could not fix with first aid. LOL

Zarlor
Thu Nov 20, 2003 10:06 am
#3

1.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
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14194



2.TEF Notification%*


(Partial Fix, added concern over getting booted from a building due to a healing TEF)


Doctors are requesting 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. The addition of getting booted from a building for gaining a TEF further exacerbates the problem with concerns that a Doctor might start a Med Center from their house or as a public Med Center in a Player City and then get booted out of it for 5 minutes healing an overt or TEFed faction member.


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.


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.


(*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:There is now a Flag symbol showing when a TEF has been incurred.])



3.Enhance Packs Variability%&


(Partial To be Fixed)


Since buffs seem to have such a wide range of healing levels we would like clarification on how this massive variability is generated (what’s the formula?) 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. Or just a general lowering of the buff range would also be acceptable. Some have also suggested allowing the overriding of lower level buffs as a possible alleviator for this situation.


(*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.}


Zarlor passed along the following summation from Ben “Marvelin” Hanson’s response on the Correspondent forum on 10/28/2003:
“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?)”
Ref:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=17920)



4.Combat Queue Heals%


(Partial and To be Fixed)


There should be a graphic display of heals in combat queue. The fact that heals actually queue up in the combat queue already confuses a large number of Medics. Most Doctors have come to understand how heals do queue up, but it would be very nice to actually see at what position they are queued at. It has also been suggested that heals should always be considered a priority queue item that jumps immediately to the front of the queue to be the next action accomplished.


(*Dev response:
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:
·Look into making healing go into the combat queue 100%.”


[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


Publish Notes on 10/8/03: “Made /dragIncapacitatedPlayer visible in action list”)


5.Enhance Griefing/Override&


(To be Fixed)


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.


(*Dev Response:
Zarlor passed along the following summation from Ben “Marvelin” Hanson’s response on the Correspondent forum on 10/28/2003:
“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?)”
Ref:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=17920 )



6.Resuscitation Pack Usage on Faction Pets


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”.



7.Target Friendlies


A request is made for a quick way, like Tab (perhaps a toggle to make Tab work through enemies or friendlies) for quickly scrolling through friendly (or at least non-aggro) targets. (Note: For those of you requesting this for groupmates, Ctrl-Q is already mapped to do this by the default keymap. You may reassign it to whichever mapping you prefer.)



8./diagnose Refresh


There have been requests for the new /diagnose command to either have a refresh button added to it, that it automatically refresh at some interval (perhaps every 15-30 seconds or following the wound timer), or that reissuing the command will refresh the current window instead of opening a new one.


The window comes up rather small and it is not the easiest display to read. Perhaps something more like the Ctrl-C display or coloring the names base on their appropriated HAM section would help some. As would autosizing it to display all of the stats or at least remembering the size and position of the last /diag window used.



9.TEF Documentation and Faction Healing (including Neutrals)


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.


For 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.


Patch notes on 10/8/03: “No longer allow neutral players to help neutral non-players with enemy flags of any sort”)



10.Droid Low Power Notifications


Droid “Low Power” messages are too obscure and difficult to read, often only appearing to pop up off of the droid itself, which can be hard to read and especially difficult to notice if you aren’t looking at the droid directly. This is causing a great deal of confusion and a lot of folks are thinking their druids are broken when they only need to be recharged. Better notification of the “Low Power” condition, instead of the standard, “You must be in a camp, blah, blah, blah, to do that” message is needed.

Message Edited by Zarlor on 11-24-2003 12:29 PM



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Thu Nov 20, 2003 10:08 am
#4

11.Target Self


The ability to target self when clicking on your own HAM bars, such as in a group, which would function in the same way as using Ctrl-1 would.



12.Med Center Grouping


Grouping for Medical classes in the Med Center has been brought up. The consideration would be that healers could group, in much the way Entertainers do, for minor healing gains and/or minor XP gains or even for simply lowering the variability of heals as many would simply prefer some greater consistency there. The suggestion for auto-splitting /tips was also brought up in conjunction with this idea, perhaps with a /tipsplit or /grouptip type of command for the patient to use.


(*Dev response:
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)



13.Enhance Drop Notification


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.



14.Crafting Schematics Clarification and Documentation


Crafting schematics do not seem to properly reflect exactly how they are utilizing their formulae. For example some basic testing has shown that a schematic states a Stim should get it’s power rating though 66% OQ and 33% PE and it’s Charges through 66% OQ and 33% UT. However, it appears that using an Inorganic with a PE rating does NOT yield additional power, as the schematic would imply. Clarification on this, such as annotating on the schematic that only the Organic affects Power and Only the Inorganic affect charges, should be made if this is truly supposed to be the case, or it should be rectified to properly select all ratings available from all components in other to create the final product. It would appear from further testing that like attributes from different resources are actually averaged, and not additive, which is counter-intuitive to a crafter’s expectations. We would really like some clarification on the issue and better documentation of it.


http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=5996



15.General Inventory Search for Meds


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)



16.Auto-Retaliate


The ability to turn off auto-retaliate when fighting has been requested. The reason being that for healer characters the actual fighting process slows down their heals, and can sometimes cause confusion about who/what is targeted occasionally causing heals to go in the wrong place. Some medics prefer to avoid having any weapons in hand in an attempt to not have attacks being fired off from them that might slow down their ability to heal. The possibility of ensuring that heals get priority in the combat queue by going immediately to the front of the queue may help to alleviate this at least some.



17.Droid Crafter Rating


We’d like to be able to see the Food & Chem Crafter rating when a droid has one built into it.



18.Factory/Harvester Status Notifications


Requests have been made for more notifications from harvesters and factories. While the current notification when at 50% maintenance is nice, it would be far more useful to receive notifications whenever a harvester stops and for what the reason was, such as ran out of maintenance, ran out of power or the resource is no longer available. The ability to set notification when maintenance or power reach a certain level would also be a nice addition, but even a set rate, such a notification when harvester is down to 24 or 12 hours left on either of those would be useful.



19.Resuscitation Pack Usage on Battlegrounds


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.



20.Accidental Cloning


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.



21.Cure Pack Effectiveness Ratings


We would very much like to see an effectiveness rating listed on the DoT cure packs. Although we know that we can experiment on the Effectiveness not being able to see what kind of rating we are giving the pack calls into question the usefulness of that experimentation. It also makes it very difficult to test balance issues between Docs and CMs.



22.Power Selection for Factories/Harvesters


Power management on factories (and harvesters for that matter) is fairly annoying in that there is no way to tell the structure which power from inventory to use. It is not even possible to hide a power source you do not wish to have used (such as radioactives) in a container. Of particular annoyance here is that a radioactive, usable in some components, will be used preferentially over something like Solar Power, which has very few uses in med production.



23.Droid Recharge Rate*


(Added multiple charges proposal)


Droids seem to need to be recharged every 20 minutes. For Doctors, who already have a great deal of items they must carry in inventory, carrying droid batteries and having to almost constantly recharge the droid is more of a hassle than its worth. We’d like to see batteries lasting longer, at least an hour, but something like 2 hours would be far more appropriate (keeping it in line with the length of an Entertainer Buff, for example.) This would improve droid viability in the field without making it unduly cumbersome for Doctor’s to use their droids. Another proposal for consideration would be to allow multiple charges to be stored in the droid, like putting quarters in a parking meter allowing it to last longer that way.



24.Heal Pack Selection Methodology Clarification


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.



25.Factory Identical Components


There has been a request to alleviate the requirement for factory identical components. It is possible this would not really be considered a problem if Medics had some decent ways to make money (see the Money issue) as then they might actually be able to afford a factory, or at least be a viable market for other Doctors running factories to sell to them. Right now it is considered a rather non-productive market to sell to, primarily, other Medics (although a few are making it an acceptable market in this respect.)



26.Healing Range/Distance


Heal range is annoyingly small. Just enough so that at the normal follow range healing simply cannot be done. Is it possible to increase the standard range just a smidge, to 7-8M, perhaps, or to decrease the standard follow range?


(*Dev Response:
The system designer in charge of combat, Dan, wrote in a thread regarding design issues and considerations for the combat professions on 9/18/03:
“Melee Out of Range issue:


This is caused by the object on your client being drawn in a different location that it exists on the server.


The proposal to fix this is to increase the melee range of all weapons to a value that is closer to the margin of error between the client/server. This will make combat look a little funny as you’ll be able to hit a target further away, but I think this is an appropriate tradeoff.”


Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=565036


This may fix a few of the range errors caused in healing, but may still not exactly address this specific issue. But it may help.)



27./registerwithlocation Command


While considered nice, Docs would have like to see this command more widely published (it was NOT in the publish notes). They would also like an annotation someplace besides the Planetary map, as few folks will be using the planetary maps. Instead it would be nice if their Overhead (Ctrl-M) map and/or the building itself have some obvious indicator that it is manned, such as an asterisk and (manned) at the end of the name on the overhead map and a big flag that flies outside the building when it is manned that may have “sign” attributes that allow it to named with indicating text showing if there are any medics or doctors on “duty”.



28.Heal Targeting Persistence


It is requested that Heals that go into the Combat Queue remember who it was the heal was targeted at initially instead of trying to heal the current target.



29.Droid/Pet Change Concerns


Droids and pets seem to be undergoing some considerations for major changes, particularly the single pet limitations. Many Docs use Droids in many situations and wanted to pass along some thoughts and ideas about the Droid and Pet changes being proposed as they affect the Doctor Profession. As the ideas are quite diverse I only wished to list the links rather than try to attempt to summarize them at this time. So please see the links below for all of the concerns and ideas being expressed.


http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=17437
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=18213

Message Edited by Zarlor on 11-24-2003 12:30 PM



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Knocky
Thu Nov 20, 2003 10:09 am
#5

My REAL vote is #31.


And get the Devs to squeaze in Survey froma mount please.


Feel free to delete my first post Zarlor

Zarlor
Thu Nov 20, 2003 10:09 am
#6

30.Enhance D Med Usage Level+


(New Issue, with Dev Response)


After the November Publish Enhance Ds, which had been crafting to around a Med Use rating in the 70s, now craft to a default level in the 90s. While some Doctors think this enhances the usefulness of the Master Doctor level, it was not mentioned previously as a consideration in the past response to the Master Doc Benefits issue nor was it mentioned in the patch notes. It should also be noted that few other professions have Usage ratings that seem to start in the 90s. We would ask that this issue be looked at and official word given on if the Med Use rating change was intended.


(*Dev Response:
Paraphrased response posted by the Doctor Correspondent on 11/18/03:
“The Devs are aware of this issue and that it is a high priority for us and they are looking into it. No timeframe can be given at this time, but they will see what they can do”)



31. Mounted Healing+


(New Issue)


The /healdamage command does not appear to work when mounted. While at least some consider that it may be understandable why healing cannot be done for others while the Doctor is mounted, we are wondering about having at least the ability to heal damage and/or states on ourselves while mounted. Please consider allowing these abilities as they may at least provide an otherwise support profession at least some ability to surviving an unwanted fight while trying to get away.




32. Getting Docs Back Into Med Centers+


(New Issue)


There have been expressed concerns lately, especially with the newfound prevalence of those VERY long-lasting diseases, about the lack of Doctors to be found in the Med Centers. There is very little content to encourage Doctors to be in the Med Center and available to the average player to provide their services. (Yes, this issue is closely related to several other issues, such as Money and Doctor Content.) There have been several suggestions to alleviate this apparent problem to include; add medical missions and/or quests that pay for healing some number of wounds or states or patients in a medical center (kind of like the Explore Hunting misions), decrease the risk of failures on crafting when in a Med Center, Increase the xp generated from each craft/stim/wound done, pay Doctors to be in the Med Center (kind of like an insurance plan), In player city med centers generate tax from each heal, recharge medical robots while inside for free, Make crafting take less units of resources while there, make groups of doctors share XP instead of compete for it much like bands or put a public medical factory there.


http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=20985


[Edit: Forgot to add the bolding on the issues the first time around. ]


Message Edited by Zarlor on 11-24-2003 02:54 PM



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Thu Nov 20, 2003 10:12 am
#7

Knocky: I can't delete posts, sorry. And you only want to vote for 1 thing? Also PLEASE wait until all of the detail posts are up before voting (you've got a week, after all). It's way too easy for me to mis a voe if it get's put in between the posts like that.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
FURY_Chaser
Thu Nov 20, 2003 10:25 am
#8

#7 by far:


Although mapping crtl to center mouse key is a temp way of makeing this fast and effective, in combat especially PvP non-grouped members are near impossible to heal unless they are not moving which in most cases means they are dead.


'tabbing' would not entierly solve the problem but sure would make it alot easier

Knocky
Thu Nov 20, 2003 10:25 am
#9

My bad, did not know you were going to detail the list as well.


I am assuming you are going to make a top 5 list? So I should stake claim to 5 issues near and dear to my heart? I reported my previous posts so maybe a Mod will delete them for me.


If I can say 5 things then:


31


26


24


23


6

Zarlor
Thu Nov 20, 2003 10:29 am
#10

Actually I use the vote not only to make a Top 5 but also to order the lsiting. There is a thread at the top of the forum detailing how to vote. So feel free to vote for 10 issues in the order of preference and importancefor you.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Nikuhiru
Thu Nov 20, 2003 10:29 am
#11

#31 for me aswell.


I don't see why one can not insert a Stimpack into theirselves while riding on a mount, but still manage to shoot a weapon without special moves




_______________________________________________


Dr. N'yk Darhek - The Guardians


Libertas Ara Amplus


BrandonIT
Thu Nov 20, 2003 11:04 am
#12

Once again, allow me to cast the vote for Avaod, Master Doc, from Naritus.
These are in no particular order


1. #3 (suggestion is to make buffing require /consent. Just like rez.)
2. #4
3. #5 (this would be solved by the /consent command in order to be buffed)
4. #13 (a system message would be the most likely candidate)
5. #18
6. #20 (this can also be caused by pressing the ESC key with the clone window up)
7. #28
8. #31




Erdeid - Master Commando
Erleid - Master Musician, Master Entertainer, Master Artisan
nope...gone again...
Zarlor
Thu Nov 20, 2003 11:05 am
#13


  1. 2

  2. 1

  3. 23

  4. 13

  5. 14

  6. 15

  7. 18

  8. 21

  9. 22

  10. 31



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
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