Doctor Archive
Thread: Big List of Doc Issues for August (Updated/No Vote)
Great list.
One note is that admin rights on houses/factories seem to be working much much better now.
See there.I look at this list so darned much (pretty much every day) that it's easy for me to miss something that obvious. Doh!
Consider #25 as being dropped to the bottom and listed as Fixed
You are incredible. I'm definately glad that I'm a doctor and pistoleer, since we seem to have two of the best corrispondants. Thanks for all the work zarlor, you da man!
~fejsze
Well, I have no idea when we will see any responses to our initial Top 5. So instead I decided to at least put up the current issues list with the new issues and annotated to show Patch changes. The new issues are near the bottom while the patch fixed issues are at the bottom below the New Issues. Some of the old issues have been annotated with changes and/or fix notes.
There will be NO VOTE on this list. I just wanted to pass it along for folks to reference. Feel free to add to it, correct my mistakes, update me with things that are fixed and those that are not, and so on.
As I've mentioned in other postings I will be updating this list to annotate it with any response we get back from the Doctor Dev(s) once we get that feedback. We can then vote on that newly annotated list so we can send in our next Top 5 Issues, but I don't expect any of that to happen before next week.
1.Enhance Packs.
(Added pet timer issue, Added lower buff replacement, Enhancement Radial Selection and Enhance Pet Radial issues consolidated into this issue, other items partially fixed, see each section for parts fixed and those not fixed.)
There are several issues revolving around all of the enhance packs, and especially the B packs. Stuck HAMs on buffed players are proving especially annoying to many Doctor characters. Either the HAMs stick after being buffed so that the player cannot see when they are getting damage (Fixed, seeing reports of this, but less often), they stick so that the Doctor cannot see that their groupmates are getting damaged (a very dangerous situation)(still seeing reports of this, although it appears it can be worked around by disbanding from the group, running out to 100m away, running back and rejoining the group.), they stick for both the Doc and the player(Fixed?), or they simply do not scale properly so that the buffed bar simply goes out past the edge of the window and any damage sustained to that attribute is not seen until it gets below the point where it can be seen inside the window. (Not Fixed)
Enhance buffs are also being lost when crossing zones, cloning, traveling (all fixed) or logging (not fixed) yet the enhance timer remains active, as if player still were buffed. This one is proving to be of exceptional difficulty, especially for higher level Doctors who have longer Buff times. Once a character crosses a zonal boundary, such as leaving the city, the buff wears off instantly, far sooner that it normally should, yet the timer on that original buff is still active meaning that the Doctor cannot reapply the buff. For a character buffed at the edge of a zonal boundary and just crossing it, that could mean a 45min, or even 2 hours on a good Enhance D, wait before they can be properly buffed again. (Fixed) The timers on Pets are also screwed up in that if a pet is enhanced using the same buff that is used on the Pet’s owner at approximately the same time, after the buff wears off normally from the owner, for example, the Pet’s buff will also wear off. However the Pet’s timer will still be active, so even though the owner could be re-buffed, the Pet cannot as the game states the pet already has an enhancement to that attribute. (Not tested since patch)
There is also no notification of a buffs expiration, as folks cannot see that stream of lost numbers while in First Person mode and may not notice that they have lost their enhancement. There has a been a report that there is some notification, but that it easily gets lost in other notifications or is simply not very noticeable. Possibly some other graphical notification of what buffs you currently have and possibly a blinking notification that those buffs are about to expire would be helpful. Allowing the buffing medic or groupmates to see who has what buffs would also be very advantageous. One suggestion was made for a type of Pie Chart as an icon on the HAM, like where other states are shown, that slowly cuts away slices of the color until it is getting low, perhaps blinking for the last minute or so of the Buffs duration. Even simply converting the Duration rating from seconds to an hours:minutes:seconds format would be helpful.
There is also the possibility of griefing involved with buffs. Should a Doctor use lower level buffs on someone they could be, effectively, locked out from getting a better buff. Some other method of replacing lower level buffs should be allowed.
Experimentation on Ease of Use on Enhance Packs B (at least) 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. (Not Fixed)
Enhance pack radial menus also are bugged. As posted by Kamat (and tested on the Lowca Galaxy) “Selecting a target then going into inventory, selecting the item, and then selecting the enhance target always causes me to enhance myself. I cannot use this to enhance any target.” Also the Pet Radial menu does not show Enhance options (it can be done manually, but it's not on the radial for a pet). Please add it to that menu for consistency sake.
Enhance Action B+ packs use simple Organic and Inorganic resources, while the rest of the B+ Enhance series uses Avian Meat and Reactive Gas. It is often considered a problem in that the Action packs should be brought into line with the rest of the Enhance packs, or the stringent requirements on the other packs be lessened. Occasional questions also arise about the 2 or 3 BEC requirement that seems to fluctuate between some of the higher end Enhance schematics. Some consistency would make things less confusing.
And finally, Enhance A packs can be made at a lower skill ability than Advanced Wound Treatment and are given a low enough med use requirement that most Doctors will have no problem trying to make and use one as soon as they acquire the ability to do so. Unfortunately trying to use the packs without Advanced Wound Treatment means that they do not work, but they also do not give notification of why they do not work. This proves to be very confusing to many new Doctors. Same for Cure Poison Statepack. (And possibly Disease as well).
More information on the last item can be found in the following thread:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1168
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=5278
2.Factory Problems
(Added admin rights to this issue, Partially fixed)
Factories, more often then not, do not pull subcomponents from crates in Factory production. (Partially fixed in that they do seem to pull items more than they used to.) CSR response is simply that we will need to pull the items one by one from the crates in order to get the factories to work correctly. Apparently not everyone is having this problem, but it is proving to be one of the most frustrating concerns amongst Doctors at this time. Even a temporary fix, such as increasing the input hopper size so that more individual components could be placed there, since they have to be pulled from the crates by hand. 100 is simply too prohibitive a size for making items with multiple components without baby-sitting the factory. There are also times where if the factory does take some resources and/or items from a crate to begin making an item, but then fails to make the item it will eat the resources/components and 1 item off of the schematic without producing anything. We would like to see a factory double check it’s requirements for all items are fulfilled before it actually processes those items and the schematic.
The reduction of the output hopper to 1000 is also proving to be a problem and factories will consistently refuse to run and at times require that the output hopper actually be completely empty in order to run. They are also stopping after only 100 (or in some cases 200) of a 1000 item schematic that still has plenty of resources to spare. Crate volume reduction to 1 may help with the situation, but only if it actually sees that crate as only volume 1 in all situations.
Relatedly the ability to drop a crate into the input hopper and then double-click to drop an item directly out of the crate into that hopper would also be of some help in alleviating the problem. (Not Fixed) By the same respect there are times where the crate will not even dump an item into inventory. The whole crate just seems to be stuck and will not give up anything. (Possibly Fixed? Reports are less frequent of this happening, at least)
Also the administrative rights do not seem to function properly so the sharing of a factory, or inventory space assistance for the listed problem from another player, is not possible. (Fixed)
Not to mention the exceptionally slow rate of production in a factory. This is especially true for medicines where the absolutely lowest complexity on an item is 10, meaning it would take 80 seconds (not quite a minute and a half) to produce 1 item in a factory, whereas by hand crafting the same items they can often be produced faster. If it weren’t for the dangers of carpal tunnel syndrome and the requirements of factory components I think most Doctors would simply hand-craft everything, at least you get some XP for it that way. After all 3XP every 80 seconds has absolutely no comparison to 33XP every 60 seconds even using just 1 crafting tool. So to heck with the XP, it’s irrelevant for factories, but speed of the factories is definitely an issue. They are simply too slow.
For more information you may wish to reference the following threads:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1201
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1224
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=2466
7.First Aid Improvements
Allow First Aid to be a skill which improves. For example if a patient is hit hard enough to bleed it may currently take a Medic with FA2 6-10 times to cure that bleeding. Perhaps once someone is into the Doc levels of wound treatment their skill would reduce the number of times needed to stop the bleeding to, say, 2-4 times or even less. As it stand CM Poisons (another form of bleed, really) can be cured in one application, but bleeds simply cannot and are far too overpowered in comparison to that. Providing better First Aid would greatly assist in alleviating that problem. Other suggestions are that this improvement top out with Master Medic, or that the improvement, being trauma related, be given to Combat Medics. A suggestion for a craftable bleed state pack, a Band Aid if you will, could even be created for this purpose to ensure a resource drain for the skill improvement.
8.Money
This topic comes up very frequently on the Medic threads, but just as frequently, if not more so, on the Doctor forums. There is a lot of concern about how a focused medical character should be able to make money. By this I mean that we are talking about a character who's primary skills and interests are in the healing arts (which would include crafting of meds) and not, necessarily, combat. The self-sufficiency of the profession does not really exist except in a few small methods, of which the primary one for making money IN the profession would be production and sales of Small Stimpack Bs. There is a much smaller niche market for medical resources and components, but most Doctors seem to feel that resource gathering and sales, while obviously an integral part of the Doctor profession, is more of the realm of the artisan and such sales would be, in effect, making money as an Artisan, and not as a Doctor.
The other methods of making money seem to be far less reliable, or are not well supported by the game. Primarily, for those interested in providing services such as Healing or Enhancing, there is no secure method of trade to ensure that the Doctor is paid for their service while also ensuring that the customer gets the service they are requesting. Suggestions have included some form of secure trade window, like is done for normal trading, having a Doctor’s healing actually use packs that the customer has on their person instead of the ones on the Doctor (and thereby the Doctor could sell the medicine to the player and then heal him with those), lowering the Med Use requirements on some medicines, such as A packs, such that anyone could use them thereby opening the market for more pharmaceutical products that Doctors could then sell. Having Doc-specific mission, like the artisan or entertainer missions. Again there is no true consensus on the issue other than that most of the Medic classes tend to rely on other methods of subsistence and take time doing those things that they may not be interested in or may not be fun for them (the usual, delivery/destroy missions, for example.) The issue is an important one amongst the player base and receives a lot of attention on the forums and in-game from many of the medics and Doctors I have spoken with.
Of notable reference are the following threads:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1768
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1197
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1650
9.Heal consistency
Since wound/damage healing and, especially, buffs seem to have such a wide range of healing levels we would like clarification on how this massive variability is generated and were wondering if it would be possible to reduce the variability ranges we are currently seeing. I think most folks seem to suggest that they can live without their Enhance Bs buffing for 500 on rare occasion if they can get rid of the occasional 150 buff and maintain a more consistent level of buff. Buffs are considered part of the bread-and-butter of Doctors and some level of consistency in them that we could determine from our base enhance number on the pack and our skill level would make these buff far more marketable. There’s nothing worse than selling a buff for a flat rate and telling the customer the buff averages out to a, say, 300 point enhancement, only to have it go off for 150 or passing on a Master Doc buff for 1800 and impressing one customer with a 2300 buff only to get an extremely negative response when the other gets a buff for on 500. The negative responses are the ones that are truly remembered by other possible repeat customers and this is definitely a difficult issue when making our skills sellable.
10.Medicine Organization and Inventory Management
(partially fixed, added naming conventions to sorting suggestions)
(Fixed) Persistent pack window size and position would be a big help . Doctors often need to organize packs and subpacks in order to keep their different medical needs straight. And we need a LOT of medicines of a lot of different types. Having these packs/satchels/pouches, etc. remember what position and size they were when last opened would greatly assist us in keeping things orderly and finding them quickly when needed. (Fixed)
(Partial Fix) Relatedly they are interested in persistent inventory sorting/positioning. For example I may put something into my inventory and it is at the bottom of my inventory screen. If I hop a shuttle and change planets or have to log for some reason, that item may no longer be in the same position. Even if I were to change view and specifically tell the pack to sort by one of the resource columns, such as by Name, the above situations would still resort the inventory according to whatever method it is that it uses. (Fixed, but specifically moving a particular item’s location in inventory is not persistent) It has also been suggested that some kind of equip-able Medic Bag exist that would allow a Doc to put all of their medicines (and only medical items) in that allows sorting and that would also be searched, alongside of type level inventory, for the purposes of finding medicines with the use of some medic-related commands. Presumably this would be in addition to the wearable Travel Pack. Another possibility was mentioned of consolidating med-packs into single types. Like having a Healpack-C instead of one each for Action and Health, or a Curepack-A for curing ANY state, not just dizzy or blind, and so on. This last suggestion may also help the Developers in greatly reducing database bloat. Even changing the naming conventions of Medicines to a more standardized form so that all MedPacks and Stims, and so on, can at least be sorted better alphabetically. Shorter names wouldn’t hurt either (after all, why are there Small Stimpacks, when there are no Large Stimpacks? Why waste putting the word Large in there/)
We would also like to see better management of medicines that are in inventory, such as allowing searches from the /healdamage command to search for a stim in packs if it cannot find it in upper level inventory. Not to mention the inventory drain created by volume 5 crates seems a bit excessive when someone can carry a 10,000 stack of hides that is only volume 1. (Partially fixed. It appears that crates state they are 1 volume, but they appear to take up 5 volume on the inventory on the inventory size indicator/numeric value at the bottom op the inventory screen, however packs and inventory let you exceed that value to the point as if the crates were only a volume of 1.)
And finally, many would like clarification on the methodology for heal pack selection from inventory when using, for example, the /healdamage command. Is it simply the last Stim in the inventory chosen? The strongest? The weakest? The one with most/least charges? Alphabetically? By Stim serial number? Could it be made to be more consistent and possibly follow one of the methods listed above, such as always using the pack with the least number of charges, or the highest base heal rate, or even intelligent selection choosing lower level packs for smaller heals and higher level packs for bigger heals. Perhaps we can at least try to sort our packs in the manner of pack selection, if nothing else, to try and order our meds so they will be taken in the order we would like to have them used.
11.Doctor Content
There is concern that there is a lack of Doc specific content, such as missions to craft medicines or to heal an NPC someplace or to go someplace to heal folks until X number of wounds have been treated and so forth. Such missions could be construed as a method of alleviation of the issues concerning how Docs make money.
12.Auto-Retaliate
(Added healing to front of queue)
The ability to turn off auto-retaliate when fighting has been requested. The reason being that for healer characters the actual fighting process slows down their heals, and can sometimes cause confusion about who/what is targeted occasionally causing heals to go in the wrong place. Some medics prefer to avoid having any weapons in hand in an attempt to not have attacks being fired off from them that might slow down their ability to heal. The possibility of ensuring that heals get priority in the combat queue by going immediately to the front of the queue may help to alleviate this at least some.
24.Wound Stat Pack Selection & the /Heal Commands
(fixed for /tendwound, it could possibly affect /healwound as well, Added problem with Radial menu not displaying Heal options)
/heal command (wound, state, etc) does not work with the macro given, as a type must be specified. Doctors would like a way to get it to simply use the appropriate pack for the first type or perhaps worst type of wound/state it comes across on the selected target, much in the same way selecting the Heal Wound option from the patients Radial menu works if you do not select a sub-option for the specific wound. As it stands having the macros instantly implemented upon training (so they show up as /healdamage and /healstate) confuses the first time user because they cannot simply press the appropriate toolbar button and have the macro work in the same way the /healdamage command does.
It has also been noted that the Radial menu does not always provide the Heal options, even though the target is obviously wounded and/or the redial menu was just used to provide a heal.
25.House/Vendor Rights
(Clarifying text added)
Administrative rights on Houses & Vendors are non/partially-functioning. This prevents sharing of storage space (so often needed for Docs trying to deal with factory issues, especially) as well as sharing of vendors and vendor functions. (It should also be noted that PA halls have the same issues.) Please fix.
26.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 wind wounds accrued through it’s use to balance that out.
27.Medicine Use Skill Granularity
Many would like to see more granularity in the base Medicine Use levels for different meds, to encourage balanced increases in the Medicine Use skill. Possibly even reducing some medicine use levels so that some Doctor created items can be used by Medics, while others could be made more difficult to encourage purchasing of the usage skill levels.
28.Schematic Trading
Allow trading of schematics. There could be a possible market for this outside of the Bazaar or on Vendors. Currently the only method of transferring schematics is through a vendor or a factory where both individuals have administrative rights. Both methods are really only a workaround for the much simpler method of being able to trade schematics directly in secure-trade.
29.On Fire Cure
The ability to cure the On Fire! state created by several attack forms has also been requested.
30.Incapacitated Player Location Problems
(added clarifications and solution suggestions)
Incapped players seem to always change location from where they, apparently, dropped down, even when you are on follow. As such the player who may not have moved since the last time you were close enough to heal them just a few seconds ago, is somehow no longer within healing range, even if they look like they are at your feet. Workarounds have included using the /DragIncapacitatedPlayer command to get them to you, but sometimes the location is so screwed up that even though the player appears to be at your character’s feet, they are still outside of the 20m drag range. A possible solution is using the same location algorithm for locating the “body” that heals were using on the live player (where the player WAS close enough) when they are incapped and allow the /follow command to actually work on incapped players and corpses to get us close enough to them to perform the required heal function.
31.Food Factory Deed Naming
The Factory deeds for Food & Chem. Factories need to be renamed. They currently state only “Food Factory” on the deed and far too many medics, and far too many architects, get confused enough by the name to think that some other factory, such as the Equipment factory, is needed. Please Fix.
32.Battle Fatigue Notification
The Battle Fatigue affecting your heal rate should be giving notification at 200 instead of 400. By the same respect the player being healed should also receive the notification message as well to encourage them to get the Battle Fatigue healed at the Cantina first before going to the Med Center and wasting the resources of the Medics their who are not healing to their potential because of this.
33.Combat Medic Components
The experimentation points and availability of components which 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 point (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.
34.Med Center Crafting Station
The Doctors would also like to see a Public Food & Chemical Crafting Station in Med Center. The inconvenience of having to leave the Med Center to craft more packs for patients who want healing “right now” to both the Doctor and the Patient seem a bit much for such an easy fix. Admittedly this is more important an issue for Medics, but the Doctors have brought this up as well and would like to see it implemented.
35.Pet Resuscitation
(Partially Fixed by removal of Pet Perma-Death)
Resuscitate pack usage on pets has been asked for. Since this obviously does not apply to true beastie-type “pets”, I believe this request now applies primarily for NPC-style faction “pets”.
36./DragIncap Macro
/DragIncapacitatedPlayer needs a Macro automatically created like the other Macros are.
37.Medic-related Clothing
There is a white coat, but other types of red, white, or white with red patterned-clothing for medics has been requested.
38./DragIncap Use in a Room
The ability to /DragIncap from a room or Cave/Dungeon.
39.Medical Vendor Type
Food vendors appear to be available on the Vendor lists Along with Junk and Armor?), but there are no options for Medical Vendors.
40.Droid Messages
Droid “Low Power” messages are too obscure and difficult to read, often only appearing to pop up off of the droid itself, which can be hard to read and especially difficult to notice if you aren’t looking at the droid directly. This is causing a great deal of confusion and a lot of folks are thinking their druids are broken when they only need to be recharged. Better notification of the “Low Power” condition, instead of the standard, “You must be in a camp, blah, blah, blah, to do that” message is needed.
41.Title Sticking
(New Issue)
The (none) title does not save on logout.
42.AoE Cure State Pack
(New Issue)
It has been suggested that a counter is needed to the AoE poisons and diseases of CMs. An Area of Effect cure pack for each of those states would provide the proper counter. The argument could also be made for other states as well considering the AoE nature of some MOBs, such as a Kimogilla, that create those states on a group near them.
43. Droid Med Module Bugs
(New Issue)
Droid med module rating are superceding the heal rates in other locations, thus GREATLY reducing the heal capabilities of medics. They are also now affecting the damage stim rates when they are out, greatly reducing what a stim would normally heal damage for with no droid around at all. Relatedly, most med droids are now in extreme danger in the field. Why is it that CHs get away with no pet perma-death, but those of us that must rely on droids (Usually droids with no armor of combat capabilities) are subject to being smacked by this? It is already an extreme inconvenience dealing with a incapped droid by requiring it to be stored and retrieved only in the appropriate places, but forcing one of the poorer professions to constantly buy expensive droids is rather ludicrous. It’s easier for us to just heal in camps (since we’d have to pull them out there anyway to be safe) and skip the droids altogether.
44./diagnose Refresh
(New Issue)
There have been requests for the new /diagnose command to either have a refresh button added to it, or that it automatically refresh at some interval (perhaps every 15-30 seconds). The window also comes up rather small and it is not the easiest display to read. Perhaps something more like the Ctrl-C display or coloring the names base on their appropriated HAM section would help some. Adding in the HAM Damage levels (not wound levels, but damage levels) and the max level of a stat (to make it easier to check buff status) has also been requested.
45./manned command
(New Issue)
While considered nice, Docs would have liked to have seen this command more widely published (it was NOT in the publish notes). They would also like an annotation someplace besides the Planetary map as few folks will be using the planetary maps. Instead it would be nice if their Overhead (Ctrl-M) map and/or the building itself have some obvious indicator that it is manned, such as an asterisk and (manned) at the end of the name on the overhead map and a big flag that flys outside the building when it is manned.
46.Crafting Schematics
(New Issue)
Crafting schematics do not seem to properly reflect exactly how they are utilizing their formulae . For example some basic testing has shown that although a schematic stats a Stim should get it’s power rating though 66% OQ and 33% PE and it’s Charges through 66% OQ and 33% UT. However, it appears that using an Inorganic with a PE rating does NOT yield additional power, as the schematic would imply. Clarification on this, such as annotating on the schematic that only the Organic affects Power and Only the Inorganic affect charges, should be made if this is truly supposed to be the case, or it should be rectified to properly select all ratings available from all components in other to create the final product. It would appear from further testing that like attributes from different resources are actually averaged, and not additive, which is counter-intuitive to a crafter’s expectations. We would really like some clarification on the issue and better documentation of it.
There are also several schematics which use resources which do not have stats required by their schematic. In particular, the Infection Amplifier and Advanced Infection amplifier use Reactive Gas and Aluminum, neither of which has a PE rating, 33% of the Power for that component. Dispersal Mechanism and Advanced Dispersal Mechanism Use Liquid Petro Fuel and Inert Petrochemical, neither of which has a Conductivity rating which affects the Range and Area of Affect on the component. On the final schematics for all Enhance packs other than Action the schematics require Avian Meat and Reactive Gas, neither of which have UT rating which affects the charges available.
For more info the following thread is useful:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=5996
47.Experimentation Issues
(New Issue)
Experimentation does not seem to work correctly or consistently. Even with experimentation risks being listed as 0% there are still a great many critical failures. failures and some moderate and standard successes. Wholly inconsistent with the 0% failure rating guaranteed by the crafting station. Having highly experimented crafting tool and stations do not seem to alleviate the problem very much. At least some think that having some possibility of failure is acceptable, but they do which to have some indicator of what the possibility really is since obviously it is a greater than 0% chance and some would suggest it is really as high as a 5% chance. Amazing successes, on the other hand, appear to be far more rare than critical failures. We really would like more consistency and a more reliable, documented, experimentation methodology.
Also Malleability ratings do appear to affect the difficulty levels of crafting an item, but this is not otherwise annotated anywhere, not even in the Advanced Guide on Crafting on the main SWG website. Better documentation on Malleability’s affect on experimentation needs to be made available.
48. High Level Wound Pack Consolidation
(New Issues)
A request has been made for a set of low level wound packs (assuming no consolidation is done based on the Inventory consolidation issue) that would heal, say, Health and the Health secondaries all at the same time and another pack for Action and the Action secondaries. Perhaps limiting them to a comparable A, B and possibly as high as a C-pack, but no higher, at the highest of Doc crafting levels.
49.Crafting XP for Resuscitation Packs
(New Issues)
Resuscitation Packs are not providing any Med Crafting XP.
50. Skill Tape Takeover of Abilities
(New Issue)
There have been concerns raised that skill tapes and BE enhancements (once fixed) will give a serious advancement to a non-dedicated Medical professional. For example, someone could get to Novice Doctor, take 2 levels of Wound Treatment and, with the proper Med Usage tapes be instantly capable of using D-level Enhance Packs. The concern suggests that certifications exist in other professions to prevent this same thing from occurring, as well as having special commands, so having the skill without the command is, in effect, useless. Solutions have included some kind of certification system for differing levels of meds or utilizing a few extra commands to granulate the levels of which meds can be used at what levels so they are not strictly dependent on a skill level.
51.Factory Identical Components
(Fixed)
Schematics requiring Matching Factory components do not check the components statistics for use, so using two factory produced Advanced Biological Effects Controllers, for example, in a factory produced Stim D provides no better results than any other BEC. By the same respect, Advanced Liquid Suspension defaults to a name of Liquid Suspension on item creation, instead of Advanced Liquid Suspension and this seems to cause a good bit of confusion as well.
For more information take a look at the following:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1283
52./diagnose
(Fixed)
This is brought up quite often that the Doctors in particular, who are using much higher level secondary wound healing packs, get very frustrated with patients not informing them of the levels of their secondary wounds and by using a secondary wound pack to heal, say, 1 point of damage with a charge that would have the potential to heal over 100 wounds, easily. Doctors are having a difficult time understanding the exploitability of the command, but feel it would be acceptable to place a /diagnose command on a timer, such as the one used for wound packs, to help prevent the perceived abuse of the command. Another suggestion was made to scale the /diagnose command such that a lower level medic would not receive as true an account of the actual wounds levels, which a Master Medic or Doctor level character would be told more exact results. Those results being the would levels for all secondary wounds, or at least Strength, Constitution, Stamina and Quickness and possibly including Battle Fatigue (since we receive no notification of it affecting our healing until it hits 400, when it actually begins to affect healing at 200) and Health and Action levels as well, just for convenience.
53.Touch of Death/Resuscitation Pack Bug
(Fixed)
Resuscitation packs are accidentally being used instead of heal packs when pulled from the radial menus or through the /healdamage commands. This can cause a great deal of problems by instantly causing a great deal of damage to a fellow player. There is concern that these could be used to instantly cause massive damage to another player that could possibly be used as an exploit. Some have reported that the packs are being used in this manner by those with less than Level 4 Doctor Wound Treatment. Doctors seem to prefer that these packs be left to a separate method of calling into use. (BTW, I am also seeing this complaint "Allow resuscitation on non-grouped individuals" It sounds to me like this second complaint is actually a fix for the exploit. What is the current state of this? Could somebody check for me?)
54.Useless Schematic Requirements
(Fixed)
Potency in schematics is useless Please remove or change it (perhaps to Potential Energy instead?) As it stands most Doctors feel as though they are losing something since 15% (or whatever the proper requirement is) of a products final resource will be relying on a 0 for its number.
55.Medicine Durability
(Fixed)
Doctors would like clarification on what Durability effects on Medicines, a consumable resource. If it really does nothing for the final product, as many suspect, then please remove it as an experimentable item as it is a confusing trait for most to deal with. (It has been confirmed that it really does nothing and has been removed as a no longer experimentable trait.)
56./DragIncap Graphic & Notification
(Fixed)
Drag Incapacitated Player needs some graphic representation of the player being dragged, otherwise the Docs & Medics just assume it's not working, even thought the message states they are attempting to be moved. Perhaps notification that the move was successful would help ease the confusion as well.
57.Sitting after Resuscitation
(Fixed)
Sitting does not appear to be allowed after being resuscitated for a couple of minutes. (Could someone double check on this one for me, too?)
58.Advanced CM Component Schematic Error
(Fixed)
One of the schematics for one of the components used by CMs still has the variable name of fiberplast_yavin instead of stating Yavin IV Fiberplast. This on the Doc list because Docs have the experimentation points to make it viable for them to make and sell this component to CMs.
59.Medium & Large Flora Farms
(Fixed)
Architects are unable to make Medium Flora Farms. Sure that seems like an Architect problem, but many Docs use Flora farms for one of our heaviest resource requirements, Organics. Any Doc in production for Stims needs LOTS of organics and having to work with the Personal Flora Farm to do it is extremely inconvenient and prohibitive in lot costs.
I don't know if we'll get another "vote". But I strongly suggest that we do not use our 'power' to ask for bug fixes. Bugs are bugs and they WILL be fixed. Let's concentrate on changing thing which matters to us in a sense of gameplay.
Factories admin rights doesn't work. Availability of medium/large flora harvesters. Enhances wearing off to soon. These are not important issues. All these should just be reported using /bug in-game and they'll get on the fix list automatically.
In essence, we'll get more issues addressed if we leave out bugs on our top 5 list.
Use /bug everytime you encounter one in-game. If every doctordid that, we wouldn't need to have bugs on our list.
Ofcourse, if we have a vote again, feel free to vote for whatever you please. It's your democratic right. I just wanted to throw in my 2 Cr.
K Thanks Big Z.
Everything looks to be on the spot.
I just have little minor thing to add on three of them.
1. Enhance Packs. - One more thing I'd live to add is lowering of buffs across the line. Yes I am aware of the droid and also the bug associated with them in Medical Center. Thats is why I got brand new medical droid with med mod 6 which give my droid medical skill of 110. I think this is pretty much highest it may go for while. I also got rid of my old droid just so there is no conflict. And I've tested their effectiveness in both field and medical center with wound packs so I know that at lease I know I am not lacking in droid department. The problem is even with the new droid the buffs are giving really bad results. I made several buff D's, 3 of them from factory and all of hem with base buff of 595. With the new droid I DID get lot more of 1100 - 1500 than with old droid, but I still got couple of 400's and 500's. On average I'd say my buff is about 900 ish.
I think this is not acceptable for what is essentially out only shinning advantage. I'd most definately want Enhanced Pack E if this is what they intent.
2. Factory Problems
"Also the administrative rights do not seem to function properly so the sharing of a factory, or inventory space assistance for the listed problem from another player, is not possible. (Fixed)"
One kink in this fix is that when you use someone else's factory, the owner get the factory complete notification and not the one who started. I know this is minor issue and frankly considering what they have done with factory so far I am rather fraid for them to mess it up more with this but it is something that would be "nice" if they can do something about. like sending email to everyone in admin list.
15. Pet Stimpacks
"Some clarification on the reasoning for this issue or some other form of compensation, such as reducing med use requirements on A packs, mind healing or the removal of pet stimpacks has been suggested."
Yhea! I'm hopping mad about this issue!
Just a quick note on manning locations.
The medical centers on Endor are no longer on the world map and so cannot be manned, although the cantinas are still on the world map.
Ilya, the first point I think is pretty much the heal variance problem. It's just too out of whack. I'll double-check the wording and maybe make a mention of the Heal Variance issue as well.
On the second point, thanks. That's a good one I forgot to add. It will go in.
On the Third point... well there you g, then.
Just be sure to vote for it when the time FINALLY comes, if they ever get back to us.
Which leads me to Archon's post.... As far as I'm concerned we will definitely be doing another voting. The big question and holdup right now is when will we get our Dev response for the first list? All of us were asked not to send in our next list until we get the response.
Of course the problem there is that the other professions that have gotten a response now have a head start in sending in their responses, giving their devs time to respond sooner, making our next issue list fall even further behind, etc. At least that is how I fear it will happen. We'll just have to see,I guess.