Doctor Archive

Thread: Fixed Issues

Zarlor
Thu Nov 20, 2003 10:47 am
#1

The following Issues (or parts of issues) were removed from the Doctor lists because they appear to be fixed. If you have any comments or examples where these are not fixed PLEASE let me know about it.


[Edit: Added the unfixable item #7]


1.Enhance Ease of Use
2.Advanced Resilience Compound Not Loading
3.Quickheal Uselessness
4.Combat Medic Component Experimentation
5.Medical Vendor Type
6.Enhances Lowering Stats when Combined with other Buffs and Wearing Off
7.Med Use on Enhances from Crates Bug [Not Fixable, per Dev Response]



1.Enhance Ease of Use


Experimentation on Ease of Use on Enhance Packs makes them HARDER to use, not easier. Very frustrating for the lower level Medicine Use individuals who gains access to higher level Doctor Crafting in that they cannot use these packs in the same way they had gotten used to being able to use Stim Cs at a lower Pharmacology level.


(*Dev Response:
Ben “Marvelin” Hanson response to correspondent on 9/22/03: “Fixed experimentation on enhancement medicines so that skillModRequired is reduced, not increased.” As noted at the top the earliest we can probably expect to see such a fix would be in the November Publish.


Patch Notes on 11/13/03:
“Fixed experimentation on enhancement medicines so that skillModRequired is reduced, not increased.”)



2.Advanced Resilience Compound Not Loading


The schematic for Advanced Resilience Compound will not load into the crafting tool at all.


(*Dev Response:
Ben Hanson response to correspondent on 9/22/03:


“Fixed some problems with advanced resilience compounds. They should now be craftable.” The earliest we can probably expect to see such a fix would be in the November Publish.


Stealth fixed in 11/13/03 Publish.)



3.Quickheal Uselessness


Some people have mentioned they would like to see the Quickheal skill actually be useful. The mind costs and damage accrued are too prohibitive for actual use, and would never be used as a “last ditch” method in combat, simply because by the time a last ditch effort is needed the Doc will already have too low a mind level to use the skill. Suggestions tend to be along the lines of greatly reducing the mind and damage requirements of the skill, but greatly increasing the BF and mind wounds accrued through its use to balance that out.



(*Dev Response:
Ben Hanson response to correspondent on 9/22/03:
“Increased the power of quickHeal and reduced its mind cost.” The earliest we can probably expect to see such a fix would be in the November Publish.


Patch Notes on 11/3/03:
“Increased the power of quickHeal and reduced its mind cost.”


[Z’s note: IMHO, this fix will still need to be tested to see if it achieves the goal of making /quickHeal useful.])



4.Combat Medic Component Experimentation


The experimentation points and availability of components that are only usable by Combat Medics has caused some confusion. Having them in the Doc tree provides Doctors with an unfair advantage to experimenting on an item they do not use, while Combat Medics who have not taken any Doctor skills can only make those components at a reduced ability. It has been suggested that while increasing Medical Crafting through Organic Chemistry in the Medic field, that, even though it will be unused at first, Combat Medic Crafting also be raised. Or that crafting apply to combat medic crafting as equally as it is to Medic/Doc crafting. This may make a Doc/CM have an incredibly massive number of experimentation points (presumably 15), but then again they end up using so many skill points to get it I can see how that could easily outweighed the advantage that would bring.


(*Dev response:
Holo wrote as an answer to some PMs on 9/4/03:
“I'll ask about the status of these, if you can tell me which typos they are exactly. (Yes, I know that I can probably read the CM forum for a few hours and find them, but if you tell me more specifics here, I'll both read it sooner and have more ammo to beat a designer about the head with).


Then later in the same thread on 9/5/03:

--------------------------------------------------------------------------------
Elimanning wrote:
Holo, the info you request re: CM crafting has been posted, thanks for looking into it!
--------------------------------------------------------------------------------


Yep, and we're on it.”
[Z’s note: It is likely such an update would not occur until the November Publish. No word yet on when that publish way be scheduled for, but it will certainly hit Test Center first and I will update you all then if it makes it into that round of fixes.]
Ref:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=481241#M481241


Ben “Marvelin” Hanson’s response to Kavedawg on the CM’s Top 5 Issues List, paraphrased by Kavedawg:
“Combat medic components will be moved to the CM tree.”
Ref:
http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=12195


[Z’s note: This implies only that CM components will be moving to the CM tree. Medical components will still have this problem associated with them, however. However this also does address our issue and it should be noted that the Medical Components not being in the CM line will no longer be listed here when this is fixed, since that is really a CM issue and not a Doctor issue.]


Patch Notes on 11/13/03:
“Moved the schematics for combat medical components to the combat medic skill tree.” and “Combat medical components now use combat medic experimentation and assembly for crafting purposes.”)



5.Medical Vendor Type


Food vendors appear to be available on the Vendor lists along with other types like Junk and Armor, but there are no options for Medical Vendors.


(*Dev Response:
Patch Notes on 11/13/03:
“Added 'Pets / Pet Supplies' and 'Medical Supplies' categories to vendor planetary map listing and area barking.”)



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


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. Supposedly fixed in the November Publish. Please let us know if it’s not.]



7.Med Use on Enhances from Crates Bug


(Unfixable)


After the November Publish enhancements in crates made before then which may show a Med Use rating in the 70s in the crate when pulled from the crate shows a jump, on the individual enhancement, to a Med Use Rating on the 90s. In effect a retroactive change in Med Use rating for previously created items. Since there were no Patch Notes concerning such a change we’re pretty sure this must be a bug and would like to see it fixed.


(*Dev Response:
As relayed from the Devs by the Doctor Correspondent n 12/02/2003:
“One of the issues that had been affecting the Doctor profession for some time had been the inability to experiment down the Medical Usage requirements on Enhancement Packs. When Ease of Use was experimented on it would actually raise Med Use, so instead of being easier to use, these Packs were actually made harder to use. This was an obvious bug that needed fixing.


Unfortunately the process of fixing this bug involved fixing how the final Med Use rating was determined on these packs, because it was obviously reversed. In reversing the formula used, so that it was determined correctly again, it also reversed how the Medicine Usage level was determined. In other words Enhancement D Packs are now showing a base Medicine Usage level in the 90s, instead of in the 70s. This is where the Medicine Usage level should have always been on these packs to begin with. So in implementing the fix for experimentation, in effect a fix to the proper Med Usage levels was also introduced.


This entire formula is also utilized when an item is pulled from a crate. So in effect where a previous Enhance Pack may have shown a Med Use rating in the 70s with no experimentation done on it while it is in the crate, pulling it from the crate applies the correct formula on the item, forcing the change to put it back to where it should be when it had not been experimented on, giving us an Enhance Pack with Med Use in the 90s.


The most unfortunate situation here is that these formulas are inextricably linked. The current Med Usage ratings that are being formulated for these Enhance Packs is exactly where they should have always been. There simply must be a proper level of balance to further differentiate at what skill levels you can use these very powerful items.


While it is never the intention of the Developer Team to “nerf” items that were previously created, especially not ones which display a specific rating, there is simply no way to keep the fix in and keep Med Usage levels where they should have been without affecting these crated items. A rollback of the code would only delay the inevitable.


However, a review of the Med Use ratings on the Enhance packs will be started to ensure that the levels are where they properly should be to maintain a good balance and level of granularity between the different types of packs and when a Doctor should be able to use them. Should there be a decision to change the Med Use ratings in this manner such a change will only apply to newly crafted items. As such it would not fix the current problems for items in crates. (Or else such a method could have ben utlizied for a fix.) An estimate of when this can be accomplished cannot be given at this time, we are sorry to say, but rest assured that it WILL be looked at and we will let you all know about the outcome of that review.”
Ref: http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=22475)


Message Edited by Zarlor on 12-10-2003 11:07 AM



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Recongnize
Sun Jan 04, 2004 8:50 pm
#2

you have no life
vortexala
Sun Jan 04, 2004 9:25 pm
#3






Recongnize wrote:
you have no life





...says the person(and I use that term loosely) who goes into a profession forum and digs up a post from over a month ago just to post an idiotic flame...


riiiight...you're life is just so full of fun and glamour, isn't it?




~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...
Zarlor
Mon Jan 05, 2004 6:11 am
#4






Recongnize wrote:
you have no life




Hehe. Actually that post was written more because I had not much to do at my job.


Once thing about being a Sys Admin, if everything works you've got not much to do, but at least you're doing your job right. Besides I thought it worthwhile to make sure that folks didn't just see the Top 5s and the responses, some off them not always what we want to hear, as well as the general negativity of seeing a big issues list wihthout also seeing what kinds of patches we've gotten that have fixed things and issues that we had. I think some of the other forums could actually use something like this to remind them they are not as completely ignored as they think they are.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Traigus
Tue Jan 06, 2004 1:29 am
#5

Docs are the masters of necroposting...creepy.


-T



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

"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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BeaverDive
Fri Jan 30, 2004 11:41 am
#6

I'm still pretty new at the doctor profession, but one thing that doesn't really make a whole lot of sense to me is not being able to call out my droid while I'm in the hospital. While waiting to heal players, I would like to craft meds and use experiment, but in order to do that, I need to run outside of the med-center, call my droid, and then run back inside. I know it seems stupid, but it's just ease of playing. Withthis next patch we can call our droids from anywhere in the wild without the need for a camp, why can't we just call them from a hospital?



Romero Zombie
IO
Zarlor
Fri Jan 30, 2004 7:39 pm
#7

Too many complaints from folks about pulling out pets (mainly aimed at thise big beastie pets, but it ends up including other pets) in Cantinas and, to some extent, hospitals. Now with vehicles they may have to leave it that way, even if there were a push to get it back the other way,so nobody can pull out a landspeeder indoors as well.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
BeaverDive
Sat Jan 31, 2004 11:40 am
#8

Yeah that makes sense as far as calling vehicles and pets. It would probably be more work then necessary for the devs to code the med droids differently so we can call them and only them in the hospitals or cantinas.



Romero Zombie
IO
-Allure-
Fri Feb 06, 2004 2:03 pm
#9

Y -Allure- Y


xoxoxoxoxoxoxoxoxoxoxoxo


-=«ƒ°£»™=-


vMaster Doctor v


lMaster Teras Kasi Artistl

vortexala
Sat Feb 07, 2004 2:44 am
#10

Allure? what exactly are you doing?



~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...
Kynin
Sat Feb 07, 2004 11:30 am
#11

1.Enhance Ease of Use


ok i was testing out a health d and the only thing i altered was the avian everything else was the exact same, so i dont know if the ease of use is determined by overall ingredients or if the final two slots can affect it but using the 66 33 rule on the meat and thegas i got a 92 base with the crappier meat and a 95 with the meat with the best overall quality. i used the formula both ways with the meat and gas together and just on the meat alone(the one meathad a better oq both ways)in the endthemeat with the higher oq gave me a higher overall ease of use base? is this not backwards or am i missing something?


please help
Zarlor
Sat Feb 07, 2004 12:45 pm
#12

I think you may be missing something. What are the full stats of the resources you are using? How is your experimentation coming out? (What points go where and what levels of success are you getting on both the initial combine and the experimentations?)



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Kynin
Sat Feb 07, 2004 12:57 pm
#13

all experimentation attempts yeilded greats


i used the same crated components for both tests so i dont see why the full stats matter? the only thing i changed was the avian, 1 pack with one type another pack with the other type, and like i said the meat that had the better overall quality using the 66 oq 33 pe formula both with the meat 'stand-alone' and with the gas (same type used for both so again i dont see why the full stats are needed) added into the formula(well the oq anyways as there is no pe)


both packs were an initial great followed by all greats after that, the first one usinf the crappier meat came out with a great92 base so i usedtwo greatsto take it down to 90 then used 8 more greats to max out the power which came out to 725 i think, then the second pack using the better overall quality meat came out with a great 95 base and i ahd to use 5 points all greats to get it down to 89(maybe i did that one wrong or it was jsut dumb luck) then i only had five greats to pump into power and it hit a tad over 650


how can this be? where do you factor in the ease of use formula? if its an overall component formula then it would appear the only thing that changed my results was the two different meats as all the components were from the same crates?


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