Medic Archive

Thread: Big list of medic issues/bugs (Thursday July 31, 2003)

Radek2002
Wed Aug 20, 2003 5:42 am
#27

Dear all,



To target myself, I just need to target nothing ...Just left click on the floor and then use /healdamage ... It works !



AlMounafik radek, Kauri




Radek AlMounafik, FarStar-European
Master Ranger and carabineer
Haschel
Wed Aug 20, 2003 9:32 am
#28

28. Healing Variance: What is the formula for high/low heals? Should it be so large?


This is one of the more annoying ones for me. I mean, I've got Stims with base heals of 281, but I'll heal for 270's one shot, then for 700's the next shot.




Galford
Master Fencer, Master Brawler, Teras Kasi Artist 0/0/0/4, Doctor 0/0/0/1 (Skill points: 2/250....bah)
Eclipse

"I'll show you that no matter how hard they try, scum are still scum." - Vesper, Star Ocean 2
ShaleOverfist
Fri Aug 22, 2003 5:14 pm
#29

Here is one thing that I have noticed and do not think that it is fair. Any halfway decent Medic can make stim B's and Expirement to make them heal like C's or D's yet they require the same amount of Medical Usage as B's. I really don't think this should be based one what item you make for the medical usage but, more of how much it heals for. Say for instance B's that heal for 150-250 should be 5 Medical Usage. YET those that heal for 600+ (yes I have seen them by some talented medics from Expirementation with high OQ material) should be gradually Higher in medical usage. What is the point of taking a medic out with you if your "Novice Medic" can heal you for just as much as a measter medic yet he doesn't take a lot of XP cause he doesn't have the skills to attack.Combat medics and Doctors are very useful being thier special kits (Res kits or Area Affect kits) to where Master Medics get what for making it there?


Now we come to the concern on Combat Medics. I am unsure if it was intentional or not but it seems IMPOSSIBLE to get this ranged weapon support up... I noticed that even when I used the skills given to me in that tree and kill something it gives me MAYBE 30XP in that tree yet the XP needed to get to lvl 3 is upwards of 17K. So you may want to look into "if you use the skill for ranged support add bonus XP for it depending on usage". Don't allow it to go over a max of like 15 "Specials" per critter and make it give like a max bonus of 150 giving 10 extra points per skill usage. Currently combat medics are something that is nearly impossible to get to and iw would help greatly to raise the XP in that tree just a little faster.

Zarlor
Sun Aug 24, 2003 7:46 pm
#30

SOmetimes eating or drinking something will also unstick the stats. Even just Spiced Tea (craftable by any novice artisan) will often work.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
sev_rance_tann
Mon Aug 25, 2003 12:12 am
#31

I would really like to see the TEF notification, and accept/decline added, especially as a nuetral medic. The 'bug' I'd like to report has to do with the new /diagnose command. I thought it was a great addition, but now that I've tried it I really wish the status window would update itself, just like the status in our character sheet window does. Having to type /diagnose over and over gets a little annoying. Just my two cents.
Traigus
Mon Aug 25, 2003 12:58 am
#32

jarjarpudu :

Those wounds are supposed to go away when you go to a cantina and hget them healed.

However.. all secondary stats (2nd and 3rd bar of any color) are not regenerating after they are healed... HAM (Health Action and Mind) do regenerate liek they are supposed to.

This is called the "stat loss bug" and the devs can't seem to fix it.

There is a fix in the help us deal (not a great fix... but soemthing). If you heal all the wounds (go to cantina for focus and willpower wounds and watcha dancer or listen to a musician) you have to all your blue bars.. .then Log completely out of game (may take up to 10 mins for your character to completely duissapear) the game will reset your stats to the healed level when you next log in.

You also can avoid this problem by not using the /tend commands. If you use stimpacks and woundpacks to heal you do not lose focus or willpower... losing Focus and Willpower is the cost for "free" healing that /tend commands let you do... though the focus and willpower wounds are supposed to regenerate after they are healed in cantina... using /tends excessively currently requires you to logout a lot to reset the stats... until they fix it.

-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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cherlo
Wed Sep 03, 2003 9:01 am
#33

I didn't see this on the list. A medic grouped usually selects a group member in trouble and 'follows' to get in range then heal them. This method doesn't work if the group member is incapped. You should be able to follow incapped players. Also following on slope usually does not bring you within healing range of the player.



...thisll just get lost in the noise
jodonnell
Thu Sep 04, 2003 11:40 am
#34

I have a medical droid and it works great arond town and in the field. However, when I bring it to a cantina, and I try to heal wounds, I get the "Must be in medical center/camp..." message. However, if I cross the threshold and stand just outside the cantina I can heal wounds normally. In fact I can even heal wounds from people inside the cantina if they are in range...just as long as I'm not in the cantina. This is annoying too because healing folks in the cantina is a great way to "beat the crowd" of other meds at the clinics


James

Zarlor
Fri Sep 05, 2003 12:30 am
#35

Healing in the Cantina was also considered too much of an exploit and I'm pretty sure the Devs were more interested in keeping the Cantina as a Cantina, and not the "one stop heal shop". I wouldn't call that much of an issue, and it's definitely not a bug, it's by design.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
AvivFalcon
Mon Sep 15, 2003 7:47 am
#36

no known if this is addressed but not being able to use crates of items (like Chem. Mech, for example) to make other items, like Stims
Zarlor
Mon Sep 15, 2003 10:32 am
#37

Huh? I have zero problems using created items to make stims. 2 questions, are you using a facgory? And, if not, are you doubl-clicking hte crate to pop the component out of the crate to be able to use it by hand?



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
LiKeilun
Thu Sep 18, 2003 1:21 pm
#38

Speaking of healing in the cantina, yesterday I tried healing wounds in the cloning center with my med droid and that didn't work either. Is there a good reason for that being a "forbidden zone"? Is there a generic rule that we must follow when using the droids? Like can it be used in any building (apart from the cloning center and cantina as I've already found out)?



Wakko
Sunrunner Server
Zarlor
Thu Sep 18, 2003 1:52 pm
#39

Generally those two places are non-healing zones (at least in terms of wounds and buffs) probably to maintain the Med Center as the primary place for those actiona. Otherwise the Cantina would be the one-stop healing spot for everyone and those poor novice medics who can't afford a droid would be stick forever trying to do damage healing in a cantina. That would seem to be the logic of the situation IMHO.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
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