Medic Archive

Thread: VOTE! Medic Top 10 (Closed)

NasrikSnar
Wed Mar 10, 2004 9:34 pm
#66

Hey Zarlor. Here's my revised top 10 vote:


(Also- just a side note, shouldn't issue #14 - Droid Recharge Rate be noted as a "should be fixed in the future" item? Isn't that targeted for Publish 7?)


1. 1
2. 9
3. 4
4. 24
5. 8
6. 21
7. 11
8. 16
9. 7
10. 17


Vilkata
Thu Mar 11, 2004 12:42 am
#67

My top issue, which none else come close to, is self-heal targetting.


If I'm not targetting nothing, myself, or an enemy I'm fighting, then my heal "fizzles". I've died too many times to "you can't heal that corpse" because the creature I'm fighting dies and cancles my self-heal.


If I'm not targetting something else I can heal, ALL heal commands should be self-heals. If I'm targetting an enemy, it should heal me. If I'm targetting a lair, it should heal me. If I'm targetting a corpse, it should heal me. If I'm targetting a CHAIR, it should heal me. The time it takes me to untarget what I'm not fighting (i.e. a corpse of what I just killed) often gets me killed as it's spamming me with the notification that it's an invalid heal target.


I've done Master Medic and Master Doctor twice, and everything else is fine except for this rediculous problem that still persists since beta.





Master Sergeant Vilkata Grazioso
Leader of Praxis Imperia
Master Teras Kasi Artist

Master - Musician (Holo #1), Artisan (Holo #2), Droid Engineer (Holo #3), Doctor (Holo #4)
Master - Creature Handler, Architect, Medic, Scout, Swordsman, Brawler, Image Designer, Entertainer, Dancer, Marksman
Zarlor
Thu Mar 11, 2004 6:41 am
#68

Vilkata: Numbers please. And is there some reason that none of the other issues is an issue at all? I mean you may as well vote on then, right? Even if they can't fix THE top issue you have maybe they can at least take care of something else that's bugging you. Plus your vote is already weighted, so if your vote is for whatever that number is as #1 it will be worth a full 10 points in the weighting. Anything else is already going to get less weight than your #1 issue.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Vilkata
Sat Mar 13, 2004 5:03 am
#69

Well, I looked over the list, and really don't see any problems with these items.. I've played since beta and mastered many many professions including Medic/Doctor twice now.. The issue I posted I don't even see on the list (self healing). The only other things I could go for is #2 I suppose and maybe #5 (healing going to the front of the que, but not being instant please).


1. Experimenting works fine for me.

3. Fire (blankets being added).

4. Resource requirements are VERY reasonable when compaired to other professions.

6. Med Skill use is okay.

7. Target Friendlies..? no problem there using /target or clicking on the name in the group list..

8. Crate Combining seems unnecessary since medical supplies get a huge 50 count already compared to most other professions that get counts of 10.

9. Room/Dungeon healing, as far as I'm aware, still works with a droid.. it's not a med center or camp, it shouldn't be "free".

10. Universal A's I disagree with.

11. Incap player problems, see #7, I have no problems.

12. Factory XP was nerfed for all crafting classes, and rightfully so. You don't get better at making something by standing next to a machine that does it for you.

13. Money..? I made way more as a medic/doctor than as a musician, and plenty to pay for resources.

14. Droid recharge is already being fixed in this publish.

15. Medic crafting xp is a breeze. You can easily get Chem 4 without grinding while healing people. Doctors, on the other hand, are totally out of whack on medic xp. If you heal people with your own medicines and never practice mode grind, you will master all 3 healing trees before completing the 2nd crafting box. However, that's a Doctor issue, not medic.

16. Hopper refresh is fixed already.

17. Medic content.. it's call GCW or grouping.

18. BF notification..? This one lost me.. we already get notified of it.

19. HoT medicines.. it's called Constitution and Stamina Enhance Packs.. Doctors already have them, they don't belong in medic.

20. Factory Speed is fine, it should take a while to make things, that's why they work offline.

21. Groupmate numbering? Back to #7.. it's very easy to ctrl-# or when you have a large group, click on the name. 20 man groups are too high to number anyhow.

22. Crafting XP from complex schematics? They already get higher xp, it's based on the resource numbers. No problem here.

23. Med Center crafting station is unnecessary. There's usually one just outside anyhow, they're noisy, and people can just use droids.. please, Droid Engineers don't need even less reason to be able to sell a product.

24.Crate Sizes, see #8. Medics already have the 2nd largest sized crates in the game. 50 is more than enough per crate.

25. Mounted Healing.. oh God please no. Last thing I want to do is watch rebels raid Theed with a mounted CM. If medics can do stuff mounted, all medic professions will have to have it.

26. Flaming/Diseasing pets for XP.. I see no problem with. Healing is healing. I personally think they need to return xp for healing damage on pets. Why isn't "healing tumblers" on the list if this is? That's done far more rampantly.


So my votes are:


1. Self Healing Targetting issues (not on the list)

2. #5, healing should go to the front of the que, but still be subject to the que (someone shouldn't be able to swing a 6 delay hammer and heal instantly).

3. #2, medics should get some recognition in faction fights.


Please don't take this as an attack on medic, Zarlor. I just have found that, of the huge list of professions I've played, medic is actually one of the most balanced and functional of them all.



Master Sergeant Vilkata Grazioso
Leader of Praxis Imperia
Master Teras Kasi Artist

Master - Musician (Holo #1), Artisan (Holo #2), Droid Engineer (Holo #3), Doctor (Holo #4)
Master - Creature Handler, Architect, Medic, Scout, Swordsman, Brawler, Image Designer, Entertainer, Dancer, Marksman
Nema0879
Mon Mar 15, 2004 12:11 am
#70

1. 4

2. 1

3. 7

4. 8

5. 6

6. 13

7. 18

8. 20

9. 26

10. 9




~~~The only place success comes before work is in the dictionary~~~
~~~~Chibi's Meds and Powerups at : -3997 3708, Theed, Naboo~~
"All southerners, are insane and most especially is the Southern woman insane. The Cult of Southern womanhood endowed her with at least 5 totally different images and asked her to be good enough to adopt all of them. She is required to be frigid, passionate, sweet, bitchy, and scatterbrained -- all at the same time. Her problems spring from the fact that she succeeds."


TripKelmino
Mon Mar 15, 2004 9:50 am
#71

4

24

6

10

8

7

2

21

16

20


those are what i feel should be tweaked in the medic pofession. this is from a master doctor perspective though, so of course i did not place any xp features in there. one thing i feel strongly for that wasnt listed in there, (kinda in # 6) is the need to move stim B's up in med use. and possibly expiermented down to med use 10 with using alot of expiermenting points. the novice medic healing for 400+ completly removes the use of a medic or doctor in any group, since people can completly heal them selves up with 2 or 3 stims (unbuffed) A universal Stim A could be the solution for this and in fact create some cash for the lower medics. Another issue that i believe needs to be changed is teh building booting TEF for healing an overt member. If the building is public i do not feel the need for medics to be booted from a building. i do see a slight reason for this implemented the way it is... but i still believe this should be changed.
Zarlor
Mon Mar 15, 2004 11:20 am
#72

Items not on this list are likely on the "big list" THe reason they are not on this list is because they didn't make the cut to get voted into the Top 25. The next voting cycle I will just have votes on thefull listing. For now, though, any votes for items not on the list are non-votes.

So please check the "Big List of Medic Issues" thread to make sure your issues are listed there. If not, please start a new thread to get it added. If you issues has some support from others int he Medic community it will be added to the list.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Mon Mar 15, 2004 11:45 am
#73






Vilkata wrote:

Well, I looked over the list, and really don't see any problems with these items.. I've played since beta and mastered many many professions including Medic/Doctor twice now.. The issue I posted I don't even see on the list (self healing). The only other things I could go for is #2 I suppose and maybe #5 (healing going to the front of the que, but not being instant please).


1. Experimenting works fine for me.

3. Fire (blankets being added).

4. Resource requirements are VERY reasonable when compaired to other professions.

6. Med Skill use is okay.

7. Target Friendlies..? no problem there using /target or clicking on the name in the group list..





This one is meant to address targeting ofnon-grouped friendlies by just being able to use a key sequence instead of having to hunt around to click on them on the screen.







8. Crate Combining seems unnecessary since medical supplies get a huge 50 count already compared to most other professions that get counts of 10.

9. Room/Dungeon healing, as far as I'm aware, still works with a droid.. it's not a med center or camp, it shouldn't be "free".





This is about using a droid in those locations, not doing it for "free". THe last time I checked you could not perform any wound healing actions even using a droid in those locations.






10. Universal A's I disagree with.

11. Incap player problems, see #7, I have no problems.





Generally this issue seem to come up a lot less, but it's not about locating the incapped player, it's about not being close enough to the incapped palyer to perform a healing action to "wake them up", even though you may otherwise appear to be standing on top of them. It was a HUGE problem way back when, far less so now. I had seen some reports of this as of a few months ago and people still continue to vote on it, so I can only assume they are still having problems with this.






12. Factory XP was nerfed for all crafting classes, and rightfully so. You don't get better at making something by standing next to a machine that does it for you.





Well, we don't know that for certain. If nothing else this issue is simply a request to find that out for certain since it was "stealthed" in. It may very well be that is ws intentionally nerfed, but a lot of folks would like to know that for certain.






13. Money..? I made way more as a medic/doctor than as a musician, and plenty to pay for resources.

14. Droid recharge is already being fixed in this publish.

15. Medic crafting xp is a breeze. You can easily get Chem 4 without grinding while healing people. Doctors, on the other hand, are totally out of whack on medic xp. If you heal people with your own medicines and never practice mode grind, you will master all 3 healing trees before completing the 2nd crafting box. However, that's a Doctor issue, not medic.

16. Hopper refresh is fixed already.





You mention several of the fixed and to be fixed issues, but I just wanted to note that this list was put up back in January. Which is why I'm closing it out on Tuesday whenPublish 7goes live.






17. Medic content.. it's call GCW or grouping.

18. BF notification..? This one lost me.. we already get notified of it.





Hmm... I'm wondering if you are actually reading the text of these issues to see what they are about. We don't get the notification until BF of 400 is reached. There are suggestions that BF starts to affect healing at 200, however.








19. HoT medicines.. it's called Constitution and Stamina Enhance Packs.. Doctors already have them, they don't belong in medic.

20. Factory Speed is fine, it should take a while to make things, that's why they work offline.

21. Groupmate numbering? Back to #7.. it's very easy to ctrl-# or when you have a large group, click on the name. 20 man groups are too high to number anyhow.

22. Crafting XP from complex schematics? They already get higher xp, it's based on the resource numbers. No problem here.





No, actually they don't. That's why folks grind components.







23. Med Center crafting station is unnecessary. There's usually one just outside anyhow, they're noisy, and people can just use droids.. please, Droid Engineers don't need even less reason to be able to sell a product.

24.Crate Sizes, see #8. Medics already have the 2nd largest sized crates in the game. 50 is more than enough per crate.

25. Mounted Healing.. oh God please no. Last thing I want to do is watch rebels raid Theed with a mounted CM. If medics can do stuff mounted, all medic professions will have to have it.





It should be noted that the issue actually states a preference for only personal healing from a mount, not for healing others (although I believe that is suggested in the text as some folks have stated they would like to see that as well.)






26. Flaming/Diseasing pets for XP.. I see no problem with. Healing is healing. I personally think they need to return xp for healing damage on pets. Why isn't "healing tumblers" on the list if this is? That's done far more rampantly.






Because it didn't get enough votes to be on this list.







So my votes are:


1. Self Healing Targetting issues (not on the list)

2. #5, healing should go to the front of the que, but still be subject to the que (someone shouldn't be able to swing a 6 delay hammer and heal instantly).

3. #2, medics should get some recognition in faction fights.


Please don't take this as an attack on medic, Zarlor. I just have found that, of the huge list of professions I've played, medic is actually one of the most balanced and functional of them all.







I sure don;t take it as an attack. The listing is just all issues that Medics have brought up. All I've done is to compile them. There are plenty that I don;t agree with as well, but other Medics wanted them and there was enoguh support in the community to include them on the list. That is what this whole voting process is about is so folks can vote for thsoe issues they do support and not vote for issues they think are not important. THose issues which get no votes will eventualy be removed from the listings.


So this list isn't anything I can take personally because it's not my personal list to begin with, it's the list of all issues that at least some medics have had. I'm just the data collector for this stuff.








Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Vilkata
Mon Mar 15, 2004 3:36 pm
#74






TripKelmino wrote:

Another issue that i believe needs to be changed is teh building booting TEF for healing an overt member. If the building is public i do not feel the need for medics to be booted from a building. i do see a slight reason for this implemented the way it is... but i still believe this should be changed.





I couldn't agree with that more.. Overt people still get the TEF for doing things against the opposing faction. If the overt doesn't have the tef flag, then medics shouldn't get tef. That would both solve the booting from structures problem, and the lame med center camping people like to do. Can we add that to the list?





Master Sergeant Vilkata Grazioso
Leader of Praxis Imperia
Master Teras Kasi Artist

Master - Musician (Holo #1), Artisan (Holo #2), Droid Engineer (Holo #3), Doctor (Holo #4)
Master - Creature Handler, Architect, Medic, Scout, Swordsman, Brawler, Image Designer, Entertainer, Dancer, Marksman
AdelphaB
Mon Mar 15, 2004 4:26 pm
#75


Regarding #19, HoTmeds,since it's not described in detail -as I recall, it was suggested (in beta?) with respect to wound healing, not damage healing. It goes back to the days when folks had long waits in hospitals getting wounds healed in nibbles at a time by novice medics wielding mighty wound med pack As. Actually, in those days, sometimes healing with Bs and Cs could take quite a long time, with some of those all-black HAMs we used to see. Would have been nice to hit a patient with a HoT med pack - they still wouldn't get back into action right away, but they wouldn't have to stick aroundeither and we could move on to other patients.


Not a huge issue anymore since there are tons of MDs, readily available wound med pack Bs that are more powerful than the Cs and Ds I used to use, and people simply don't get wounds like that anymore.




------------------------------------------------------

Dr. Jinna An'geles - Blaster Trauma Specialist / Ospek - Fighting Naturalist

------------------------------------------------------

Vilkata
Mon Mar 15, 2004 4:41 pm
#76

My original post was just what I had on my mind as a critical problem with the healing system in general which starts with medic, the other things I saw listed seemed (and still do) trivial or even selfish in some cases. When you originally replied you asked why I didn't just give a list of the ones I supported, so to show that I had actually read the list and had given it some thought (more than just a whiner who only sees to the end of their nose), I went through the list and explained why I didn't vote for each item.


However, I'm always up for intelligent discussion on topics, and am more than happy to explain my opinions and views behind the different points.





Zarlor wrote:





Vilkata wrote:


7. Target Friendlies..? no problem there using /target or clicking on the name in the group list..





This one is meant to address targeting ofnon-grouped friendlies by just being able to use a key sequence instead of having to hunt around to click on them on the screen.






Which is what the /target command is for.


<Joe screams, "Medic!">


</target Joe>


The only remotely feasible method I can see working otherwise is to adopt the EQ command of /rt. Typing /rt would target the person who most recently sent you a tell. It was a blessing to buffers.












9. Room/Dungeon healing, as far as I'm aware, still works with a droid.. it's not a med center or camp, it shouldn't be "free".





This is about using a droid in those locations, not doing it for "free". THe last time I checked you could not perform any wound healing actions even using a droid in those locations.





As I said before I was under the impression that we could, but admittedly since I've had TKA, I haven't had to heal wounds very often. I'll try again when I have the chance. If this is true, add it to the bottom of my vote-for list.













12. Factory XP was nerfed for all crafting classes, and rightfully so. You don't get better at making something by standing next to a machine that does it for you.





Well, we don't know that for certain. If nothing else this issue is simply a request to find that out for certain since it was "stealthed" in. It may very well be that is ws intentionally nerfed, but a lot of folks would like to know that for certain.




At launch, factories granted full xp. It was either the first or second major publish when they announced and followed through with nerfing factory xp. It certainly wasn't stealth and it was very intentional. It was actually that nerf that sparked the outcry that resulted in the introduction of practice mode, which was not present at launch. Oh, the joys of grinding survey kits and having to delete every one of them...














16. Hopper refresh is fixed already.




You mention several of the fixed and to be fixed issues, but I just wanted to note that this list was put up back in January. Which is why I'm closing it out on Tuesday whenPublish 7goes live.





I was only making my case as to why I didn't make the 10 list in an itemized manner to each point. I realize that many of them were resolved by the time of my posting, but that is why I didn't vote for them.











18. BF notification..? This one lost me.. we already get notified of it.





Hmm... I'm wondering if you are actually reading the text of these issues to see what they are about. We don't get the notification until BF of 400 is reached. There are suggestions that BF starts to affect healing at 200, however.






I recently mastered TK, and am working my way through Swordsman currently. I get BF so badly that the other day I staggered into Theed cantina with 991 BF, 1 health, 1 action, and 116 mind. I feel rather confident, with my very frequent self-healing mid-battle, that my BF does not factor in until it starts to notify me. Of course, that's just my observation.














22. Crafting XP from complex schematics? They already get higher xp, it's based on the resource numbers. No problem here.





No, actually they don't. That's why folks grind components.






The schematic is the complete package, the xp is granted per component, then when the final combine is made, more xp is granted for the resources in that combine. People grind components because they're a one step shot, not because they grant more xp. A wound B from start to finish grants more xp than just a bio controller in practice mode.


This debate came up rather lively during beta, especially in the architect community, about us not gettinghardly anyxp for making houses and the sort,onfinal combines. The devsstated that they had no intention of granting xpon the final combine for the componentssince the xp was already granted during the crafting of thecomponents themselves.


I must say I agree with that.


If people sit around a med center or cantinaand hand craft medicines as they're healing, they should haveno problem finishing chemistry 4 before having the xp for all 3 medical healing trees. This number can be influenced, one way or the other, by which tree they increase first and what kind of wounds they heal, of course. If they go for healing speed first, they'll make and use more medicinesover thecourse, but if they get the treatment bonuses,obviously they will use less medicine per xp. Also, if they solely heal woundsin a med center instead of healing dancers, they'llover-all use less medicine since it's higher xp per point healed.Finally, the quality of the medicines, both in healing andcharges, affect it. However, over-all, it is well balanced and unless you're trying to beat the xp curve, you should have no problem finishing Chem before all the others. Doctor, as I stated before, is the one that's way out there. I have not tried Combat Medic yet.


All of this falls back to the original goal in professions of "progress as you play", which is rarely done in any profession. 95% of players "grind" because it's faster than playing or because of xp imbalances (doctors must grindmedicine, it's not an option). One of the reasons I so appreciate the medic profession is that they actually found the balance.











25. Mounted Healing.. oh God please no. Last thing I want to do is watch rebels raid Theed with a mounted CM. If medics can do stuff mounted, all medic professions will have to have it.





It should be noted that the issue actually states a preference for only personal healing from a mount, not for healing others (although I believe that is suggested in the text as some folks have stated they would like to see that as well.)





I understand that, and I agree that there are a number of things we should be able to do while mounted, but if the self-healing can-o-worms gets opened, CM's will be next. That's why I disagree with it.











26. Flaming/Diseasing pets for XP.. I see no problem with. Healing is healing. I personally think they need to return xp for healing damage on pets. Why isn't "healing tumblers" on the list if this is? That's done far more rampantly.






Because it didn't get enough votes to be on this list.




Okay, this one kind of bothers me.. this is more anti-Creature Handler and rather double-standard. Being a Master Creature Handler since first month, and surviving all the unreasonable nerfs, this does kind of hit a nerve. This is still friendly though, so please bare with me. Non-CH pets are not viable for this method.. none of my CL10 pets could even survive the flamethrow, much less the dot long enough to get wounds.. now, you take a nice Rancor, Frenzied Graul, or Webmaster, and you can cook up a good 6-7k wounds in a couple of minutes.


So, I have to ask why is this a no-no (since it's obviously used primarily to medics/doctors who've also spent a lot of time and effort into CH), while it's okay for Joe Average to tumble in the med center and everyone heal them? It honestly seems to me like "share with us all, or we'll take away your toys even though you've earned them".


Mind you, this isn't a bias argument of it should or shouldn't be.. it's that it should be all or nothing. Don't oppress CH's, they've suffered enough. If you (medics) really have an issue with this type of easy xp gaining method, then attack tumblers too, otherwise you're just saying you're jealous of a few people because you can't do it too. It'd be extremely easy to shut down tumblers.. don't let them tumble while the tumble status is in affect.




Anyway, those are the reasons behind my reasons. If you have any other questions, I'm more than happy to address them.



Master Sergeant Vilkata Grazioso
Leader of Praxis Imperia
Master Teras Kasi Artist

Master - Musician (Holo #1), Artisan (Holo #2), Droid Engineer (Holo #3), Doctor (Holo #4)
Master - Creature Handler, Architect, Medic, Scout, Swordsman, Brawler, Image Designer, Entertainer, Dancer, Marksman
Zarlor
Sun Mar 21, 2004 9:12 pm
#77






AdelphaB wrote:


Regarding #19, HoTmeds,since it's not described in detail -as I recall, it was suggested (in beta?) with respect to wound healing, not damage healing. It goes back to the days when folks had long waits in hospitals getting wounds healed in nibbles at a time by novice medics wielding mighty wound med pack As. Actually, in those days, sometimes healing with Bs and Cs could take quite a long time, with some of those all-black HAMs we used to see. Would have been nice to hit a patient with a HoT med pack - they still wouldn't get back into action right away, but they wouldn't have to stick aroundeither and we could move on to other patients.


Not a huge issue anymore since there are tons of MDs, readily available wound med pack Bs that are more powerful than the Cs and Ds I used to use, and people simply don't get wounds like that anymore.






Actually it was a recent addition coming from more than a few folks supporting the idea of HoT healing for damage, not wounds. It was about 2 months back, I think. Close to the time when Traigus and I switched up on professions. Either way I personally agree that Idon't think it's really much of a topic.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Sun Mar 21, 2004 9:43 pm
#78







Vilkata wrote:

My original post was just what I had on my mind as a critical problem with the healing system in general which starts with medic, the other things I saw listed seemed (and still do) trivial or even selfish in some cases. When you originally replied you asked why I didn't just give a list of the ones I supported, so to show that I had actually read the list and had given it some thought (more than just a whiner who only sees to the end of their nose), I went through the list and explained why I didn't vote for each item.


However, I'm always up for intelligent discussion on topics, and am more than happy to explain my opinions and views behind the different points.






Which is exactly why I made the statement to begin with. Seeing the reasons, I think, brings out a lot more for us to talk about and why some folks think one way on a topic and others in other ways. Sometimes folks find that, in the end, they actually agreed on something but were just communicating it differently. All good stuff, IMHO.










[snip for other stuff about targeting friendlies]


Which is what the /target command is for.



The only remotely feasible method I can see working otherwise is to adopt the EQ command of /rt. Typing /rt would target the person who most recently sent you a tell. It was a blessing to buffers.






Typing all of that out can be reall rough in many situations, though. Not nearly as handy as Tabbing enemies or clicking on a groupmate's bar (and many folks find that clicking to be unfriendly as well, preferring a better keyboard command, or at least one that lets them do more than 10 folks.) Just a difference in playstyles of how folks like to do things and what they think will make the game easier and more enjoyable for them.








[snip on stuff about healing in rooms/dungeons with droids]


As I said before I was under the impression that we could, but admittedly since I've had TKA, I haven't had to heal wounds very often. I'll try again when I have the chance. If this is true, add it to the bottom of my vote-for list.







I'll have to try and remember top do some testing on this again to make sure, but I know the last time I tried it didn't work. It's been a while, though, and I don't often get lot of feedback on the stealth fixes. Anyone willing to check on any of these issues to be certain of their validity... well, any assistance is always welcome.









[snip on Factory XP]
At launch, factories granted full xp. It was either the first or second major publish when they announced and followed through with nerfing factory xp. It certainly wasn't stealth and it was very intentional. It was actually that nerf that sparked the outcry that resulted in the introduction of practice mode, which was not present at launch. Oh, the joys of grinding survey kits and having to delete every one of them...






You have a step missing in the historyof it. I believe you are corrent that it was the second publish, but what happened was a fix to the screwup of factories giving full XP to what they were declared as supposed to be giving, which was 10% XP instead. That held fine for probably 2 more publishes and then it just disappeared with no patch notes or discussion leaving us int he dark as to whether or not that removal was intentional or a bug. So the last official word was that factories were supposed to be giving 10% XP as of Publish 2 or so.










[snip of mention of "fixed" items]

I was only making my case as to why I didn't make the 10 list in an itemized manner to each point. I realize that many of them were resolved by the time of my posting, but that is why I didn't vote for them.





Of course. I just didn't want other folks thinking this was still a completely current list. I had encourged a few folks to even re-vote if they wanted to make sure they were not voting on a fixed or to be fixed item.








[snip of BF notificatio stuff]

I recently mastered TK, and am working my way through Swordsman currently. I get BF so badly that the other day I staggered into Theed cantina with 991 BF, 1 health, 1 action, and 116 mind. I feel rather confident, with my very frequent self-healing mid-battle, that my BF does not factor in until it starts to notify me. Of course, that's just my observation.







Well, that depends on your point of view. This is the medic list, after all, and for a more focused Medic (not so much at Doctor, but possibly still of concern to CMs who like to do some hospital work) knowing that you are healing as efficently as possible for those precious resources you used to make those packs for what few tips you may or may not get, it could be a pretty important issue if it means you'll have to use a few extra charges just because someone has BF, especially if you aren't getting any notification indicating why you are healing poorly (something very hard to see with the high variability). Maybe some Docs have taken a better look at this since the no variability on buffs has gone live, but I've yet to get a chance to read the Doc forum since getting back up and running and into the forums today.


At any rate, that is why I would say it is an important issue for some Medics out there.


[The next thing you mention is the component -v- final combine XP issue, which you sum up pretty well and mention the lively debates in Beta, which obviously covers why some folks consider it an issue enough to vote for it and get it on the list. So I have no real comment on that. ]








[ont he flame-healing of pets for XP not being on the list]


Okay, this one kind of bothers me.. this is more anti-Creature Handler and rather double-standard. Being a Master Creature Handler since first month, and surviving all the unreasonable nerfs, this does kind of hit a nerve. This is still friendly though, so please bare with me. Non-CH pets are not viable for this method.. none of my CL10 pets could even survive the flamethrow, much less the dot long enough to get wounds.. now, you take a nice Rancor, Frenzied Graul, or Webmaster, and you can cook up a good 6-7k wounds in a couple of minutes.


So, I have to ask why is this a no-no (since it's obviously used primarily to medics/doctors who've also spent a lot of time and effort into CH), while it's okay for Joe Average to tumble in the med center and everyone heal them? It honestly seems to me like "share with us all, or we'll take away your toys even though you've earned them".


Mind you, this isn't a bias argument of it should or shouldn't be.. it's that it should be all or nothing. Don't oppress CH's, they've suffered enough. If you (medics) really have an issue with this type of easy xp gaining method, then attack tumblers too, otherwise you're just saying you're jealous of a few people because you can't do it too. It'd be extremely easy to shut down tumblers.. don't let them tumble while the tumble status is in affect.




Anyway, those are the reasons behind my reasons. If you have any other questions, I'm more than happy to address them.





Actually the other reason Tumblers likely are not mentioned (and there is a large number of folks who support that issue, mind you, but it just didn;t get the votes to be on this particular list) is that it's already going away. THe vombat revamp will remove the tumble/heal ability so many folks who may have otherwise voted for that issue probably did not. So that just leaves the flame-healing pet thing. And it doesn't have to be your own pets. Some folks will get a CH friend to flame their pet so they can heal it for the XP (much as they pay tumblers). I think the same folks who voted for nerfing the flame-healers are the same folks who would also vote for nerfing tumblets (but, as I mentioned, several probably did not bother knowing that fix is already in the works.)


Personally I don't think either issue is really all that important int eh whole scheme of things, but there are others who do think it is important and so they end up voting for it and it ends up on the list. It's not really that big of a deal at any rate, though, since it won't make it into the Top 5.





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