Medic Archive
Thread: VOTE! Medic Top 10 (Closed)
[Thank you ver much to everyone that voted! The voting is now closed. Results will be posted soon and a new voting thread will begin shortly.]
Thanks to everyone who voted on the broken out lists. Here are the results from those lists compiled into the Top 25 issues (well, 25 since I tossed in the one exploit on any real note for us.) This voting cycle will end when we get asked for our next Top 5, so that is why there is no ending date on this.
At any rate, same method as always. Just list your Top 10 issues, in order, from teh following list.
PLEASE leave all comments until AFTER your list. I will read them, but they mnake it harder to tally.
PLEASE do not vote on the same issue more than once. The voting is already weighted and it's possible that if I mess up I might overwrite your higher vote with the lower one, meaning you just voted worse on something you wanted to vote more on. Generally, though, duplications are just ignored and only the highest placement counts. So save me some trouble and just vote for one issue for each of your 10 votes.
If you post multiple votes I will only tallythe last list you posted. So it's OK to change your mind, and your vote, but it doesn't hurt to let me know when you do that.
Here's the list to choose from, detailed descriptions to follow:
1.Experimentation Issues
2.Faction Points
3.On Fire Cure =
4.Medical Resource Requirements
5.Combat Queue Heals (or removal of) &
6.Medicine Use Skill Granularity
7.Target Friendlies
8.Crate combining
9.Room/Dungeon Wound Healing Problems
10.Universal Stim As
11.Incapacitated Player Location Problems
12.Factory XP (or lack thereof)
13.Money
14.Droid Recharge Rate &
15.Crafting XP Speed Imbalance
16.Factory Hopper/Inventory Window Refresh
17.Medic Content
18.Battle Fatigue Notification
19.Heal Over Time Meds
20.Factory Speed
21.Groupmate Numbering
22.Crafting XP from Complex Schematics -v- Components
23.Med Center Crafting Station
24.Component Crate Size Increase
25.Mounted Healing
26.Flaming/Diseasing Pets for XP
Notes:
* - Denotes Issue has had some change or addition made to it since last posting.
& - Denotes an Issue or some part of an Issues acknowledged by the Developers that should be fixed at some undisclosed time in the future.
Message Edited by Zarlor on 03-09-2004 05:31 PM
Message Edited by Zarlor on 03-15-2004 12:50 PM
Message Edited by Zarlor on 03-21-2004 10:46 PM
1.Experimentation Issues
Experimentation does not seem to work correctly or consistently. Even with experimentation risks being listed as 0% there are still a great many critical failures, failures and only some moderate and standard successes. Wholly inconsistent with the 0% failure rating guaranteed by the crafting station. Having highly experimented crafting tools and stations do seem to alleviate the problem a little, but not by very much. At least some think that having some possibility of failure is acceptable, but they do wish to have some indicator of what the possibility really is since obviously it is a greater than 0% chance and some would suggest it is really as high as a 5% chance. Amazing successes, on the other hand, appear to be far more rare than critical failures and do not produce as nearly drastic improvements as critical failures produce in reductions, there is simply no good trade-off here. Even experimenting by 1 point at a time seems to produce the same results (with less risk) as using as many points as possible, which is counterintuitive to what most folks expect, where they expect that taking the greater risk should provide some greater reward other than keeping the complexity low enough on an item that it doesn’t take quite as long to manufacture.
Part of the problem might come where recent experimentation with the crafting system would suggest that a crafting tool with a negative rating (up to –14.99) is far superior to a tool with a positive rating (+15). Others have suggested the same issue with crafting stations (where a -44.99 station would perform better than a +45 station would.) Apparently the values seem to be flipped for experimentation calculations, we think. We really would like more consistency and a more reliable, documented, experimentation methodology.
Further Malleability ratings do appear to affect the difficulty levels of crafting an item, but this is not otherwise annotated anywhere, not even in the Advanced Guide on Crafting on the main SWG website or on the Holocron. Better documentation for experimentation needs to be made available.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=22133
(*Dev Response:
In response to the Doctor Top 5 issues on 12/18/03 Zarlor reported the following response:
The QA team is looking into the issues around experimentation to determine if there are any bugs in the code that need to be rectified. Outside of that we may also need to do a balance pass to ensure that experimentation is working to a proper degree.
Ref: http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=24681
In response to our Top 5 issues on 12/20/03 Traigus reported the following response:
"The devs and QA will be investigating the crafting system. All of these issues have been forwarded to internal QA, along with several more issues that have appeared since this Top5 was submitted."
Ref: http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=9053)
2.Faction Points
Medics are interested in seeing a share of Faction Points in the same way that we are getting Combat XP. It is considered inappropriate that a medic professional would be out in the field and, being unable to assist in taking out an opposing faction NPC or player (because they are healing those who are doing so), they will not gain FPs and so will progress much more slowly in faction gains, while providing at least as valuable a service as the person providing the offensive capabilities. Other considerations have included gaining FPs for healing Overt faction members, especially considering the dangers involved in gaining a TEF in this manner in a place that is known for finding unsuspecting TEFed characters (i.e. The Med Center, see TEF Issues).
(*Dev Response:
In response to the Combat Medic Top 5 issues on 12/19/03 Pahdbacca reported the following:
“This is an issue that will have to be done next cycle.”
Ref: http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=18281)
3.On Fire Cure &
(To be Fixed)
The ability to cure the “On Fire!” state created by several attack forms has also been requested.
More information can be found in the following:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=13565
(*Dev response:
Zarlor passed along the following summation from Ben “Marvelin” Hanson’s response on the Correspondent forum on 10/28/2003 as a response to the Doctor Issue regarding this:
“They do not have a problem with adding some fire dot removal. Fire dots can get nasty on Tatooine where there are only two places on the map to put them out. Again this may take some time to get into the game, but at least it is being looked into now.”
Ref: http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=17920)
4.Medical Resource Requirements
Medics seem to feel the need to survey for their own resources and dislike the need to use skill points in Artisan in order to do so. Let's face it, anyone getting into the Doc level had to craft to get there, so the SWG version of a focused Doc is, in fact, a crafting profession and they want the abilities to self subsist in that capacity in either the same way as Artisans do or in the way that the other hybrid crafters do.
Several problems relate to this issue. One of them being idea put forth previously by the Dev team that Medics could always just buy their resource needs. However, Medics have many very specific resource needs (Dantooine Berries, Class 4 Liquid Petro Fuel, Lokian Wild Wheat, etc.) that very few, if any, other professions, other than Medical Professions, truly need. Considering the prevalence of the Money issue for Medics, the market for surveyors to cater to the medic market is simply too small to be successful in comparison to what a surveyor could make catering to one of the artisan professions, and this is especially true now with the Holocron craze driving up the price of resources to exorbitant levels. In this way it could also be argued that rarely would Medics be able to actually compete with Artisans on the resource market simply because their normal resource needs are not the needs of other professions. Worthwhile resources for any good medicines are just rarely found on the bazaar, unless that resource also overlaps with an artisan need, and then the price on such an item will be driven by the artisan ability to make far more profit on the item than the average medic pulls in.
In all it would seem that the schematics of Medics have requirements, complexities, resource costs and specificities that are only existent in the schematics of true Artisans. No other “hybrid crafter” has such complex and burdensome resource requirements as the Medical Professions do. This issue has simply forced any Medic “in the know” to not start characters as Medics, but to start them as Artisans. It has made the entire set of medical professions a lot less enjoyable than they could be.
Suggestions for fixing this imbalance include providing survey only or scout harvesting capabilities to increase with Organic Chemistry (the most common line for ALL of the Medical-based professions) or Pharmacology, much in the way it does for Artisan Surveying, but disallowing the sampling capability and perhaps with a smaller range. Others have noted that without some ability to sample (perhaps limiting Medics to only ever being able to sample 1 resource per sample tick, capping out resource samples so none are ever pulled up if there is more than our minimum, 8, or our maximum, I believe that’s 36, of a resource in inventory, or even just letting the survey tool show the resource values that only a Medic would use from those resources), to test the qualities of a resource if nothing else, the simple ability to survey alone wouldn’t be very useful. Suggestions have also included making the ability part of some kind of decayable survey tool made by artisans that let a Doc survey, ensuring a continued resource stream to artisans to compensate for those few Medics that try to make money as miners instead of as Medics. Or the use of a DE created resource seeker droid that might be able to locate a high concentration of a given resource within some given range and possibly provide either a single sample or at least some of the required stats for that resource, possibly even providing additional capabilities for those with the Artisan Survey skill. Further suggestions would include a greater reduction of the complexity of our schematics and the resource needs.
For reference the following thread may be of interest:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1540
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=5233
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14251
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=21399
http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=25038
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=24681
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=25532
(*Dev Response:
Holo wrote in a thread on /medicalforage on 6/29/03:
“This here is a proposal to tackle JUST one aspect of that. It felt a bit like we got overwhelmed with the sheer number of ideas proposed for medics, so I want to present just two things (one of them based on suggestions from you guys during beta) so we can discuss them, before we move on to tackling other things.
OK, the first suggestion is this:
•Make medical foraging find small herbs/bacta globules/bugs/whatever (think: aloe and penicillin mold) that can be used to make medicines. Not resources, in other words. Because they are not resources, we do not need to worry about undercutting the surveyors and scouts.
•Make the A level stims and wound packs use ONLY these.
•Make higher level medicines use smaller amounts of these, so that profession interdependency increases as you go up.
This would make new medics trying to make medicines a lot better off, I think.
The second suggestion is based on beta tester ideas:
•Make tending use a small device. This device lasts a long time but does eventually break, and is made by artisans.
•Have it have charges.
•Each item that you can medical forage up gives it a charge.
•Take out the current wounding/battle fatigue effect of the /tend commands.
Ref: http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=192&highlight=#M192
Ref: http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=17920
In response to the Doctor Top 5 issues on 12/18/03 Zarlor reported the following response:
“We have reservations about implementing such a change. The Surveying skill is considered integral to the Artisan profession and skill point expenditure is a basic challenge in the game and all professions have to make such choices.
However we acknowledge that the Docs feel some kind of problem exists on a root issue for this matter. As such a continuing discussion will be ongoing to ensure proper determination of that root problem and to hopefully find a mutually beneficial solution to that issue.”
Ref: http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=24681
In response to the Combat Medic Top 5 issues on 12/19/03 Pahdbacca repeated the Doc response listed above.
Ref: http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=18281
In response to our Top 5 issues on 12/20/03 Traigus reported the following response:
“This would lessen the value of skillpoints spent by other professions. Skillpoint costs are a major balance factor in the game... ‘Skill point expenditure is a basic challenge in the game and all professions have to make such choices.’ This holds true for medical advanced professions as well (See Doc and CM Top 5 lists). The devs will continue to monitor this issue, across all medical professions.”
[Note that “this” in the above refers primarily to the suggestion of giving a form of the /survey skill to the medical professions.]
Ref: http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=9053)
5.Combat Queue Heals (or removal of) &
(Partial and To be Fixed)
There should be a graphic display of heals in combat queue OR complete removal of heals from being affected by the queue at all, just like posture change actions are now. The fact that heals actually queue up in the combat queue already confuses a large number of Medics. If they must be queued it would be very nice to actually see at what position they are queued at. It has also been suggested that heals should always be considered a priority queue item that jumps immediately to the front of the queue to be the next action accomplished. It should be noted that the preferred method for healing actions would be to treat them like non-queued actions, such as posture changes, so that they take place without any delay.
(*Dev response:
Holo wrote presumably as a response to our initial Top 5 issues on 8/22/03:
“Healing tasks that aren’t making it in this update, but are on the list as high priorities:
•Look into making healing go into the combat queue 100%.”
Ref:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=394421
In response to the Combat Medic Top 5 issues on 12/19/03 Pahdbacca referenced the Medic Top 5 response (listed below).
Ref: http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=18281
In response to our Top 5 issues on 12/20/03 Traigus reported the following response:
"We love this, but its very difficult (coding-wise). We don’t know if this can happen, but we will investigate."
Ref: http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=9053)
6.Medicine Use Skill Granularity
Many would like to see more granularity in the base Medicine Use levels for different meds, to encourage balanced increases in the Medicine Use skill. Possibly even reducing some medicine use levels so that Medics can use some of these items at more appropriate levels, while others could be made more difficult to encourage purchasing of the usage skill levels. For example, Stim levels might be better placed so that their Med Use (or Pharmacy line, if you will) levels fall in line the Organic Chemistry box where it can be made or perhaps only a few points above the next lower Pharmacology box, allowing a Medic to experiment it down for other lower level medics to use, but at a loss of power.
Some discussion on the topic can be found in the following thread:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=646964
7.Target Friendlies
A request is made for a quick way, like Tab (perhaps a toggle to make Tab work through enemies or friendlies) for quickly scrolling through friendly (or at least non-aggro) targets. (Note: For those of you requesting this for groupmates, Ctrl-Q is already mapped to do this by the default keymap. You may reassign it to whichever mapping you prefer.)
(*Dev Response:
On 12/22/03 KStarfire posted the following Dev response on the SWG Discussion forum:
“We agree. Which key is left that you think we should use. Please test any suggestion against all current configurations.”
Ref: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=971494)
8.Crate combining
The ability to combine crates in inventory would be a very welcome addition.
9.Room/Dungeon Wound Healing Problems
Non-combat healing actions, such as Wound Healing and Enhancing, that would normally require a Droid, do not function within Caves/Dungeons.
10.Universal Stim As
There have been requests for making some form of universally usable stimpack similar to a Stim A. In effect a stimpack that, like pet stims, anyone could use, but that would be limited to the power levels of a Stim A, or lower, in the hands of someone who does not have any injury treatment skill modifiers, in other words fairly low on the base heal amounts and with a long recovery time between heals. Medics feel that this would finally give them a product that they could make and sell, since Doctors pretty much have the Stim B market sewn up tight. Stim As have such a low experimentable range that a Medic could find a competitive market there alongside any Doctors who bothered to get into that market as well. Some medics feel that this would not infringe upon their healing skills since someone with actual Medic skills will still be a superior healer and have the ability to use the better stimpacks.
It has been noted that it may be possible for Doctors, especially, to still dominate such a Stim market and some have suggested that this may be a situation where schematic revocation would be appropriate. Suggestions have been to revoke the schematic at the upper levels of Organic Chemistry, Master Medic, or at the Novice levels of Doctor, CM and BE.
http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=9069
11.Incapacitated Player Location Problems
Incapped players seem to always change location from where they, apparently, dropped down, even when you are on follow. As such the player who may not have moved since the last time you were close enough to heal them just a few seconds ago, is somehow no longer within healing range, even if they look like they are at your feet. Workarounds have included using the /DragIncapacitatedPlayer command to get them to you, but sometimes the location is so screwed up that even though the player appears to be at your character’s feet, they are still outside of the 20m drag range, although this does seem to be occurring less often lately. A possible solution is using the same location algorithm for locating the “body” that heals were using on the live player (where the player WAS close enough) when they are incapped and allow the /follow command to actually work on incapped players and corpses to get us close enough to them to perform the required heal function.
12.Factory XP (or lack thereof)
Factories currently do not seem to be providing the 10% Crafting XP they are supposed to provide. We are uncertain if this is a problem with no XP being provided at all, or if there is a timing issue where the XP is being provided at an extremely slow rate. Several folks are trying to investigate the issue further.
13.Money
There is a lot of concern about how a focused medical character should be able to make money. By this I mean that we are talking about a character whose primary skills and interests are in the healing arts (which could include crafting of meds, for the pharmaceutically inclined Medics) and not, necessarily, combat or resource management. The self-sufficiency of the profession does not really exist except in a few small methods, of which the primary one for making money IN the profession would seem to be the production and sales of Small Stimpack Bs, for which the competition against Doctor made Stim Bs is extraordinarily stiff. There is a much smaller niche market for medical resources and components, but most Medics seem to feel that resource gathering and sales, while obviously an integral part of the Medic profession, is more of the realm of the artisan and such sales would be, in effect, making money as an Artisan, and not as a Medic. Overall these markets are really only fully viable in the Doctor or Combat Medic professions (and even then only at Master level).
The other methods of making money seem to be far less reliable, or are not well supported by the game. Tips for Medics seems to be a small market except in a few locations or servers and medical professionals are often subjected to all manner of verbal abuse for suggesting payment should be made for the service. Primarily, for those interested in providing services such as Healing or Enhancing, there is no secure method of trade to ensure that the Medic is paid for their service while also ensuring that the customer gets the service they are requesting.
Suggestions have included some form of secure trade window, like is done for normal trading, or having a Medic’s healing actually use packs that the customer has on their person instead of the ones on the Medic (and thereby the Medic could sell the medicine to the player and then heal him with those), requiring or allowing some form of insurance, possibly whereby either the patients set a price they are willing to pay for healing that will be deducted from them if their healer accepts that rate or the Medic sets a price they will heal for allowing the patient to accept, allowing A packs or stims only to be usable by anyone thereby opening the market for more pharmaceutical products that Medics could then sell (for those who are more crafting oriented, although it should be noted that some controversy has surfaced over this idea, see the threads listed below- Doc #11491 & Medic #6938.) Having Doc-specific missions, like the artisan or entertainer missions. Giving Medics some sort of Vendor ability to encourage pharmaceutical sales. Paying Medics some rate simply for manning a med center. Some of the threads below show some of the solutions suggested in greater detail.
Again there is no true consensus on the issue other than that most of the Medic classes tend to rely on other methods of subsistence and take time doing those things that they may not be interested in or may not be fun for them (the usual, delivery/destroy missions, for example.) The issue is an important one amongst the player base and receives a lot of attention on the forums and in game from many of the Medics I have spoken with.
Of notable reference are the following threads:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1768
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1197
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1650
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=6196
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=10665
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=11491
http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=6938
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14194
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14257
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14012
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14888
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=22459
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=22671
http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=8706
(*Dev Response:
Ood Bnar wrote on 9/24/03 in a thread about Image Designer UI issues:
“We talked about adding a payment option, but this gets into the bigger 'payment for services rendered' issue which I will leave to the designers. They are working on the problem now.”
[Z’s note: This may or may not imply anything, but it seems that there maybe some consideration being given for some methods of handling payments for services universally, if possible, opening part of this issue to a possible need for a wider solution which may provide assistance on this issue as well as for other service-related sales.]
Ref: http://forums.station.sony.com/swg/board/message?board.id=image_designer&message.id=2796)
14.Droid Recharge Rate
Droids seem to need to be recharged every 20 minutes. We’d like to see batteries lasting longer, at least an hour, but something like 2 hours would be far more appropriate (keeping it in line with the length of an Entertainer Buff, for example.) This would improve droid viability in the field without making it unduly cumbersome for Medic’s to use their droids. Another proposal for consideration would be to allow multiple charges to be stored in the droid, like putting quarters in a parking meter allowing it to last longer that way. Adding in the ability to see what the charge rate currently is on the droid would also be of great assistance.
15.Crafting XP Speed Imbalance
Medics are feeling a bit hampered by the crafting requirements of the class. While there are a few who simply do not like crafting at all, many seem to feel that crafting is acceptable, but only if it improves on par with use. This is mostly more noticeable at the highest level of the Organic Chemistry line. A ratio of 3:1 would be expected for proper scaling of raising the skills evenly. In other words for every charge of a stim or wound pack used you would get 1/3 of the XP you got from making that charge so that the XP gained from using a pack is consistent with how many packs must be made to get that XP, so to speak. Admittedly compared to the time it takes to use those charges enough stims could be made to equalize that ratio, but it is requested that the metrics be looked at again, especially now that Factory XP is back to where it should have been (well, if it is supposed to be at 10%, even though factories are not giving even that now, but that I listed as a separate issue) and that self UXP in components has been fixed and also keeping in mind that there are folks who are just grinding the meds for these lines to catch it up to their other med levels.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1383
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=2020
16.Factory Hopper/Inventory Window Refresh
Factories (and a few other inventory windows, but this is most prevalent and reproducible on factories) are not refreshing properly. When moving an item into the input hopper on a factory, the item actually moves in all other respects (inventory size goes down, hopper size goes up and so on) but the graphic of the object does not move from inventory until either a window is closed or the “Change View” button is pressed to force an update.
17.Medic Content
There is concern that there is a lack of Medic specific content, such as missions to craft medicines or to heal an NPC someplace or to go someplace to heal folks until X number of wounds have been treated and so forth. Other professions have mission terminals to facilitate some of this content and Medics are wondering where such terminals might be for them. Such missions could be construed as a method of alleviation of the issues concerning how Medics make money. (See the Money issue)
For reference:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14194
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14257
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14888
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14194
18.Battle Fatigue Notification
The Battle Fatigue affecting your heal rate should be giving notification at 200 instead of 400, according to the last known clarification on this, back in Beta. Please provide the notification or give us some indication that things really are working “as intended”.
By the same respect the player being healed should also receive the notification message, if there should be one, to encourage them to get the Battle Fatigue healed at the Cantina first before going to the Med Center and wasting the resources of the Medics there who are not healing to their potential because of this.
19.Heal Over Time Meds
Some Medics like the idea of having HOT (Heal Over Time) med packs.
20.Factory Speed
Some suggestions have been made to speed up the rate of production in a factory. This may be more noticeable for medicines than some other items where the absolutely lowest complexity on an item is 10, meaning it would take 80 seconds (not quite a minute and a half) to produce 1 item in a factory, whereas by hand crafting the same items they can often be produced faster when using multiple crafting tools. It has been noted that factories do allow for a more consistent product run (as well as being an alleviator of the tedium of hand crafting) and that factory components are practically a requirement for upper-level meds, so the current rate may have been considered acceptable in that manner. Considering the requirement, in many ways, to have a factory some increase of speed would generally be appreciated (or perhaps just the lowering of the complexity ratings on many meds and their components).
21.Groupmate Numbering
Additionally it would be helpful to list a number next to all of the group member names making it easier to know which one is associated with which Crtl-#.
22.Crafting XP from Complex Schematics -v- Components
Despite the complexity of completed meds, such as stim or wound packs, these provide less XP, relatively, than grinding out components.
23.Med Center Crafting Station
The Medics would like to see a Public Food & Chemical Crafting Station placed in city Med Centers. The inconvenience of having to leave the Med Center to craft more packs for patients who want healing “right now” to both the Medic and the Patient seem a bit much for such an easy fix. (It should be noted that many Player City Med Centers have provided players with the convenience of a Private Crafting Station there.)
24.Component Crate Size Increase
Some Medics have requested an increase in crate size for components to allow a full 1000 run to go into a single crate. This would allow making completed items easier by only requiring a single large crate to be used instead of forcing us to carry and load multiple crates for final product runs and make sorting and organizing them much easier. (Especially if combined with the ability to combine crates as suggested in another issue on this list.) Not to mention it may also help to alleviate the ever-present DB size issues the Developers are always mentioning.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=21502
25.Mounted Healing
The /healdamage command does not appear to work when mounted. While at least some consider that it may be understandable why healing cannot be done for others while the Medic is mounted, we are wondering about having at least the ability to heal damage and/or states on ourselves while mounted. Please consider allowing these abilities as they may at least provide an otherwise support profession at least some ability to surviving an unwanted fight while trying to get away.
26.Flaming/Diseasing Pets for XP
Healing XP can be gained by having a Commando flame or a CM Disease your pet. Then you can heal the wounds on the pet for faster XP gains. Since pet stimming is not allowed for XP this leads some to question if this is an exploit.
- Medical Resource Requirements (Topic 4)
- Combat Queue Heals (Topic 5)
- Experimentation Issues (Topic 1)
- Money (Topic 13)
- Incapacitaded Player Location Problems (Topic 11)
- Med Center Crafting Station (Topic 23)
- Factory XP (or lack thereof) (Topic 12)
- Groupmate Numbering (Topic 21)
- Flaming/Diseasing Pets For XP (Topic 26)
- Room/Dungeon Wound Healing Problems (Topic 9)
Descending Order.
I listed Medical Resource Requirements as my top issue because I'd like the luxury to be able to drop Novice Artisan and Novice Scout for an additional 30 skill points, and still be able to function as a Combat Medic.
At the time I am posting this, nobody yet seems to have posted... I'm wondering if I've done something wrong by posting here. I very well may have. If so, my apologies - please scold me if I have.
Thank you for compiling this list of issues.
- Life, MCM, Eclipse
2. 17 - Medic Content. Entertainers have their own (albeit sucky) terminals and despite what they might claim their "costs" are, Medics have real costs. Field missions for CMs and Docs would be cool too, where you have to keep a group of NPCs alive.
3. 24 - Larger Crates. Another great idea IMO. And one that you'd think would help reduce database bloat too.
4. 25 - Mounted Healing.
5. 6 - Med Use Requirements. Although I tend to be the other way on this issue. I think Novice Medics are able to heal too much... I would argue that Stim Bs should be moved up a wrung or two, to give dedicated medics more purpose in groupings.
6. 16 - Factory hopper refresh.
7. 18 - It is annoying to see your woundpacks and enhancepacks get nerfed on account of someone not visiting the cantina for a while.
8. 7 - Target Friendlies
9. 23 - Med Center Crafting Stations. Although you can always use a droid, and lets face it, there's a lot of broke DEs out there.
10. 26 - Flaming/Diseasing pets... Silly people, you're supposed to disease your brethren instead! Although I wouldn't put this as high up as the tumble macroers.
[Thank you ver much to everyone that voted! The voting is now closed. Results will be posted soon and a new voting thread will begin shortly.]
Thanks to everyone who voted on the broken out lists. Here are the results from those lists compiled into the Top 25 issues (well, 25 since I tossed in the one exploit on any real note for us.) This voting cycle will end when we get asked for our next Top 5, so that is why there is no ending date on this.
At any rate, same method as always. Just list your Top 10 issues, in order, from teh following list.
PLEASE leave all comments until AFTER your list. I will read them, but they mnake it harder to tally.
PLEASE do not vote on the same issue more than once. The voting is already weighted and it's possible that if I mess up I might overwrite your higher vote with the lower one, meaning you just voted worse on something you wanted to vote more on. Generally, though, duplications are just ignored and only the highest placement counts. So save me some trouble and just vote for one issue for each of your 10 votes.
If you post multiple votes I will only tallythe last list you posted. So it's OK to change your mind, and your vote, but it doesn't hurt to let me know when you do that.
Here's the list to choose from, detailed descriptions to follow:
1.Experimentation Issues
2.Faction Points
3.On Fire Cure =
4.Medical Resource Requirements
5.Combat Queue Heals (or removal of) &
6.Medicine Use Skill Granularity
7.Target Friendlies
8.Crate combining
9.Room/Dungeon Wound Healing Problems
10.Universal Stim As
11.Incapacitated Player Location Problems
12.Factory XP (or lack thereof)
13.Money
14.Droid Recharge Rate &
15.Crafting XP Speed Imbalance
16.Factory Hopper/Inventory Window Refresh
17.Medic Content
18.Battle Fatigue Notification
19.Heal Over Time Meds
20.Factory Speed
21.Groupmate Numbering
22.Crafting XP from Complex Schematics -v- Components
23.Med Center Crafting Station
24.Component Crate Size Increase
25.Mounted Healing
26.Flaming/Diseasing Pets for XP
Notes:
* - Denotes Issue has had some change or addition made to it since last posting.
& - Denotes an Issue or some part of an Issues acknowledged by the Developers that should be fixed at some undisclosed time in the future.
Message Edited by Zarlor on 03-09-2004 05:31 PM
Message Edited by Zarlor on 03-15-2004 12:50 PM
Message Edited by Zarlor on 03-21-2004 10:46 PM
2: Issue 14. Droid Recharge Rate
3: Issue 1. Experimentation Issues
4: Issue 2. Faction Points
5: Issue 25. Mounted Healing
6: Issue 13. Money
7: Issue 10. Universal Stim As
8: Issue 17. Medic Content
9: Issue 20. Factory Speed
10: Issue 24. Component Crate Size Increase
Great work Zarlor!
1.Experimentation Issues
4.Medical Resource Requirements
13.Money
17.Medic Content
6.Medicine Use Skill Granularity
5.Combat Queue Heals (or removal of) &-I'd like to see the actual command and target if possible
3.On Fire Cure &
25.Mounted Healing
11.Incapacitated Player Location Problems
9.Room/Dungeon Wound Healing Problems