Doctor Archive
Thread: Zarlor, are you going to do a revote now the patch is in?
Of course. If you read the thread on the big list I stopped to voting on it last week, stating that I wanted to annotate that list with what was fixed in the patch and what new issues had arisen with the patch. I'm working on annotating the list now, but I NEED YOUR HELP!
Everyone, PLEASE, go through the Big List. Print it out. Take it home. Play the game and TEST, TEST, TEST! Did they fixe some of hte issues? Did they fix only a part of an issue? Did they introduce a new issue? Did an issue just change because of something that happpened in the patch? Is an issue simply no longer an issue because of somethign unrelated fixed int he Patch?
Let me know! Add your voice to the current Big List thread. Tell me what I need to change, delete or add.
I will be taking home a list this weekend and testing lots of stuff myself, but I can't always do it all, so I need your help. I hope to new, annotated list up on Monday or Tuesday.
P.S. I guess it's no real surprise that the Combatants gor correspondence bac 2 days ago and we were promised responses by no later than last night. And the responses are where, exactly?
And if you have seen the responses, my hopes are extremely low. We need more than "In Patch", "As Intended" and "We'll look at it". In some cases, like the Mind Damage issue, we need Dev assistance to actually focus the discusion and provide solutions that both the Dev team and us players can reach a compromise on. Somehow I don't think we are going to get that.
Primarily the greatest effects appear to be in factories Zarlor ...
Being able to double-click for example on factory crates to get an item to pop without having to do the whole laggy radial menu thing is absolutely HUGE!
And crates working helps too.
Simplifying the ingredient attribute affect on finished product is huge as well. I'm getting easily between 5% and 20% higher results on my creations now. I even got a 92% on effectiveness for an E stim pack using the same ingredients I could never break 76% before.
As for the feature requests we had the only one solved appears to be /diagnose. Oh and it appears a few folks can now MFG medium water harvesters. But still no micro flora medium or large.
Oooof, I HATE blackouts.
Welp I haven't had chance to do thorough systemetic test, here are some issues-revisited
1. Enhance Packs.
a) Stuck HAMs on buffed players : Look like this one is vastly improved. It didn't stick for me when soloed, and it didn't stick for anyone when they were in group. Could it be that they have this one licked?!? this one looks good
b)crossing zones : Buff stayed
c) Death/cloning : buff didn't stay after death, but timer did so I was able to reapply
d) buff timer : newly crafted buff had twice the duration listed on examin detail info screen but it doesn't look like they last any longer than before. I used both old one I made with 5000+ duration and new one with 10,000+ duration. they both lasted about same on average which is about 15min. I've buffed all 6 line, 2(con & quickness) consistantly failed earlier. str & stamina stayed little longer like 25 min. health & action both varied WIDELY. sometimes 10, sometimes hr. NEWLY made action buff with listing of 10,000 duration failed same time as old health BUT on two occassion it lasted for several hours. So still very messed up
e) no notification of a buffs expiration : Now when buff fails it tell you it did. but I missed my first 5 notification during a battle. Not very noticeable.
f) Enhance Action B+ packs use simple Organic and Inorganic resources : no change here
g) Effectiveness : Tons of people brought it up, but there seem to have been HUGE change to amount of buff we do now. The previous was wide range from 500 - 1700. Now it is still wide range but it is now from 100 - 1100 (NOT KIDDING! I buffed someone for 100 health, then next person was 900 using SAME D pack)
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2. Factory Problems : Ugg.... Too much to handle....
a) admin rights : I've heard you can now open input and output hopper but still no access to schemetic or press start.
b) pull subcomponents from crates : does lot more often now. sometimes even without priming.
c) increasing the input hopper size : they DECREASED the output hopper, but made crates volumn 1 (only the neely created crate is truly 1, old one says it is 1, but actually count as 5, even though you can overstuff them into container so maybe they DO count it as 1, but just display the amount wrong on count. Yhea confusing I know but I'm too lazy to explain better)
d) slow rate of production : still slow. sooooooo sloooooooow
e) Factories completely not working at all.
f) sometimes having too much in output hopper (25% - 75%) make it not work
g) sometimes having more than 1 factory of same type make the second one not work no matter what you do once you get the first one started
h) it takes(eats) the resource for 1, reduce the number of count from schemetic by 1, takes time, power, money for it to make one, does everything but actually make 1 in output hopper.
i) and to top it off, when all this things are going wrong, you get no email notification. when everything is working fine, you do get email notification.
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3. Mind damage. : hasn't been address, but with new increased cost to HAM, including mind, this has become MUCH MUCH bigger issue. And call me creazy but MORE mob seem to just do mind damage now.
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10. Heal consistency : Oh HUGE, HUUUUUUUUGE change. we don't heal wounds very well outside hospital without a good droid and currently finding a good Droid engineer is about as easy as finding intellegent combat medic. Buffs are even MORE widely inconsistant than ever
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11. (Possibly in next patch?) Medicine Organization and Inventory Management
interesting note : now all inventory. bank. input hopper seem to re-organize things in alphabetical order. for example I have bio, chem, liquid crate. I pull 5 from each, put the ones I pulled, then put the crate. I close the window, reopen and I see 5 bio, bio crate. 5 chem, chem crate, 5 liquid, liquid crate. yhea weird
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14. (In next Patch) /diagnose : It's IN! and it's pretty good! although would help if it list the max number like 23/1500 so we can also tell if their buff stayed or not.
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17. Pet Stimpacks : Okay I am gonna put my foot in my mouth again. From what I've seen (finally got myself a pet) CH now have new commend (sorta like downgraded version of insta heal storage) where they can heal their pet instantly using vitality. so they don't even need stimpacks. but now vitality can also be restored with BE. Although finding a BE is harder than finding CH who don't want to kill me.
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19. Master Doc Benefits : in my opinion, it got worse for master Doc. Overall wound healing is down outside of hospital so hospitals are certainly more crowded but I am certainly not gonna be forced to spend anymore time there. Buffs are still weird, and now feel like they brough it down to chef level. certainly worse than spice now.
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20. Faction Points : supposed to be changed/changing
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21. Medium & Large Flora Farms : Been addressed in architect forum as well as artisan forum AND chef forum.
Their response "REALLY? you can't make them? how come no-one mentioned this? tell us more!"
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41. Durability effects on Medicines : Gone, not replaced with anything
42. Public Crafting Station in Med Center : Nope, but more people with crafting droid now
44. Resuscitate pack usage on pets. : no longer needed
51. Factory crates not give up the last item : hasn't happened since patch
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Issues I haven't checked or I didn't see any change
4. Doctor Surveying/Medical Forage
5. Combat Queue Heals
6. TEF Issues
7. Factory Identical Components
8. First Aid Improvements
9. Money
12. Doctor Content
13. Auto-Retaliate
15. Resuscitation Stat Drain Bug
16. Damage/Stim/State Timer and Bug
18. Crafting XP
22. Healing Range/Distance
23. State Pack Persistence
24. Factory Identical Components
25. Target Self
26. Med Center Grouping
27. Wound Stat Pack Selection & the /Heal Commands
28. House/Vendor Rights
29. Touch of Death/Resuscitation Pack Bug
31. granularity in the base Medicine Use levels for different meds
32. Radial menu on enhancements
33. Allow trading of schematics.
34. The ability to cure the On Fire!
35. (Possibly fixed?) resuscitation packs instantly causing massive wounds
36. (Occurring less often. Partially fixed?) Incapped players change location
37. The Factory deeds for Food & Chem rename
38. Potency in schematics
39. The Battle Fatigue affecting your heal rate
40. The experimentation points and availability of components usable by Combat Medics
43. Pet Radial to show Enhance options
45. /DragIncapacitatedPlayer needs a Macro automatically created like the other Macros are.
46. (Appears to be fixed) Drag Incapacitated Player graphic
47. Sitting does not appear to be allowed after being resuscitated
48. Medic-related clothing.
49. fiberplast_yavin
50. The ability to /DragIncap from a room or Cave/Dungeon.
52. no options for Medical Vendors.
53. Droid “Low Power” messages
Ok I've tested buffage since the patch and I was getting between 400 and 1700 with Enhance Pack D's. However I had the following problems with buffs that made them not worth using:
1) My HAM bars all just filled to the same length as my previous longest bar (Mind for me) and then truncated. So I couldn't see if I was taking damage until my Health or Action dropped below 1000 (my Mind stat).
2) The HAM bars for the rest of the group while they moved to the correct lengths after buffage did not reliably update when damage was taken. They still stuck. This caused the wipe out of my group because I didn't realise anyone was taking any damage when actually most of the group were dead/almost dead.
However, duration seemed to work correctly and they did seem to last a pretty long time (I had about 2/5 hours on everything but Action which was 3-3.5 hours, I think they did last that long but I didn't time it so could be wrong).
Just an update on the new list. I could post what I have so far, but I would really rather wait until we get a response back to our first correspondence to properly annotate the listing and since it may influence who folks will want to prioritize the issues in the vote.
I will say that the BE and Scout responses have been far more promising than the initial ones we had been seeing. So hopefully we can expect a decent response. I'm keeping my fingers crossed.
Ywai: Thanks for checking that for me, and the HAM stick thing has been so rare for me lately I was rather hoping it had been fixed. At least if nothing else there is something of a workaround. After you buff your group you can disband out of the group and make sure you have nobody targeted. Then run out about 100m away and run back to the group and re-join. That seems to take care of the problem.