Medic Archive

Thread: Medic Correspondant Report Week 1 (July 6, 2003)

Zarlor
Sat Jul 26, 2003 8:23 am
#14

Looks like you sure put out a more concise listing of ramificationa and solutions than I did. I'm starting feel really inadequate. Nice job!



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Traigus
Sat Jul 26, 2003 11:44 am
#15

Vapid,

True... but those are all doctor items.. Zalor's teritory.

-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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Ronshi
Sat Jul 26, 2003 7:14 pm
#16

I have the components not coming from crates in input hopper on everything I make in a factory that uses components.


I make more stim Bs than anything because the market is so wide. Sure you can hand craft them, but then you get a wide variance in quality and they end result isn't in a crate.


On the other hand, you get nice experimented schematics for components and the final item, and even common ingrediants turn into 20 charge, 222 evectivenss stims packed 50 in 1 crate. That's an attractive little item for a combatant with novice medic and ends up paying my bills for me. I'm not getting rich, but I don't I can maintain my harvesters and two factories without running missions now. It also lets me fund healing some of these same fighters.


I hope you aren't saying that if you make Cs and Bs in your factory that it works everytime and the problem is just mine.




Dr Rift Valley, Haven Trade Group
Theed, Naboo, Radiant
Zarlor
Sat Jul 26, 2003 9:15 pm
#17

I think he is saying that the topic comes up a LOT more often on the Docs list because a lot more Docs use factories than Medics do. If you want to keep it a priority on the Medics list, then post about it and see if enough other folks here are just as willing to talk about the problem and it could move up the priority list of issues for Medics as well.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
EtherTap
Sun Jul 27, 2003 5:01 am
#18

I primarily play a rilfeman/2hswordsman, and I would like to ask you to retract the mind damage no incapping bit. We realize that mind is usually the smallest stat, and that fact that we hit it give us an advantage. That said rilfemen have disadvantages as well, including slow weapons(except for spraystick), and outrageous mind pool drains on our specials. As a 2hsowrdsman, i rarely use my specials, unless my opponent will die with a decap. I also play as a medic on the side, and whil I agree that mind damage needs to be healed somehow, as it makes downtime awful, I think it would be overpowering to put it in the medic line.


Thank you for reading.


Sincerely,


EtherTap




Now with Signature!
Zarlor
Sun Jul 27, 2003 6:31 am
#19

So what you're saying is that somewone with a Pistol, who risks gaining aggro by being closer to the target, that is pounding away using up all their action to take away the health of a target, only to have a medic heal it on them, or the carbineer using up all of their action on specials to shoot away at the action pool of their target, only to have it healed by a medic, are already at a great advantage over the rifleman who cannot have the pool he shoots healed?


You seem to say in one sentence that it would nerf the riflemen too badly to have a method of mind damage healing, yet on the other hand you state at the end that you think mind healing would be fine, so long as it wasn't a medic doing it. Um. ok.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Dredly
Sun Jul 27, 2003 11:49 pm
#20

This might just be me and my being very impatient at times...


But why exactly does it take the same amount of time for me to heal a wound when I'm sitting in a state of the art top of the line medic facility as it does for me to heal a wound in the middle of the wilderness with nothing but a cot anda tent? It doesn't make any sense to me.


I can't figure it out. Reducing the time spent healing wounds in a medic center would help everyone, the medic who is trying to get exp, the wounded patient who is trying to get the hell back out to the game and enjoy themselves... Everyone wins as far as I can tell. Plus there would be more medics actually IN hospitals trying to heal people because the EXP would be worth the time. I can normally get about 100 - 200 exp / heal in a hospital... OR I go to a busy cantina and in 25 seconds I can get 5 heals off and easily clear 500 exp...


so why sit in a hospital?

Scorus
Mon Jul 28, 2003 7:44 am
#21

I think if a topic is important then it should appear on both Medic and Doctor lists (and Combat Medic). It has been proven time and again that there is a direct correlation between the number of players affected and the speed at which the devs deal with an issue. Selling Stim-Bs is really the best source of income for a medic so mass-producing them is quite important. Just my .02.



Scorus
Traigus
Mon Jul 28, 2003 11:33 am
#22

BTW, this should be dated July 16... I dunno how I managed to date it 6th...

-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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Traigus
Mon Jul 28, 2003 11:35 am
#23

I mean 26th,

gah.
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The management woudl like to inform you, the medic correspondent it beaing beaten with wheels of soft cheese for his inability to know what the date is. He will be returned to you, when he can count without the aid of his fingers
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-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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Traigus
Mon Jul 28, 2003 1:22 pm
#24

Could you run those logs again in live?

Most of the complaints aren't about specials, but about regular combat. Mind damage seems to come up a lot in combat. While it may not be one in three, the ratio is indeed too high as the mobs get tougher... or so i'm geting reports.

I'm not really having issues with it on Corellia (Chilastra) myself, but we rest between fights... if we have mind damage, so I dunno how this affects a more "regular" playstyle than my own.

-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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threehairsleft
Mon Jul 28, 2003 3:24 pm
#25

The reason why mind damage may come up a lot in combat is because the NPC or PVP enemies are probably using rifles. Jawas, Tuskens, and some other marksmen can use rifles and will use the rifle specials, including mind bleeds. AS such, they will probably hit your mind 50%+ of the time. (my guess)


Another reason for mind damage is the type of mob you are attacking. The shorter ones: nunas, wortts, womp rats, don't hit your head as frequently. However, if you attack great squills, mountain wortts, etc, they will have an increased chance of hitting your head. This seems reasonable to me as they are taller, and it's easier for them to hit your head, then some little anklebiter.


This said, I would ask the people who complain about the mind shots frequency being 1/3 what they are attacking, and how they are determining the stats.


I trustmy random shot statistics more than their conjecture. The reason why I can't really do the testing right now is that I'm in a RP guild, playing a pure brawler, and there aren't many good humanoid NPCs in our region to test on. I have no pistol skill, not even novice marksman. Plus, I'm terribly busy with PA things, including placing all the furniture since only the owner can place things in buildings now.


It's really not that hard to run some stats. Even if you're not a programmer that does scripting, you can do it by hand in less than 30 minutes, especially if you have good marksman skills and find easy humanoid NPCsthat are yellow. Just track how many hits you get to the health (chest/arm), action (leg) and mind (head).

Traigus
Mon Jul 28, 2003 7:34 pm
#26

Player and NPC's attack different ways (you just insdicated big monsters hit head more).. Player damage vs. mobs would not point out any problem with mobs damaging us.

From my own playing over the last week, (vs. mid/low mobs on corellia) I'm getting health a lot, and mind almost as much as action... without analyzing any logs (my combat spam isn't in main window).. I'm getting something more like 3:1.5:1...

If it really is a variable with mob type, overall tuning down mind damage on regular attacks a bit would definitely help out more. (2/3 mind damage on default attacks for example).

Tuscans Do definitely use mind specials, and I consider that a personal choice of risk, myself... it is the random mind damage on default attacks tat can bring any party to its knees.

-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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