Medic Archive

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

Traigus
Thu Jul 31, 2003 6:06 pm
#1

Here is the current list of issues and bugs that I have. It is not a detailed list with URL's, and all the positions on political topics. Please read the boards for details.


Note: Please only post New issues, and additional details in this thread. Please keep discussion of these topics, arguments and possible solutions to these issues on other threads. People tend to breeze through these types of threads, or post new issues without reading other player posts. Posting and trying to discuss topic here will probably not draw the attention you want. A lot of discussion by players on the boards will be the determining factor of what makes the top 5 list. I read everything... here and on the Doc and CM boards. Attracting my attention only gets it put on the big list. Attracting other players' attentions is what gets issues to the top of the list.


Thanks,


-T


Key:


Green text indicates fixes in progess / dev updates on topics .


Red text indicates issues that have been declined/refused by devs.


Blue text indicates issues that have been reported in a top 5 list, but have not been responded to, so they haven't been marked Red or Green.






The Big List of Medic Issues (July 31, 2003)






Note: This list is not numbered for priority, only to keep an accurate count.






1. Medical Xp from factories (when/how do we get it? Why isn't it consistent).

*2. Crafting experimentation giving odd/inconsistent results**** (should be better in big patchnow listed under crafting fixes).

3. TEF's, TEF notification, TEF accept/decline boxes (to let you decide not to get TEF), Non rebel/imp NPC TEF(as intended?) Duel TEFs.

4. Bioengineer components on clothes granting no skill bonuses to medics.


*5. Crafting station in droids stop working. (apparently hotfixed. Some people still reporting issues. )

6.Crafting stations in houses stop working.

*7.Medical droids stop working for healing wounds***** (hotfixed and fixed, but listed under droid engineer in patch notes... More fixes, and the enforcement of droid med module levels will be in big patch).

8. Mind damage scaling down / healing mind damage (Survivability of groups issue)Huge issue with many takes on solutions and what the actual problem is. Very popular issue.(submitted 6/26/2003)

9. Mis-set BF flag "battle fatigue is affecting your ability to heal"(400 instead of 200). (as intended?)

10. Medics and making money. (Wide and varied opinions on this one.) (submitted 6/26/2003)

11. Should med B's scale their med use back up now we don't have revocation, or stay as is, for a saleable product?

12. Request for Medic secure healing trade?

*13.Status of /Diagnose? *****(added in patch at novice medic... Reported as a pop-up window on test server. Reports all 9 stats.)

14.Status of proposed replacement for /medicalforage, and linked device used for /tends?

15.Request for /sample of lesser equiv. for medics.

16. Factory crates not always working as component for factories.

17.Factory/ house share admin functions broken.

*18. Potency listed in med schematics, but has been removed from game (downgrading meds that have it listed)**** (apparently fixed in patch resource pass. Reports on low level meds on test server, confirms this fix)

*19. med schematics that require statistics that some materials have, and some do not have (wood has less applicable stats than rice... as intended?) (Do missing stats get ignored, or count as 0's?) **** (apparently fixed in patch resource pass. Reports on low level meds from test server confims this has been addressed, at least in the medic line)

*20. Crafting suffering from overly high failure rates? Especially with personal craft stations (house/droid) ****(may be better now listed under crafting fixes)

21. Is bleeding working as intended? How does it work? How effective should 1 use of /firstaid be?

*22. Is resilience compound broken?***** (fixed in patch)

23.Crafting and experimentation points. Docs continue from medic skills, CM's start over from scratch. Both professions use medic schematics to make their meds. Results in Doctors making better components for CM meds (as intended?)

24. Request for Schematic sorting in craft kit ( the ability to sort/ compact/remove ones we don't use a lot, to make list shorter).

25. Items/schematic statistics cannot be seen until medic reaches the skill to actually make it. Medic cannot prepare to make and/or gather materials early. Medics forced to leave game and look at 3rd party sites for info on schematics. (submitted as 1 item with item 26 on 6/26/2003)

26.Lack of item statistics before reaching level to craft them, causes medics to not always be prepared with the right skills to actually use the meds they can make (need certain levels of Pharm to use meds, but don't know what Pharm level they need until they can already make the meds).(submitted as 1 item with item 25 on 6/26/2003)


27. /dragincapacitatedplayer has no icon in the action menu. Has a bug where dragged player does not appear to have moved, but has moved invisibly.

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

29. Delay messages "you have x seconds until you can do this again" often don't match up with actual seconds... often followed by 'you must wait' messages for up to 10 seconds.

*30. /healdamage, /healwound, /tenddamage, and /tendwound macros unclear. Requires a statistic (ex. Health)as a function. New medics have trouble understanding this programmer functionality. Please add /healdamage streangth, /healdamage health /tenddamage quickness etc. to action screen for new players.**** (addressed for /tendwound in patch, not for others apparently. Tendwound now has a default order of wounds (order is unlisted). Reports from test say that only /tends use default order at this time.)

31. Someplace between being out of range, and being in range to stim, there is an area where we get the "no valid medicine found" message.

*32. Skill trees are not easy to read for new people, items are unclear, numbers are confusing (people don't understand +injury treatment speed is only stims for example). Tooltips also unclear. First-Aid and tree Tool tips bland and uninformative.***** (some general fixes to skill trees across te board. Listed in UI).

33. Stim B's use too many materials for heals gained. Stim B's have trivially more resources for much better heals. Request for lowering of Stim B resources.

34. Harvester/ building re-deeding eats remaining maintenance and power.

35. Request that healing be put entirely in (with a graphic) the combat Queue, or taken entirely out (can heal on timer no matter what else you are doing in combat). Right now it seems to be partially in (slowed by special attacks), but has no real indication when the heal will actually arrive. (sumbitted as 1 item with item 38 on6/26/2003)

36. Request for public Food/chem stations in med-centers/hospitals. Request for private level craft stations to be put in med-centers/hospitals.

37. Request for a food/chem station of any kind to be put on Lok.

38. Request for a damage timer message equal to te wound timer message "you are now ready to heal more damage." (submitted as 1 item with item 35 on 6/26/2003)

39.Request for the ability to turn off all or some text that appears in the middle of the screen (system messages?), the spatial chat is enough fro most of us.

40. Container windows staying where and how you left them (persistent settings)

41. Request for hotkeys to not select meds randomly from inventory.

42.Request for hotkeys to be able to use meds from packs/containers.

43.Request for the ability to hand sort pack item orders.

44. Request for packs to not randomly resort your items every time you log in. (submitted with 25 and 26 on 6/26/2003)

45. Incapped players often "jump" out of range, even if they were in range before being incapped.

*46. Request for combat experience when healing ****(appears to be added in patch, but reports from Test center shows not increase of combat XP. No test has been done to check Faction points at his time).

47.Request to raise ranges on stims due to large"margin of error" between client and server location of other players. Or possibly tighten up margin of error.

48. Request to Increase HAM updates to clients to lessen "lagkills" of groupmates.

49. Request for the ability to macro group member slots.

50. Bug Ease of use experimentation actually makes it harder to use meds.

51.Request to add "heal over time" meds to one healer profession or another.

52. Some med b's can be made with a food/chem kit, some need a public crafting stain as well. Could we get this standardized (preferably with all B's on "Food/chem kit only."

53. Request for medic titles at Box II level, or for current titles to be moved lower... By the time people get to level IV titles that already usually qualify for master medic. Or they just have IV's left, effectively gaining all 4 titles close together. While in professions like artisan, it is likely for people to only get 1 or 2 branches, 2 out of 2 professions that come off of medic require master medic.

54. Request for bright red clothing, "medic jewelry", medic clothing, or other items that could be used to identify medic types in the SWG universe other than titles.


55. + injury treatment speed does not affect self-healing.


56. Request to be able to target your own character with the mouse (as you can with others). Ctrl-1 is not intuative, and we keep trying to click on ourselves anyway.


57. /quickheal requires 1000 mind to use, not a pecentage of the Mind pool we have. Not every medic has 1000 Mind pool total i nte first place. /quickheal is so expensive it can only be used as the first heal in a fight, a time when you are least likely to need it.


58. Rebel Hideout medical room (has medical theme to furniture) is not considered a med center for healing purposes.


59. Yavin 4's labor camp Cantina has a private food/chem station in the back room. Is this intended?


60. Input hoppers on Private food/chem stations in player houses eat items placed in them.


61. Request for /firstaid to get more effective as character gaine more boxes in FirstAid brance. Linked request to drop /firstaid to box 1 of Firstaid, to give 4 boxes of progression on new scaled /firstaid ability.


62. Bleeding does not stop at incap and add wounds for remaineder of effec instead, as promised. bleed continues on stimmed incapped people, causeing them to go incapp again, possibly killing them the 3rd time (or sooner if they have had an incap recently.


63. Request to turn on/off auto-retaliate in combat. Some of us never want to fight, asfighting interferes with healing queue.


64. Medical Crafting XP above C level stims (maybe C level wounds and other meds as well) is not 1:3 with respect to medical XP. Stim C's yeild around 15:1 medical to crafting XP. While more important to Docs, Combat Medics and Medics can get far behind in thier crafting XP, resulting in sometimes as much as 2 boxes of med crafting lagging behind med XP branches being maxed out.


65. Request for medic missions/ content.


66. Dual advanced components (from factories), in schematic do nto work at advanced component levels in those schematics, although they work fine singly in 1 component schematice. This is broken both in hand crafting and factory crafting.


67. Request for extra XP for medics that group and heal, and/or a request for a bonus to heals while grouped with other medics/Docs/CMs. Bonus heals would = bonus XP. This with the hopes of encouraging cooperation of medics in med centers.


68. Stat-loss bug, makes healing secondary wounds pointless, since the patient does not actually get the use of those points back until lthey completely log out, find appropriate food, or die.


69. Food and chem factoris are just named "Food factory," making it confusing for medics to know which factory to buy (several have mistakenly bought equipment factories).


70. Medium+ flora farms currently uncraftable.


71. /dragincapacitatedplayer does not work across room/ building/ cave/ entrance lines.


72. Medical droids often halt on zone boundaries and bridges/stairs (all NPCs seem affected by this.






Again, please post only additions and extra detail to this post, please discuss these items elsewhere to get the best player exposure.



-T (Now in color. [where available... void where prohibited])


(This post will be sticky/floated until the next lsit comes out)









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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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muran
Fri Aug 01, 2003 1:44 am
#2

Can you mark them other than using colour please AS I'm not seeing anything but white.

Alternatively, explain how to enable colours

Thanks



Alarain Sherill - Tyrena, Corellia - Eclipse
kinnah
Fri Aug 01, 2003 3:46 am
#3






Traigus wrote:

33. Stim B's use too many materials for heals gained. Stim B's have trivially more resources for much better heals. Request for lowering of Stim B resources.





should be:


33. Stim B's use too many materials for heals gained. Stim C's have trivially more resources for much better heals. Request for lowering of Stim B resources.

Ldwater
Fri Aug 01, 2003 9:20 am
#4






kinnah wrote:

33. Stim B's use too many materials for heals gained. Stim C's have trivially more resources for much better heals. Request for lowering of Stim B resources.





Well, if thats the case for Stims, then shouldn't the same thing apply to Wound packs B's & C's? (not sure if C's are different to B's, but if in the same situation as the stims the wound packs should also be reduced)




-ldwater
Elenora
Fri Aug 01, 2003 10:28 am
#5

no Bs are fine the way they are...


the reason why B and C are different with small resource difference is because Cs are higher med usage...its a fair trade off...





--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Traigus
Fri Aug 01, 2003 11:21 am
#6

My spellcheck ate it, the second one should Be C's... I don't get to edit any more than you do, I can't fix it without a repost.


You can't see colors? What browser are you using?

I can see colors on both of my browsers IE 5+ soemthing and Netscape 7+ something.

You only get the tools to make things colored in your posts in IE5+.. .the scripting language fro the buttons does not seem to work in NS 7+.. there are a lot of options in your profile...but you should be able to see color all the time.



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Kaessa
Fri Aug 01, 2003 10:55 pm
#7

The issue with droids.. are they still not working?



Rest in Peace
Kaessa - Ysadri Reelik - Niara Kubei
November 15, 2005.. the Day that Star Wars Galaxies Died

Kaessa - World of Warcraft - Kirin Tor
Night Elf Druid


SWG Vault Site Manager

charlie5266
Sat Aug 02, 2003 7:31 pm
#8

no critical failures while crafting a stimpack c, or woundpack b. holy crap i had two woundpack b critically fail right in a row. what a pain crafting a biological effect controller, chem release, and solid delivery shell and have them destroyed by a critical failure crafting the woundpack.


Traigus
Sun Aug 03, 2003 12:59 am
#9

Some people are still havign non-functional droids... or so I'm hearing...

Several of them just needed batteries.

-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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RickWildfire
Sun Aug 03, 2003 11:49 am
#10

Why is it that i can only use my faction points to train general, weapon, droid, and armour and not train medicine crafting? This would help reduce the amount of time needed to get through all the medicine crafting xp that is needed. Im sure both the rebellion and the imperials want good medics, and not just good weapons, droids n armour.
Traigus
Sun Aug 03, 2003 9:28 pm
#11

oh I forgot about the missing FP trained skills.

Haven't heard a complaint about that in months.

-T
(now on the list.)



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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MycroftTHan
Mon Aug 04, 2003 3:39 am
#12

probably because it's easier to gain med/medcrafting exp by doing crafting/healing than it is to get faction points ,)


the only xp that realy should be FP-gainable andis missingis Apprenticeship Exp.



the on-screen message can be turned of under options / ui (issue 39) but it turns off all of them or none



some more insight on the healing in combat issue:


every time you enter combat, the queue will default to normal attacks unless you put specials into the queue. also, every time a move on the queue gets executed and there is no special lined up next, the queue will add the next normal attack by itself. healing commands do go into the queue but are not treated as special moves and thus do not prevent the system to add a default attack after a special. this system-generated default attackwill take place before the heal.


let me explain this with an example:


Joe-Bob engages Magi-Healer by spamming the BodyShot1 hotbutton, lining up 5 BS1 in his queue. Magic-Healer gets hit by the first BS1 and since he did not hit any specials yet, will imediatly retaliate with a normal attack. Magic-Healer now hits his hotkey for Surpressionfire1 to knock his opponent down and get away from him and pushs the healself hotbutton next to stay alive. Joe-Bob will continue with Bodyshot1 till his queue is empty. Magic-Healer will next execute a Surpressionfire1. Since there is no Special Combat Move in the queue, the system automaticly adds a default attack after the Surpressionfire1. the Healing will take place after the normal attack because it did not prevent the system from defaulting a normal attack after the special


other scenario:


Joe-Bob engages again with spamming BS1, Magic-Healer retaliates (by default) with a normal attack and than pushes Surpressionfire1, healself, Healthshot1. Since now there is another Combat Special in the Queue, while executing SF1, the system will not add a default attack. the comands will be executed in the order they are given (i.e. SF1, healself, HS1)


related notes:


every time a combat comand is due and the player does not meet the prerequisits for that comand (i.e. HAM costs, stances etc) the comand will get dropped and the system automaticly jumps to the next viable command. i.e. if you have 3 legshot2 in the queue and 1 heal but do not have the HAM costs to execute the LS2, the system will skip all LS2 and go directly to the Heal. This does not include outofrange or lineofsight issues since those are not player-side.Or: if you push the healbutton twice, the system will execute the first heal and give you a "you must wait message" on the second but it will skip the second heal and execute the attack that is in the queue after the 2nd heal instead of it.



hope this clears some things up.


P.S.: the issue is exactly that healing is not treated as a special move in combat and therefor it does not prevent the default attack that gets added by the system while adding a special after the heal will prevent this and executs the healing comand where it had been given. this is probably the main factor for confusion for when a healing will take place

MycroftTHan
Mon Aug 04, 2003 5:19 am
#13

i forgot to explain /peace i guess:


/peace will delete all combat moves that are in the queue, specials or default attacks and you will not start attacking after executing /peace until you started the combat queue again which can be either done via /combattarget or a special attack. the way this works is pretty simple: since there is no combat comand in the queue after /peace, the system will not generate a new default attack as the result of an executed attack. note, that the combat queue will still be up, it's just "on hold"


this basicly means:


for scenario 1: the heal command would get executed imediatly after the SF1


for scenario 2: the heal command would get executed imediatly after SF1 but HS1 would get dropped from the queue and Magic-Healer would have to re-add it, after the heal took place.


the drawback is, that depending on lag and how quickly you are reacting, you might loose a combat round beenig /peaced until you fire the next time using /combattarget, /attack or a special so the optimal selfhealing macro would look like this:


/peace;/healdamage self;/attack (or replacing attack with your favorite special) but again there is the drawback, that you either re-enter combat with a default attack or with a special that you pre-defined and that maybe not realy suits the situation.



if you are just healing and have actualy no intentions to get involved in the fight, "/peace;/healdamage" (/healdamage sef) will do the job.



-µ-

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