Medic Archive

Thread: New Patch (10/8/2003) Bugs, issues and patchnotes.

Traigus
Thu Oct 09, 2003 10:54 am
#1

Please post in this thread:



  1. Medic only bugs that are NEW as of the new patch, or bugs said to be fixed that are not.

  2. Errors in Medic items in the new patch notes (things that don't work or are missing ingame, but are in notes)

  3. General medic Wierdness, as of the new patch.

Please do not post wishlist, or pre-existing bugs here (unless they are still around after being listed as fixed).


Everyone is working hard to get everything fixed.


Most of these problems were not on TC before the patch went live, and the devs are working hard to fix them.


What we need is for you to go to the forum of the profession the bug affects (in this case Medic) and give us the following info:



  • Detailed explanation of the bug/issue, how it happened, could you repeat it?

  • What type of problem is it? Missing Patchnotes Item, new bug, medicine bug, / skill bug, gameplay bug that affects medic?

  • What server you are on (in case it does not happen on all servers).

  • Any extra info that may be helpful.

If you can confirm a bug listed by someone else, plese do so, and also include info on how you did it (in case you did it differently).


Please no flaming, or ranting in this thread... just list issues with this new patch. (After this stuff is fixed, we will go back to working on new stuff for the next patch).



Thanks,


-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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Kyller_Relic
Thu Oct 09, 2003 11:47 am
#2

So mentioning that Diagnostics still doesnt let you heal yourself any faster and that Medical forage it totally FUBAR, would not be appropriate?







------------------------------------------------------------
Master Medic; Master Combat Medic; Doctor
Medic FAQ: http://www.iootnega.com/medic/medicfaq.asp
Life is far too serious to be taken seriously...
DasroSamou
Thu Oct 09, 2003 2:00 pm
#3

My At-St got flamed and now it has rediculous wounds, how do you heal their wounds now?you used to be able to.



Fear leads to anger, Anger leads to hate, Hate leads to power, Power leads to victory.
Nightz0rd
Thu Oct 09, 2003 2:40 pm
#4

Now when experimenting with components for the stims, I can no longer even get a success half of the time and a amazing I have yet to see




Visit My Combat Medic Shop! One quick stop Lake Dread On Naboo
Located at 5304 1466
Kyller_Relic
Thu Oct 09, 2003 3:15 pm
#5

I dont know, I just did a grind last night and it worked normal, as far as I can tell. Are you using good tools and a good Crafting station?



------------------------------------------------------------
Master Medic; Master Combat Medic; Doctor
Medic FAQ: http://www.iootnega.com/medic/medicfaq.asp
Life is far too serious to be taken seriously...
Traigus
Fri Oct 10, 2003 12:07 am
#6

Nope.
As soon as this is cleared up we can get back on stuff like that though.



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

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Traigus
Fri Oct 10, 2003 4:50 am
#7

Checking into the crafting thing.

As for the AT-ST.. Q has a running post in Announcements (RE; Update issue status)

quote:
--------
Stimpacks don't work on AT-STs
Yes (confirm) NA (will be fixed by)

We removed the ability to heal AT-ST through medical means. Please note that any 'organic' faction perk (like Stormtroopers or Rebel soldiers) can still be healed with medicine. It makes very little sense to apply bandages and bacta to a mechanical vehicle such as the AT-ST and return it to full health.

---------
No mention on how you are supposed to heal it now.. Though I suspect the profession that makes player vehicles will be able to do so (whenever that gets added).
A repair droid may work.. I dunno.

-T



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

------------------------------------------------------------------------------------------------------
Dormax
Fri Oct 10, 2003 10:35 am
#8

I did a short grind this morning. I didn't have any problems with it. All my stims crafted as expected with a normal mix of success rates. Out of hand crafting 30 stim B's plus all the components, I only got a critical craft fail twice and a critical experiment fail 3 times (master medic)... I'm using tools with ratings from 2-5 and a craft station with a raiting of 2. (havent seen enough difference using big numbers, so I've never bothered to upgrade them)








Oshal To'Vu
Sub Inquisitor of the Imperial Inquisition
Commanding Officer for the 420th Fighting Wing
Captain of the IID Hydra Flagship

Debt
Fri Oct 10, 2003 4:03 pm
#9

R5 droid with 110 med capability rating calls fine but i get a message, "You must be in a hospital, at a campsite, or near a surgical droid to do that." when trying to heal wounds or apply buffs. Worked fine pre-patch, it has 100/100 vitality and I'm in an outpost. I have an older droid with 65 med capability and it seems to work fine (in the exact same spot).



Nerf to droids with high med capability? Or just a bug? Anyone else seeing this? Thanks.

Rador
Fri Oct 10, 2003 10:47 pm
#10

I have Noticed alot more Fails in General since the Patch. I used to hardly fail anything now I fail more then I ever did. I am master medic and am useing good Tools and Station.



Defflin
~ Proud Member of Tyrena Militia Core ~ Retired ~
MilosSlone
Sat Oct 11, 2003 4:30 am
#11

I did a run of about 20 stim b's tonight everything seems about usual. Though on a few packs I did critcal fail 4 points of experimentation but it was like 2 out of 20 packs. I'm almost a master medic just need the apprentice points. First time I've blown that many points in the critcal fashion though probally was just bad luck. I do use ok tools though +6 somthing Food Chem tool and a +16 Food Chem station. As far as i've noticed seems about par for the course since I've been running stim b's.
BristaAB
Sat Oct 11, 2003 5:02 am
#12

The Droid issue is discussed in another thread


It needs a battery


This seems to be a new feature and a pretty sensible one, in my opinion




[Black] Style is everything - so is winning [Black]
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netguro2001
Sat Oct 11, 2003 5:19 am
#13

I've noticed a big increase in failures during the experimentation phase of crafting, especially critical failures.


I'm averaging 9 out of ten failures for every item and component I make. Yes I have good tools, use high OQ resources, etc. I'm to the point I'm afraid to experiment. doing so costs me hundreds of resources per crafting session.

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