Medic Archive
Thread: Medic Correspondent, what I do, and how you can help.
#$^#$^# tab key.
2) Medic actions queing in the combat queue so that you can see when something is supposed to pop off.Along with some sort of timer so that you don't keep getting "you have to wait x seconds before you can do that".
3) Better/fixed messages. "You don't have the proper medicine", "Target not in range for that action",etc. Some of these are bugs, some are just not terribly useful.
4) $%#*()#% med target resolution. If you're in combat with a lot of mobs and the target keeps changing you get that "Target must be a player or pet for you to heal". You may be able to do this with macros currently, but there should be hot-key heals for each member in your group that get setup when you group. Including you.
5) Factories for Stim-C's? It's really obnoxious to be at level 4 o-chem and be unable to craft a stim-C because you don't know anyone with a factory to make the BECs for you. I can see it at elite levels such as docs and combat medics, but regular medics are in the field types and should be able to craft their stuff out in the field.
I'm playing marksman/medic right now goin for combat medic.
5 a week isn't too bad when you consider it is mainly a list of our priorities.
Anything that has been /bugged or reported by the CS tool, may get fixed anyway 9based on their priority list). Whenever they patch. Really bad stuff will be hotfixed.
I think the plan is 1 big patch a month, so after we have this first one (hopefully with a lot of medic fixes in it), I'd hope most of the bugs will be fixed by the second one. After that, we may have less than 5 issues a week, and start pestering for adding content lol.
-T
Traigus wrote:
2.) Report weekly the top five (5) issues for medics by email (with the option to put in URL's for constructive threads dealing with said issues).
These are the top 5 issues, as determined by you here on the boards. It is not my view of what the top issues are. No matter what I think of the hot issues, I will report them based on the attention they gather here.
Also Traigus, you may plan on doing this already, but just in case, I would suggest posting here the issues that you send to the devs and the responces (if any) you receive. Again, only if it's permitted, but just to give us an idea of what's getting sent and what's being said.
Again, congrats on your position (hope I steal it from you next time around :smileytongue
and don't hesitate to ask for opinions on anything. Just like you, I promise not to hold back.
Yeah, I'll actually post the text of the e-mail I send here. I forgot to mention that.
I**Update***
Issue 4 seems to be the status of /diagnose command (or tool or whatever)... Spread pretty heavily over all 3 boards .
***
We still have a few days for these to change though
(I just finished reading all the new messages on the first 3 pagesofthe 3 healerboards, and am about to go teach my night class).
I'm up to 67 issues, but a vast majority of them are multiply reported bugs. I tink there are about 12, that are balance / confusion / wishlist. There are even mroe that are clearly doc or CM related only.
Overall though, we are better off than a lot of professions.
-T
Id like to propose we cover problems that are bugs and need to be fixed before we address issues like playability and overall class balance...
stuff like
fix HAMs freeze on buffs...
Fix the ease of use experimentation bug that actally increases and no decreases med use requirements.
Factory bug not allowing youproduce from the crates
Factory/crate bugs in which the items pulled out of them are unusable or disappear for no reason.
honestly id like to see the current broken parts fixed before we tackle the bigger problems of class playability...let us play the dang class without bugs to see what the playability is like
I agree with Ldwater's post quite a bit.. with an order change:
1. Better descriptions of skill trees (eg, the tool tips on the pharm and FA treespritty much mean the same thing, need a better explaination to describe what advantages the skill gives and in what areas)
2. Bad / no medic messages (eg, if your out of range of your patient, it says "No valid medicine found" or if your patient has got too much BF that you can heal them very well, but the system doesn't tell you)
3. Medical forage needs to be enhanced.
4. Neutrals healing coverts (check the other threads)
5. Medic funding / source of income / jobs or missions
Ldwater wrote:
Oh yeah, just for the record, my top 5:
1) Medical forage is useless
2) Neutrals healing coverts (check the other threads)
3) Bad / no medic messages (eg, if your out of range of your patient, it says "No valid medicine found" or if your patient has got too much BF that you can heal them very well, but the system doesn't tell you)
4) Medic funding / source of income / jobs or missions
5) Better descriptions of skill trees (eg, the tool tips on the pharm and FA treespritty much mean the same thing, need a better explaination to describe what advantages the skill gives and in what areas)
Have fun
thanks for picking up the slack Traigus. lord knows the rest of us b*tch and whine about things but don't lift a finger (self included).
good job.
Elenora,
Basically I agree with Zarlor, we go with what gets talked about by the most people.. It is the job description.
However, 2 things to keep in mind.
1.) All reported bugs are alread in thir bug database, and will be fixed as dev priority issues allow. They will be fixed eventually, without any interaction from this board.
2.) You can create threads to get people focus on individual/groups of bugsthat you/they want bumped to high priority (fixed faster).
I personally have no problem with bugs being put on the list, and I suspect Zarlor will probably have factory and Enhance Bugs on his (2 big topics on the doc boards). Down here individual bugs aren't getting a lot of play from medics in general. I am trying to get bugs grouped in my big list so chunks of them can be submitted as 1 thing(heh).
The devs have X number of professions to fix, some of them need a ton of work. I am hoping, that we can get the bugs fixed through the normal process without having to use our issues to do it.
I'm hoping to see the First Big patch notes posted sometime soon, so we can see what bugs they have fixed already. There is no sense getting riled up about somthing that is already fixed that we don't have yet.
We are doing well here overall, some fo the boards have gotten outright hostile about who was picked and have became not so nice.
-T
- The problem with medics making money is that there products can only be used by medics. You can't have a supply and demand when the producers are the only users. I would even agree to having the medics make x amount of creds healed for every y amout of damaged healed in the med center.
- Medical forage - improve it
- lessen the amount of resources to craft meds
- Give us HOTs Heal over times like a DOT but in reverse
- have stimpacks work from a macro from a backpack
Last do not give the medics the ability to heal mind in any significant way. I use a rifle and use medic and see both points of view. Right now carbine is gimped. You have two choices rifle or pistol. Rilfe has more penalies to taking damage in meleeand accuracy while moving or standing than pistol. If you give the medics the ability to heal mind rilfes will be useless. I would drop my rifle skills and learn pistol and so would everyone else. The fact that almost all medics use pistol should be a testament to the fact rifle doesn't need a nerf and giving medics the ablity to heal mind damage would be a rifle nerf.
Of course I get to throw a bit of a monkey-wrench intot he works since all Docs are obviously also Medics. So I might be seeing Posts on the Doc forums that are really more Medic issues than they are Doc issues. Obviously i can only hope that my judgement in where the line is drawn is good, but I think at least some of these is fairly clear-cut. The only prolem is that they don't fall into your rating method by posts unless you make sure you troll through the Doc and CM forums with the same diligence.
So, if it will help out any, here is what I have seen as some issues that are often posted on Doc lists, but are primarily issues that apply to Medics in general.In some cases there may be duplication if I happen to think an issues affects Medics and Docs equally. So just because you see it on this list does not necessarily mean that it may not also be slated for the Doc lists, but i will try to delineate those items I think are primarily a Medic issue.
That's right, I'm fully admitting I'm making a judgement call on this. You don't like my choices? Take me to task for it. I'm just going to do the best I can at information correlation and that will require a bit of judgement on my part. I'm sure I'll screw it up on occasion, but at least you'll (or the Docs, at least)only have to put up with my judgement calls for a month. I apologize in advance if I misinterpret the data I'm seeing.
BTW, these are in my notes order NOT in the order of what I am seeing the most often, yet. That's going to take me more time but i wanted to help out with gettign this list onto the Medic board.
1) How do Medics make money? The /tip issue. Suggestions have included a form a secure trade for healing services and that the heal command actually use a medicine that the PATIENT has on thier person, not anything from the medic's inventory. (Both)
2)/diagnose This has been around since Beta. Folks want a way to see secondary wounds and/or BF on patients. (Medic)
3) Factories not pulling items from factory crates. (Both butmoreso on Doc)
4) Battle Fatigue notification fixed to give message at 200 BF instead of waiting for 400. (Medic)
5) Potency is an unused stat on schematics. Suggestions are to change to use Potential Energy or to get rid of the stat all together. (Medic)
6) Clarification on durability on consumable resources such as meds. Why would we have the option to experiment on something which has no apparent affect? (Medic)
7) Graphic display of Heals into the Combat Queue (Medic)
8) Concerns over Mind Damage (Both)
9) Public Food & Chem Crafting Station in the Med Center (Medic)
10) Damage Timer like we have for wounds (you are now ready to heal more damage) (Medic)
11) /medicalforage, the uslessness of it (Holo has already offered suggestions on this)
12) Persistent container window sizing and positioning, otherwise opening a container that we might be carrying to help organize our meds can be a real pain to work with (Both, but moreso Doc since they have even more types of meds to carry as opposed to Medics)
13) Persistent inventory sorting/positioning for the same reasons as above.
14) Better method of determining or positioning Stims in inventory so we would know which one will be used with the /healdamage command (Medic)
15) Incap players not being where they appear to beon the medic player's client(can be sort of worked around with /dragincapacitatedplayer, but only if the difference is w/in 20m) We can heal them fine while on /follow but as soon as they drop we are no longer in range? (Medic)
16) Notification of when the Medic will incure a TEF (Both)
17) Option to discontinue an action that will incur a TEF (for example a mesage that states "Healing a Covert Faction member will leave you open to be atacked by enemy faction members. Do you wish to continue with this action?)) (Both)
18) Fix the "No Valid Medicine" message to read "You are out of range to heal that target" instead, where appropriate. (Medic)
19) A Macro for /dragincapacitatedplayer should be meade available with the other macros for direct drag-and-drop to the tool bar, like the other commands. (Medic)
20) The /healwound command does not work properly with the given macro, as atype must be specified. Suggestions would include using the same methods as selecting Heal Wounds from the radial menu and simply trying to heal the first available wound type or pulling up a list for the medic to select to wound type from. (Medic)
21) Factory Admin rights do not seem to work, as the rights can be given but the new Admins, although given access to the menus, do not really have any access to the factories capabilities. (Both, but moreso for Docs)
That's all I've got so far. Like I said some of these may not apply to medic as much as they do to Doc (such as most of the Factory stuff, since you'll probably find more Docs using factories as it is, in effect, a crafting profession) or they seem to affect medics more than they would most Docs. There are definitely some Doc only items thatI didn't list above (usually dealing with Doc meds, like Enhance and Resuscitate Packs).
I guess the question comes in on where do we draw the line between what really is more of a Medic issue and what ismore of a Doc issue and what issues simply warant equal attention on both lists?