Doctor Archive
Thread: Questions you would like to ask a Devie....?
So please post new questions
1.) When does BF actually start affecting healing and how much does it do so (i nthe devs minds, game has several indicators that don't match)? The threshold for this has always been in question. (The amount was stated as 10% per every 100 BF. Starting at over 200 BF in Beta. The interface starts mentioning patient BF at 300 in-game and the % starts counting after 250). BF affects the mind costs of stuff like DNA sampling and healing as well... Does it affect combat skills as well?
This is pretty much figured out. Refference this page for the formula: http://www.iootnega.com/doctor/faq.asp#q26
2.)Why do we gain Schematics for poison and disease cures (as well as A buffs) so far before we will ever have the med XP to use them (Cure Poison A is at novice doc)? Many schematics are never used, because by the time we get the medical XP to use the "/ skills" (/curepoison, /curedisease and /healenhance.. especially /curedisease) we can usually make B/C packs of the appropriate type. We know that we need skills higher then in the I boxes of doc... but this is a bit silly. level 6 critters can poison (diseased vrelts) but you need a doctor with a IV skill box to cure it with the schematic you get at novice doc? Can this be fixed? We could replace the higher skills with other skills /healfire (please please please add this) at a IV box and lower /curepoison and /curedisease at least. /healenhance is closer to rational, at a Box II with a Box I crafting requirement.
3 .)Why do Action Buff packs use different materials then all the rest? Could we get this standardized one way or the other?
4.) What ever happened to usage XP and Factory XP? These two things are important to Docs, because we can sell Factory crafted components to other players (most notably BEs for pet stims) for some XP this way to help us with our steep crafting XP requirements without grinding. Both of these XP methods have been broken (or at least highly inconsistent for a long time.
5 .)What's with the +25 BE clothing cap? What does and doesn't stack with it? Right now we have the following:
*+25 BE clothing
* med droids (110 droids = an additional +10)
*New chef foods + injury treatment.
Do these all stack, or is it +25 capped for everything?
This is pretty much figured out too. See the link above.
6.)What was the intention for the buffing system? Were doctors expected to use A-C buffs? What happened to those reasons?
7.)Doctors are having an identity crisis, much like other professions. What do the devs think Doctor is supposed to be in their view of the profession?
8.)Will doctor buffs ever be able to be "clicked-off" or otherwise easily removed by the buffed player (buffee)? If not, is the Overwrite of lower buffs by higher buffs ability reported by Zarlor still in the works?
9.)Melee combatants got their ranges increased due to the server/client distance margin of error, could medical players (including docs) have a small increase (not to step on CM ranged heals) to allow us to heal people that appear to be very close to us, but are out of range due to the margin of error?
10.)What what ever happened to the "on-fire" cure? Is there any info on the progress of such an item, if it is still planned?
We have fire blankets now.
If requests are an option; what about a med, like the damage stimpack, which heals a small amount of mind, action and health? Like a wakeup drug for incapped players.
Datto
Eclipse
My one question:
Whyis it that I can buff better out in the forest (or out on the street)with my medical droid then I can in the Medical Center?
Agent, they've fixed #8 as well right?
You can overwrite buffs with higher power ones now.
are they looking at giving us some kind of group poison and disease heal to defend against the combat medic's poisons and diseases. Ive been the "dr" in a group attacking PC's. They had one CM and there was nothing i could do to keep us all healed, i had a hard enough time to heal myself, let alone anyone else in the group. I though dr was supposted to counter balance the CM, but it doesnt seem to need much, if you need 6 dr to go against one CM, IMO that doesnt really work.
I was going to say #3 right off the bat, but I like this Idea very much, I've been thinking about how this might work for awhile and havn't come up with anything I realy liked, so I havn't said much. but I totlaly agree with what Akkori has to say. not the 120% part, that would knock buff way to far up IMO.
Akkori wrote:
Doctors have no real "need" to heal anyone once they attain Master. Every profession has this problem, but it still needs to be asked. There is nothing to "gain" from sitting in the empty (except for Tumblers) Med Center except to be viewed as a free cure-bot whose JOB it is to fix everyone up with no thought of reward or fun.
Can we get a system in place where we can utilize all those extra XP points we get after reaching master? Some sort of parallel to the Faction point system. We can trade in batches of 10k or 100k XP for a temporary buff to our skills, or get special Doctor ONLY clothing, or NEW droid chassis ONLY Docs can get with 120% Med modules (or maybe we can get single use schematics for this....and not the ones crafters can make a run of 1000 out of either)?
Can you please put a way into the game that lets us keep working toward a goal in our profession AFTER we reach Master?
Rodian-Bob wrote:
My one question:
Whyis it that I can buff better out in the forest (or out on the street)with my medical droid then I can in the Medical Center?
This question is also relevant to the Combat Medic profession.
I played both in beta and the game is just shockingly different now, from the point of view of playing these two professions.
I would be very interested to find out about the designer's vision wrt to the medical professions.