Doctor Archive

Thread: Top Doctor Concerns

Zarlor
Wed Jul 23, 2003 7:53 am
#1

Since the Devs have asked for volunteers to gather up this kind of information for them and I was insane enough to actually volunteer to do that for them asa Doc Correspondent for at least a little while I thought I had better get to work! I'm just a mothpiece or conduit for this stuff, it's your feedback, as folks who are playing or interact closely with the Doctor profession, that they want me to gather. They could pretty much care less about what I think. Si guess I better get to work gathering, and here is the best way I could think of to do that, beyond reading through all the other threads here that I already do. I'll try to post what I think I'm seeing as out top 5 issues before I pass it along to the Devs. Let's hope this works. I know I have my fingers crossed.


So, please do me a great favor and list what you feel are the top issues/concerns/grips/bug/etc... affecting the Doctor profession.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
vortexala
Wed Jul 23, 2003 8:03 am
#2

Bugs:
'Touch of Death' - using the Rez kits on someone that isn't a corpse.
Stuck HAM - using an enhance pack on someone and then no longer being able to see movement in their HAM(I have seen someone get incapped while their HAM still read Full due to this)

Uhm...meh...too lazy to go into anything else right now. I'm sure the other will though



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
LordMitford
Wed Jul 23, 2003 8:04 am
#3

To be honest I dont have a massive list of problems with doctor compared to other professions (commando and droid engineer need a lot more work in my opinion) but wanted to make one suggestion for you as you do your new "job":


Remember that Doctor and Medic are two seperate professions, get to know the Medic Correspondant and make sure you pass on medic issues to them instead of putting them forward as a major doctor concern: for example in my opinion /medicalforage is an issue for medics whereas /diagnose is an issue for both doctors and medics.


Master Doctor Karina, Traders Outpost, -2300, -4200, near Bestine Starsider


Purveyor of high quality medical supplies




Karina Jedi Grind: 20 professions done, 12 to go Dr. Stims


grinding resources vendor ... millions of units ... most under 2.5cpu...

-1774 -5824 Tatooine (nearest shuttle: Sparta, formerly Traders Outpost).

Nohup1
Wed Jul 23, 2003 8:09 am
#4

Combat-doctors, and medics in general, have no way to heal mind-damage.

I'm the healer, my job is to help my groupmates AVOID INCAPACITATION. I can't do that when every mob does around 1:2 mind to health/action damage.

(and don't get me started on Mind Damage in PVP)

The whole HAM bar needs revamping, mind-damage should either be rare, or should not invite incapacitation.
Or just let me heal it.

Glad to have you onboard Zarlor, when you were announced as Dr. Correspondent I looked for some of your old posts to see where you stood on some of the issues we have.

You seem like a fair minded fellow, if you don't think this is a problem for us docs, let me know, (so I can convince you )
Doum
Wed Jul 23, 2003 8:13 am
#5

Hi,



Me it might not be an issues, but is there a way to kwon the ammount of wounds a patient as in eacth category ?


If not i think that could help to have sutch a tool or command for that? Because i always ask how mutch wounds left when its hard to see the black at the end when the patient is almost healed up!



Thanks guys!


Doum Medilya


Novice Doctor, Mos Ethna, Tarquinas server





_____________________________________________________
Doum Medilya (Tarquinas server)
World Trade Organization
Mos Benzin Citizen Colonel in Rebel Army
"Rebelion is the first step towards Freedom!"
jondom
Wed Jul 23, 2003 8:21 am
#6

Biggest issues at the moment that I am aware of:


1. /diagnose. We've been whining to get this for a LONG time.


2. Enhancement bugs


--a. Stuck HAM's


--b. Buffs not lasting full duration under some circumstances (look at other threads in this forum about this issue)


3. Factories and Crates issue (I have posted my findings on this topic at http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1224)




Lyandra Wylde
Wylde Pharmaceuticals located at 4832, -324
Deeja Peek, Naboo, Corbantis

Sasha Starfyre
Wanderhome
Zarlor
Wed Jul 23, 2003 8:25 am
#7

Actually, Nohup, it isn't really a qeustion of wether or not I think something is an issue. It's wether or not folks inte h community think something is an issue. I'm just a data collector. So what you think is an issue IS an issue, especially when that issue comes up in many places.


And thanks, LordMitford, I had already been steeling myself to ensure that Doc and Medic issues remained as seperate as they could be feasibly kept, but some medic issues are of as much, if not more, concern at the Doctor level of the profession as well, and so i would certainly intend to pass such things along.


Otherswise, that's all I am, folks. A data collector for your (our, really, since I do see myself as a member of this community)concerns. Nothing more. My personal concern are no more or less important than any of yours and that is why I'll be passing what I would like to pass along to the Devs by you all first.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Erithil
Wed Jul 23, 2003 8:39 am
#8

-Factory crates should be able to be used in factories as input ingredients...it's a real drag (pardon the pun) dragging them from the inventory into the input hopper. Especially when you are making 100 stim B's. That's 300 components you have to unload from crates and load into the hopper.



-I agree on the diagnose command. We need to be able to see every wound, not just health/action/mind. If necessary, make it a confirmed scan...so the game says "Kalavar Rihn is trying to diagnose you. Do you grant him permission to see your character statistics?"




---Kalavar Rihn
vortexala
Wed Jul 23, 2003 8:50 am
#9

The factory issue isn't limited to just Doctors though, although it should get a mention it shouldn't be seen as a Doc Only issue.

the /diagnose command is also something that should definately be addressed. We've been waiting since Beta for it, and have yet to see it in-game.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Cendor
Wed Jul 23, 2003 8:52 am
#10

Agreeing with the stuck HAM bars after heavy stim use and enhancements. (spices also cause this btw)


The Mind damage thing is also frustrating, I can keep people healed to max most of the time. But eight times out of ten I watch them go down due to mind. A majority of the time they loose all of thier mind before they even reach half health and action damage.


Very very frustrating.


I alsosaw someone mention crates, hoppers, and factories. I think this issue plauges any of the professions that use factories. Affects the Doctors greatly because of the meds that can be made. Not sure if the Devs will consider this a "Doctor Issue". But I do agree on that one too.




--------------------------------------------------------------------
-=Vargrus Valkyre, Master Surgeon (Radiant)=-
---------------------------------------------------------------------


Trewe
Wed Jul 23, 2003 9:03 am
#11

Welcome Zarlor thanks for taking on this task!


I really only have two major complaints. I've outlined them below and offered some suggestions.


(CRAFTING)


I think the requirements for medicine crafting is ridiculous. I have to be in town to make stim Cs, I have to have a special droid or build a house with a crafting station to make Cure Disease medicine, and I have to usefactory built components to make Stim Ds. If I wanted to be an artisan, I'd be, well, an artisan. I really don't like having to invest so much of my time and resources into making medicines. I spend far more time collecting resources and sitting atthe crafting station than I do actually healing people.


Suggestion 1:Provide advanced crafting stations that charge a fee for use that can be used as personal crafting stations.


Suggestion 2: Put a crafting station in the medical centers so I can make medicines while I'mhealing wounds.


Suggestion 3: Let us craft using resources out of a pack. When I run out of stims in the field and need to make some stim Bs fast, its a real hassle to have to pick thru my pack and pull out the needed resources.


Suggestion 4: Allow us to craft stacks of subcomponents, such as Biological Effect Controllers, to reduce the number of steps needed to make basic medicine.


(MEDICINE VARIETY)


A fully trained doctor will have a large quantity of 1 kind of stim packs,6 different medicines for healing wounds,6differentmedicines for buffing, 4 kinds if medicines for healing state, 2 kinds of medicines for curing disease and poison, and finally a revive kit. Thats 20 different medicines I need to keep in my inventory at all times.


Suggestion 1: Allow me to use medicine from a pack. Currently, every time I want to heal/cure/buff someone i have to either (a) keep the medicine in my main invetoryand use a command or hotkey (b) drag the actualmedicine to the hotkeys, and redefine the hotkey every time it runs out, or (c) open up my pack and click on the medicines.


Suggestion 2: Have some sort of automatic selection for wound types and states.It's slow and cumbersome to have to type "Healstate dizzy" or "healwound constitution", and defining a hot key for all possible wounds and states isnt practical.


Suggestion 3: Reduce the number of medicines required. Perhaps one medicine for "green" stats, one for "red" states, one for combat related states, and one for poison/disease.


Good luck and thanks for listening.







Milany Sunstrider of Tyrena
Master of Surgery & Chemistry, Novice Bio Engineering
Phayte
Wed Jul 23, 2003 9:15 am
#12

1. Some way (i.e. /diagnose) to see attribute damage on someone. If I blow another Wound Pack heal on someone who says, "I got alot of damage to [insert stat name here]" only to see a 5 point heal go off I'm going to scream.

2. Make factories work for everyone. Some people seem to be able to use factory crates in their factories and some can't. Those that can't must pull all the parts out of a crate and put them in the factory's input hopper manually.

3. Enhancement Packs should work correctly and not freeze HAM bars of those we use it on.

4. Address the Mind stat healing in combat problem. Even if the ability isn't given to Doctors give it to someone. Personally, I think there should be a reason to get Entertainers out in the field and into combat but that's just me.

5. A healing damage timer notification like we have for wounds. I'm tired of mashing the /healdamage macro button hoping for the best. I guess this if more of a Medic issue but still....



Milarak
"The best is the enemy of the good."
aw232
Wed Jul 23, 2003 9:31 am
#13

I would add my vote for the /diagnose function and for the obvious bugs with some of the stuck HAM bars.


I do not believe that our running out of mind during a fight is bad at all. I can make enough stims so that I have literally hundreds of charges going into a group fight. There has to be something that limits my ability to heal indefinately. The amount of meds that I have obviously isn't it, mind drain is the only way to realisticly accomplish this limitiation. Since I can heal at 500+ for a charge, a small group with me in it would only die if an atomic bomb went off in our midst. Or perhaps the Force Witch equivalent


The other bug that I would like to bring to the attention of the devs is the "Potency" attribute that is desired by all of our meds but does not exist in any resource. Currently our carefully crafted meds have a zero in one of the main categories and limits our ability to fullytake advantage ofthe advanced crafting system.

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