Doctor Archive
Thread: Issues Quick Peek
The tally is done and I thoughtI would toss out a quick peek for folks who are interested. This is from a total of 111 people voting (a pretty good number, the best we've had so far, actually.
) It should be noted that I was considering this time around making sure I noted which issues received0 or only 1 vote. However, every issue on the list was selected as a Top 10 Issue for someobody on this forum at least twice, and even then there were only 4 issues that got that low a number of votes. (Medic-realted Clothing, Wound Stat Pack Selection & the /Heal Commands, BF Notification and Title Sticking, for those that are interested.)
1.Doctor Surveying/Medical Forage
2.Mind Damage *
3.Heal Consistency
4.Master Doc Benefits
5.TEF Issues
6.Enhance Packs %
7.Experimentation Issues *
8.Faction Points
9.First Aid Improvements =
10.On Fire Cure
11.Combat Queue Heals =
12.Medicine Organization and Inventory Management %
13.Factory/Harvester Problems *%
14.Money *
15.Healing Range/Distance
16.AoE Cure State Pack %
17.Crafting Schematics %
18.Doctor Content
19.Resuscitation Issues and the Stat Drain Bug/Stat Loss Bug/Stat Stick Bug
20./diagnose Refresh
21.High Level Wound Pack Consolidation
22.Pet Healing
23.State Pack Persistence/Immunity
24.Damage/Stim/State Timer and Bug
25.Correspondence Response
26.Factory Identical Components
27.Auto-Retaliate
28.Crafting XP *%
29.Medicine Use Skill Granularity
30.Target Self/Groupmates/Friendlies
31.Droid Med Module Bugs
32.Skill Enhancement Concerns *%
33.Surgeon Profession
34.Pet Stimpacks
35.Med Center Grouping
36.Medical Vendor Type
37.Incapacitated Player Location Problems
38.Combat Medic Components
39.Schematic Trading *
40./registerwithlocation Command
41.Med Center Crafting Station
42.Quickheal Uselessness =
43.Medic-related Clothing
44.Wound Stat Pack Selection & the /Heal Commands
45.Battle Fatigue Notification
46.Title Sticking
47.Droid Messages
48./DragIncap Use in a Room
49.Non-Combat Diseases +
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 (i.e. 2-8 weeks.)
% - Denotes some part of Issues will be fixed in either this publish or the next (i.e. 2-8 weeks.)
The Long Haul
- So far only Mind Damage has been a Top 5 issue in all 3 monthly Top 5 Issues Lists.
The Up and Comers
The Big Leapers of note are:
- Master Doc Benefits took a nice litte jump from #9 last month, to #5 this month.
- /diagnose Refresh made the largest leap of 9 spots going all the way from #29 to #20. (I don't count what was listed as #47, Pet Healing, becasue that was a new issue, so this voting didn't move it up, so much as it fit it in.)
The Down and Outers
- Factory/Harvester Problems made a massive 12 point tumble dropping from the #1 spot all the way down to #13. Then again, that's a good thing since it means that the biggest problem within that issue was actually rectified this month.
- The biggest loss of 16 places belongs to Pet Stimpacksgoing from #18 down to #34.
- Medic-related Clothing also took a little12 point stumble dropping from #31 to #43
Items of Interest to Virtually Nobody
The #1 issue had a whopping 73 (out of 111, or around 67%, a 2/3rds majority)folks include it as on of their personal Top 10issues at an Mean priority of #2. (Nothing else averaged a higher priority rating.) (A 665 scoring on the preference total)
The #2 Issue, meanwhile, had 59 (out of 111 or around 53%, a simple majority) people putting it into their Top 10 list at ana Mean poistion of #3. (A 465 rating on the preference total)
The #3 Issue also had 59 people voting for it at a mean position of #4. (A 388 rating on the preference total.)
Obviously the Top3 were top issues with at least a majority of the Docs who voted. None of the other issues made it onto a simple majority of the lists of the Docs who voted. (Issue #4 just dropped down to being on only 49% of the the Top 10 lists.)
Nicely done, Zarlor, though I suspect the:
item is going to tumble right back up to the top as soon as the TC game is uploaded to the live servers. Two major nerfs to crafters coming in on that one, the schematic 100 cap and the massive reduction in hopper capacities of harvesters.
It may go back up IF they impliment the 100 limit. The last thing Holo posted on the thread where he asked for feedback on that made it sound like they may be chaning their minds on that limit. No specific responses beyond that, yet, though.
As for the hopeer size... yeah that might pull it up as a storage issue, since a lot of folks are using that hopeer for storage space. I don't think it was ever intended to be used as the end-all, be-all storage space for folks, and that may be why they may still impliment that. We'll just have to see.
Great work Zarlor!
/bow to the greatest Correspondant!
Keep up the good work Zarlor, and thank you for devoting time to this voluntary work.
/kowtow
Doh! Migosh, I just ralized what you were talking about. The harvester output hopper limitations. It MIGHT be a big issue here, but I'm not certain yet. It does mean that if you work wtih the maller harvesters and if you don't get them experimented on (Archis should actually like that they ahve something to experiment on, now!) then you will certainly be a lot more limited on how long you can get one of these to run.
I expect it will be something like the Pet Stim Issue. It'll start off kind of hot, but when nothing gets done on it (because it's probably better to nerf the harvesters for a few different reasons) it'll start sliding down the list pretty quickly. If my suspicions are right. That's just what I think might happen with that, but you never know. I'm surpised the Queued Heal thing is as high up as it is since we've know for a while now that it wil be added in, probably by the end of October or beginning of November at the current publish rate. (The exact statement was that it would not be in this publish, meaning the one that we currently have on Test Center and that shoul dbe live within 2 weeks, but the next one, meaning October/November time-frame.) But it still gets put in there.
Not to mention I would not be surprised if some folks put the factory issue as high as they did because the didn't realize it no longer held the issue about not pulling components in it anymore, because that had been fixed. It still surprises me to see folks asking about this issue and not knowing it's fixed.
I'd like to add a preemptive top-10 issue of the schematics being limited to 100. ![]()
Maniweh.
/cheer Zarlor
I don't post much on the Doctor forum...but you're doing a great job.
I think Doctors and Pistoleers have the best correspondents. ![]()
Good deal with the psycho tabulation it must have been, I'm glad you're still our correspondent ![]()
Now we can only hope for the best resulting from this new list.
I can't believe you guys didn't put the stuck HAM bars from Enhance Packs in yourtop 5. Doesn't this bug you and all your customersmany times every night? Now this simple fix won't be considered a priority by the Dev team.
Meanwhile we have "pie in the sky" issues like mind damage, which will require a major revamp of the combat system to change, and is already being discussed by the Devs and general population, taking up one of our top 5.
Remember the Devs will look at the top 5, thenput offany of them that will take a long time to implement for some future time when they're not in constand bug-fix mode.
Let's get the simple things fixed first before we try to make big changes to the game!!
On the other hand, the lack of mind damage healing leads to rifts between the medical community over things like cure poison, as well as being just plain annoying when a bounty hunter out of nowhere blasts your eyes out.