Doctor Archive

Thread: Top 10 questions query thread (Feb 2 2004)

Traigus
Mon Feb 02, 2004 9:09 am
#1

Ok, I'm collecting 10 questions to throw at TH for the devs to answer.


Please keep the following under consideration when posting questions.


1.) Inflamatory questions will be ignored. Please phrase them in a thoughtful manner. No Flames.


2.) "When will we get..." "What is the status on..." questions won't make it. If that info was available I would have already posted it.


3.) Save issues for the top 5. This is Question and Answer, not development.


4.) Please read the medic, Doc and CM top 5 replies. if the issue is listed there, we already have an answer. Any issues on top 5 that are listed as "under investigation" or "we'll look at it" will be reported on when that info is available. Zarlor and I will update those issues as info becomes available.


5.) Check out the already answered lists on the dev tracker. See what typse of stuff is and isn't being answered.


6.) Check the Focus threads in the new Forum sections. If there is a Focus thread. If they made a tread about it, there isn't an answer yet.


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



I'm going to count up the topics. If you want toignore what I posted above, feel free; the most asked questions in this thread will get sent... but I think you'll be wasting your questions.


I will ignore negative negatively stated questions, demands, or anything that attacks another profession.


This thread will Close in 1 week (Feb. 9, 2004), though I suspect this idea will come around again when TH has time.


-T



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

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Elvandar01
Mon Feb 02, 2004 9:31 am
#2

1) Having the master doctor box, as of right now, only provides the perk of the extra medicine use skill mod. Many people dabble in this profession in get med-use experimented buffs (usually 90 med use) so they don't have to take the seemingly worthless crafting line and the final master box. Being a master doctor should provide more benefits. Doesthe devsfeel the same way?


2) Consentual buffs. It is becoming more and more common that people form and use "grief buffs" nowadays. These enhance packs have very low base enhance, yet still retain a high duration (100 or so enhance, 10k+ duration). With these, doctors can effectively grief players with them so that they have to be killed or wait them out to get a new set of buffs. This especially hurts Jedi because obviously, Jedi cannot take a death to reset buffs. They would have to wait almost 3 hours to get a new set. Doctors should have to be grouped or consented to enhance people's attributes. Could we see this happen?


3) On-fire cure. As everyone knows, fire is a huge annoyance in PvP. Sometimes nothing more than an annoyance, other times very deadly. With new looted weapons having fire effects that target the mindpool for over 200 damage per tick and lasting over 3 minutes, if a victim to said fire is not able to find water, it guarantees a triple incap and ultimate death. Doctors, or even medics, need the ability to cure fire. Would this be possible?


4) Heal state while knocked down. When a doctor is dizzy/kd'd, the only way to cure himself is to spam the stand hotkey and the cure dizzy state hotkey simultaneously very fast, which is a huge annoyance. Doctors should be able to cure state while on the ground. Not an overly important issue, but an issue nonetheless. Could it happen?


5) Doctors should also have access to the /healmind command to be more group-friendly without having to take up the combat medic profession. Would this be possible or will it remain an ability unique to the combat medic profession?


6) Precision attacks. Doctors are a master of the anatomy, and with the master medic pre-requisite, this limits a doctor's combat abilities in most situations. Doctors should be able to target a specific ham bar, at the penalty of reduced damage or a high delay. Any chance of this happening in the combat pass?


7) The craftingline needs to contain some of the new abilities and/or skill mods. Perhaps spreading the +medicine use throughout the crafting line to prevent dabblers from getting almost the same perks as a master doctor (i.e. state cures and enhance D's). Not essential, but could this happen?


8) Multi-target healing. This does not necessarily have to be the equivalent of an AoE stim like the combat medics have, but doctors should be able to heal more than one target at a time. Maybe a doctor-centered point blank AoE heal, or a group heal for all group members within 6 meters. Either way, a doctor should not be limited to healing one target at a time. Feasible or too much to ask for?


9) Spice-downer remedies. Doctors should be the master of curing toxins, and thus, should be able to reduce the downtime induced from spices. Viable?


10) Combo buffs and/or cure packs. Said packs could enhance or cure multiple stats at once. An example would be an enhance pack buffing health/str/con all at once, ora cure pack healing wounds from said stats all at once. Would this be possible?



Avatar- / Elvandar
Elvandar01
Mon Feb 02, 2004 9:35 am
#3

Also:


11) What exactly is the the role of a Doctor? In PvP, it's quite obvious as they are the only ones that can cure poison and disease. However, in PvE, doctors serve no other purpose than buffing the fighters before they leave, and possibly reviving someone if they die. However, the revive is easily attainable via dabbling. Other than revive, a combat medic fills the role of a healer much better than a doctor can in hunting groups because of their AoE heals. Master doctors need a bigger purpose in PvE. What can we expect to change?



Avatar- / Elvandar
Shidevie
Mon Feb 02, 2004 9:51 am
#4

No offense Elvandar but those are all Top 5 issues, not questions for this thread.



Shidevie
- Master Combat Medic
- Master Doctor
Shivanto
- Master Fencer
- Master Swordsman
Traigus
Mon Feb 02, 2004 10:52 am
#5

OOps, forgot one.

Also try not to duplicate Medic or CM questions. We'll just all get the same answers.

-T



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

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Zarlor
Mon Feb 02, 2004 11:00 am
#6






Traigus wrote:
OOps, forgot one.

Also try not to duplicate Medic or CM questions. We'll just all get the same answers.

-T






Good point. (And don't forget your edit capabilities so you might want to add that to your original post.)


For reference, though, here is a link to the Medicquestions that were sent.


http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=9857





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Nerj
Mon Feb 02, 2004 11:18 am
#7

1) Why are we the only crafting proffesion without access to the survey skill?

Probablly a DOC/Medic question?



Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

JasonK
Mon Feb 02, 2004 11:33 am
#8






Nerj wrote:
1) Why are we the only crafting proffesion without access to the survey skill?

Probablly a DOC/Medic question?





We're not. Smugglers craft and can't survey.



----
Blah, blah, blah.
Nikuhiru
Mon Feb 02, 2004 11:36 am
#9

What are the Dev's thoughts on where Doctors are going? Are they happy with the role they play (buffers and resuscitators) and are there any plans in the future to add more abilities to the Doctor tree?



_______________________________________________


Dr. N'yk Darhek - The Guardians


Libertas Ara Amplus


Zarlor
Mon Feb 02, 2004 11:37 am
#10

Well, it is kind of an ongoing issue and has been in the Top 5 for Medics, Docs and CMs. In the medic list I phrased the question more based upon the response we have gotten so far to the Issue, which was, in effect, that we would be discussing it more with the Devs. Here's the question I though would best sum up what we need, but was a question we might actually get a response on (while subtly hinting that I'd like to make sure we make progress on the discussion I am supposed to be having with the Devs on the issue.):






2) Are the resource requirements and/or gathering methods for medical schematics being looked at more closely? We know our Correspondent is supposed to be having a dialogue with the Devs on this issue, but he hasn't told us anything new about that dialogue actually occurring or what might be going on "behind the scenes". (Z's note: Obviously it's because I have nothing to report on that front, but I know it's on the minds of a vast majority of medical professionals out there, and not just Medics.)









Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Lexy
Mon Feb 02, 2004 2:19 pm
#11



Elvandar01 wrote:
Also:
11) What exactly is the the role of a Doctor? In PvP, it's quite obvious as they are the only ones that can cure poison and disease. However, in PvE, doctors serve no other purpose than buffing the fighters before they leave, and possibly reviving someone if they die. However, the revive is easily attainable via dabbling. Other than revive, a combat medic fills the role of a healer much better than a doctor can in hunting groups because of their AoE heals. Master doctors need a bigger purpose in PvE. What can we expect to change?





Docs also have state cure kits. It sucks to be hit with an intimidate or stun and have to wait it out, as the states greatly reduce the fighter's damage output. An intimidate cure at the right time is invaluable, especially against high level mobs. There are also many creatures that poison/disease on adventure planets, so docs are needed for poison/disease cure in pve too. What we need is innoculation kits. Make you 50% resistant to poison, 25% resistant to intmidate, etc etc. Just make it so you can only have a couple immunities, that way you dont have a defense to everything.
MyT_Chicken
Mon Feb 02, 2004 2:28 pm
#12






Zarlor wrote:





DoctorGriggs wrote:


If you want survey so bad why not spend the points?

What if every combat profession turned to us and said they wanted medical skills without spending the points?





Well, there are two responses relavent to that question. The first would be that there is a decent level of support, and this is WITHIN the medical community, to make Some form of Stim A universally available. (And there are plenty of arguments for whay that would actually be a good thing for us.) The second would be that they already have ways to heal themself without turning to the Medical professions. In particular slow heals are available in camps, medical centers and certain player buildings, temporary damage healing (like stimming) is available in the form of Chef foods and Smuggler Spices (yes, those are also buffs, but if you are low and need a quick "stim", even though it will go away in time, that can be one way to do it.), and a what is often a primary tank for many groups, pets, can be healed by anyone through the use of pet stims, the trick command and feeding. So our skills already exist in other places.





Zarlor,


I can't really say that I agree with you there. I'm totally against the possiblity of getting the ability to survey orharvest without using the points. Leaving pets out of this, I will talk about your Food example. Food is great, I use it to help heal my mind when I'm buffing, healing, gathering DNA, or just straight up getting my butt kicked. But food is very limited on 2 things. Effectiveness and Duration.


Your right it helps you out in a grind, but if I weren't a Doctor I would much rather be stimed then have to depend on food to survive. For one you can only eat or drink so much before your full.....and more times than not, 50-100 points (depending on what you eat)for eating foodisn't gonna make much difference if your fighting a rancor, or something similar.


If we did have the ability to survey/harvest even on a very small scale.....we as Doctors or Medics would have no purpose to hire scouts or artisans. My current template is MD/MBE, so I have the ability to harvest from animals. But I can't kill them....with no comabt skills in place I'm pretty much useless when it comes to fighting. I depend on people to do the killing for me, and more times then not at the end of the hunt they usually give me the stuff they harvested. As for surveying again I have to depend on artisans to get what I need.


We as Doctors do not have that large of a specifc inorganicresource need. Almost everything we have uses the same resources. If you can get a Artisan to survey for you, you can place 2 medium harvesters down and be set for a long long time. The resources we require are easy to get if your willing to do the foot work to hire the people that can do what you need. If your not willing to ask for help, give up the points and get what you need......otherwise there is no reason to complain about needing survey/harvest.


Just my opinion




h Egri p
§ If you don't know; you'll find out soon enough! §

DoctorGriggs
Mon Feb 02, 2004 2:30 pm
#13



Zarlor wrote:


DoctorGriggs wrote:


If you want survey so bad why not spend the points?

What if every combat profession turned to us and said they wanted medical skills without spending the points?


Well, there are two responses relavent to that question. The first would be that there is a decent level of support, and this is WITHIN the medical community, to make Some form of Stim A universally available. (And there are plenty of arguments for whay that would actually be a good thing for us.) The second would be that they already have ways to heal themself without turning to the Medical professions. In particular slow heals are available in camps, medical centers and certain player buildings, temporary damage healing (like stimming) is available in the form of Chef foods and Smuggler Spices (yes, those are also buffs, but if you are low and need a quick "stim", even though it will go away in time, that can be one way to do it.), and a what is often a primary tank for many groups, pets, can be healed by anyone through the use of pet stims, the trick command and feeding. So our skills already exist in other places.







Zarlor,

I know where you are coming from and yes, I would personally like the survey skill, but I think it is an issue of balance and therefore I don't think we will ever get it without possibly giving up something else.

I think that the intention of the current skill-based system was to foster inter-dependence of classes hence the reason I don't think doctors or combat medics will ever get survey. If SOE wanted to be fair to all crafting classes they should have had a miner profession with survey skills that all others would have to inter-depend with



Griggs - Undead Priest
Co-Leader of the Unholy Legion - Kalecgos

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