Doctor Archive

Thread: Does anyone else thing that resuscitate needs some tweaking?

Lucreel
Sun Feb 29, 2004 8:58 am
#1

Hullo,
I've been thinking about this quite a bit, and it just seems to me that the devs should do a few things, in regards to Resusc.

1) The duration of player 'groginess' should be a function of skill, so that if you are revived by a doc who has the bare minimum skills to revive, you would have the full minute of groginess, and with a Master Doc you would only have like 5 or 10 seconds of groginess.

2) If revived by a Master Doc, I think buffs should stay in effect.

3) If a Doctor does not have a players consent, popup a little window on the dead players screen when the Doc tries to revive them asking if they want to be revived.

4) Put in a one to two minute wait period before players can clone, but during which Docs can still revive.

5) If players are factioned, and of the same faction, the doctor should automatically have consent, like when you are grouped with other players. That is, an Imp doctor should always be able to revive Imp players, without having to wait for that player to consent them. In the middle of a battle, there's often no time for consent.

The problem as I see it is, right now, the only thing a doc revive does for you really, is avoid incurring wounds (which if you stored clone data, doesn't matter), and saves you a little bit of travel time. Also, because of groginess, players are completely taken out of the battle. Which, yes, I know is the point of groginess. But, I think the devs really should rethink this. If a Master Doc is around to revive someone, it *should* let them get back into the fray faster as a bonus for the Doctor more than for a bonus for the player being revived. Or, put another way, as a bonus for the group. If a Doctor goes to all the pain (think 'carpal tunnel' here) of becoming a master doc, the revive ability should be *very* powerful - especially since Docs usually become targets VERY quickly, at least in PvP. When a Master Doc revives someone, it should give that someone the ability to then quickly begin defending that Doctor. Right now, because of the groginess, having a Master Doc in PvP isn't much of an advantage.

As for item 3 - well, I just get frustrated having to constantly tell people who've *asked* me to revive them, to consent me.
DeathHawk-
Sun Feb 29, 2004 9:30 am
#2

I agree especially with recent decay changes. Revive is not really used in PvP anymore because usually there's a cloning facility nearby, and you can die all they want without decay. This would also be another advantage to being a Master Doctor over 0440. While your ideas were good, I think there's a priority list and I'm not sure if this was on it so I wouldn't expect any changes like this to happen for months =(



---
DeathHawk - Here for forums. I'll consider coming back when they revamp Doctors.

At eighty, I think what I shall regret are the things I always wanted to do and never did; the experiences I denied myself because I was too concerned about others opinions or too anxious for their approval but what I think I would regret most is a life wasted living as a person who was not me. Doug Malloy (RIP Rich)
Songe
Sun Feb 29, 2004 9:52 am
#3

I agree on the box thing instead of consent, however the difference is that it could use a charge of a rez kits, which isn't the case if someone just doesn't consent you. I don't think it's really an issue though.


I disagree however that it only saves a bit of travel time, in some situations it makes a huge difference whether you have someone who can revive or not. I really don't see the groginess etc as a problem considering the usefulness of the skill.





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Novice Lekku Stomper
shadowlith
Sun Feb 29, 2004 2:21 pm
#4








Lucreel wrote:

1) The duration of player 'groginess' should be a function of skill, so that if you are revived by a doc who has the bare minimum skills to revive, you would have the full minute of groginess, and with a Master Doc you would only have like 5 or 10 seconds of groginess.

I like this idea, but would expect the groggy time to become an added function of the Rez packs if this were included. Doc abilities would still effect it then, or you could experiment for it.


2) If revived by a Master Doc, I think buffs should stay in effect.


Depends. If it's my friends, yes. If it's random people I can sell more buffs to, no

3) If a Doctor does not have a players consent, popup a little window on the dead players screen when the Doc tries to revive them asking if they want to be revived.


This would be nice.

4) Put in a one to two minute wait period before players can clone, but during which Docs can still revive.


No. Horrible Idea. Just a time sink if there is no doc around. I don't feel like sitting for two minutes "just because" (especially since I'M the doc, and usually have to clone and haul ass to rez everyone else)

5) If players are factioned, and of the same faction, the doctor should automatically have consent, like when you are grouped with other players. That is, an Imp doctor should always be able to revive Imp players, without having to wait for that player to consent them. In the middle of a battle, there's often no time for consent.


This could lead to griefing, much in the same as ninja buffing. A doc could continually rez someone and get them killed in a PVP battle. Wounds start to build up, along with a FP hit. I say no. Idea #3 is good enough to cover this.









Like the Pheonix, he shall rise from the fire
And be born a new.

Flames will rain down upon all that oppose him
And when the embers cool

None will be left standing.

::The A'rien 1/2 of Seniph Gales::


Mego
Sun Feb 29, 2004 2:31 pm
#5

I think the timer for how long you have before you can't ress a player is wonky.

It seems randomer than my buffs.


Logo
Quandry
Sun Feb 29, 2004 2:39 pm
#6

Id just be happy if i dident have to heal all my states before i can rez. Not being able to rez wile stuned for example is lame. Wen i rez im taking fire and keeping all status effects off me just to bring back my comrad is a hastle. And ontop of that i am not moving or using specials wile im trying to rez them because im to bussy keeping status effects off me and rezing heh. Once i finaly get the rez off they cant even back me up for a minut. Usualy i take tons of damage just trying to rez...and by the time they can fight i would have ben better off letting them sit there dead and take out the threat.



_______________________________________________________________________________________________________________________
Carbineer for Life
Weapons||Armor
Li'lith of Tarquinas
Alderaan Memorial Hospital
Loot Vendor (-6851 -4108) Galia Naboo


Log1c
Sun Feb 29, 2004 7:02 pm
#7






Quandry wrote:
Id just be happy if i dident have to heal all my states before i can rez. Not being able to rez wile stuned for example is lame. Wen i rez im taking fire and keeping all status effects off me just to bring back my comrad is a hastle. And ontop of that i am not moving or using specials wile im trying to rez them because im to bussy keeping status effects off me and rezing heh. Once i finaly get the rez off they cant even back me up for a minut. Usualy i take tons of damage just trying to rez...and by the time they can fight i would have ben better off letting them sit there dead and take out the threat.






IF this is the case... I find it better to try to back off a bit from the fight... and drag the incapped player to you.... at master doc.. we can drag 30m away... I have found this to be very effective... if you are with a good group... they know to try to keep you alive... and if you have to back down and drag someone to a safer place... then do it... Learning the "tools of the trade" will make any/everyone more effective at their given professions... 2 cents



Prophecy -= (pre-FOTM)Master Pikeman - Master Swordsman - Master Brawler =- Shadowfire
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Retired Masteries: Creature Handler, Marksman, (pre-patch)Rifleman...
Artisan, (holo) Weaponsmith, (holo) Tailor, Medic, (holo) Combat Medic, Scout, Entertainer, Doctor, Teras Kasi...

"If you gotta go down...Go down in flames..."
GOT MUON?
Quandry
Mon Mar 01, 2004 2:58 am
#8

yeh drag is a godsend i love it...Its realy fun wen 2 docks play tug o war with our guild leader lol. Im just saying that as mele its easy to have the mob attacking you...being a doc it is easy to keep yourself alive and all but. Wen the mobs are targeting you it usualy puts the team mate in a bad spot to be brought up. and hurt members running near you for healing might get hit etc. Not saying its imposable to be a good doc in a group or even hard. Just less convient



_______________________________________________________________________________________________________________________
Carbineer for Life
Weapons||Armor
Li'lith of Tarquinas
Alderaan Memorial Hospital
Loot Vendor (-6851 -4108) Galia Naboo


Knocky
Mon Mar 01, 2004 4:12 am
#9






Mego wrote:

I think the timer for how long you have before you can't ress a player is wonky.

It seems randomer than my buffs.


Logo






And that is saying a lot.
Lucreel
Mon Mar 01, 2004 8:38 am
#10

2) If revived by a Master Doc, I think buffs should stay in effect.

Depends. If it's my friends, yes. If it's random people I can sell more buffs to, no

Well, my thinking on this is just that it makes revive a bit more usefull as opposed to cloning.




4) Put in a one to two minute wait period before players can clone, but during which Docs can still revive.

No. Horrible Idea. Just a time sink if there is no doc around. I don't feel like sitting for two minutes "just because" (especially since I'M the doc, and usually have to clone and haul ass to rez everyone else)

Yeah. . . it's just a time sink. But I have a couple reasons for proposing it. One is that there *should* be some inconvenience to dieing. . . not just insta-clone when you die. This would give the side in PvP that is 'winning' as it were, a chance to heal up a little bit. A tiny bit of downtime during PvP. Right now, one group can come near a town, own another group, and the other group can just pop out of the cloning center in town and come kill the other team before the team has a chance to recover from the first round of fighting. PvP in SWG is just so horribly stupid, and this is one of the biggest reasons why. Until such a time as SOE actually allows factions to sieze control of cloning facilities, to deny the other faction the ability to use them, this is a reasonable approach to make PvP a little less retarded.

My second reason for proposing this is to deal with the 'newb' factor - people who just immediatly clone on death before the Doc can tell them to wait for a revive.

Thirdly, there *should* be some inconvenience on death. A 1 or 2 minute time sink provides just a little bit of frustration about dieing, plus if the Doc revives you during that time frame, you're a little happier about the revive.

Obviously we don't see eye-to-eye on this issue, but my opinion is that this would be a positive change. I do see one potential downside to it though. The one problem with this system is that it gives the stronger group ample time to go to the clone center to gank people as soon as they clone. Something would have to be done to deal with that kind of griefing. Maybe a 1 minute timer after cloning where you can neither attack or be attacked, so that people have a chance to get away.




This could lead to griefing, much in the same as ninja buffing. A doc could continually rez someone and get them killed in a PVP battle. Wounds start to build up, along with a FP hit. I say no. Idea #3 is good enough to cover this.

Fair enough. The popup probably could be sufficient. Alternatively it has occured to me that SWG could move from a consent system, to an unconsent system. Sort of like how in spatial chat, you don't have to actively choose to listen to everyone - you actively choose to /ignore people. In the same way, with revives, Docs could be assumed to have consent until someone adds that Doctor to their un-consent list.
shadowlith
Mon Mar 01, 2004 11:45 am
#11








Lucreel wrote:

Depends. If it's my friends, yes. If it's random people I can sell more buffs to, no

Well, my thinking on this is just that it makes revive a bit more usefull as opposed to cloning.

My response was just a bit of humor. I do think it would be useful, since 80% of the buffs I give are to friends, and end up rebuffing them when they die anyway.



No. Horrible Idea. Just a time sink if there is no doc around. I don't feel like sitting for two minutes "just because" (especially since I'M the doc, and usually have to clone and haul ass to rez everyone else)

Yeah. . . it's just a time sink. But I have a couple reasons for proposing it. One is that there *should* be some inconvenience to dieing. . . not just insta-clone when you die. This would give the side in PvP that is 'winning' as it were, a chance to heal up a little bit. A tiny bit of downtime during PvP. Right now, one group can come near a town, own another group, and the other group can just pop out of the cloning center in town and come kill the other team before the team has a chance to recover from the first round of fighting. PvP in SWG is just so horribly stupid, and this is one of the biggest reasons why. Until such a time as SOE actually allows factions to sieze control of cloning facilities, to deny the other faction the ability to use them, this is a reasonable approach to make PvP a little less retarded.

My second reason for proposing this is to deal with the 'newb' factor - people who just immediatly clone on death before the Doc can tell them to wait for a revive.

Thirdly, there *should* be some inconvenience on death. A 1 or 2 minute time sink provides just a little bit of frustration about dieing, plus if the Doc revives you during that time frame, you're a little happier about the revive.

Obviously we don't see eye-to-eye on this issue, but my opinion is that this would be a positive change. I do see one potential downside to it though. The one problem with this system is that it gives the stronger group ample time to go to the clone center to gank people as soon as they clone. Something would have to be done to deal with that kind of griefing. Maybe a 1 minute timer after cloning where you can neither attack or be attacked, so that people have a chance to get away.

Putting it in for PVP would be marginally acceptable. Putting it in for PVE would be a mistake. Like I said, I don't want to wait 2 minutes just to clone when my group is 3k out from the nearest clone center hunting on Dantoonie. Another note in PVP, if people want to be a.sses and harass you after death, this means there is no quick out. I think the 1 minute timer post clone would be better than a pre-clone.






This could lead to griefing, much in the same as ninja buffing. A doc could continually rez someone and get them killed in a PVP battle. Wounds start to build up, along with a FP hit. I say no. Idea #3 is good enough to cover this.

Fair enough. The popup probably could be sufficient. Alternatively it has occured to me that SWG could move from a consent system, to an unconsent system. Sort of like how in spatial chat, you don't have to actively choose to listen to everyone - you actively choose to /ignore people. In the same way, with revives, Docs could be assumed to have consent until someone adds that Doctor to their un-consent list.


Actually, I always wondered why the consent system didn't work as you say with the /unconsent. Everything else in this game works that way (Building entry for public, "hearing" other players, preformers healing with /denyservice) it would just seem logical to me that docs could rez unless unconsented.



BTW, thanks for the level conversation





Like the Pheonix, he shall rise from the fire
And be born a new.

Flames will rain down upon all that oppose him
And when the embers cool

None will be left standing.

::The A'rien 1/2 of Seniph Gales::


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