Medic Archive

Thread: Next 19 Question for Wednesday June 23 2004

MasterNerfSlayer
Mon Jun 14, 2004 7:09 pm
#1




Preliminary question...



Medics only have+50 medical experimentation at master, while doctors get the other +50. We know the system was made like this because of the schematic revokationthat was in beta but has since been removed. Medics, Combat medics andBio-Engineers would like to see this changed so that medics can experiment 100% on their ownitems in the same way that Artisans can experiment on their own schematics, andgiveDoctorsseperate experimentation pointsfor their own products. Would the developers be willing to entertain such a change at some point in the future?


Ok, time for your comments, flames, corrections, clarificationsetc...

Message Edited by MasterNerfSlayer on 06-25-2004 01:45 AM




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

DND_Cas
Tue Jun 15, 2004 5:56 am
#2

Is the medic use queue different to the combat queue? If so why does it lag more in combat? If not why do medical actionsappear to have a lower priority than combat actions in this queue.



Previously: Master Ranger/Master Fencer
Now: Master Tailor/Merchant/Commando
Stoffer217
Tue Jun 15, 2004 6:50 am
#3

is medic SUPPOSED to be so dam easy to grind trough?



KRISEK - INFINITY


TERAS KASI MASTER | COMMANDO 2-0-4-0


So many professions, so little skill points...


jfang
Tue Jun 15, 2004 1:02 pm
#4




The question I really want to ask TH what these "alternate ways to get FP" for medicshe mentioned in the last question are, and to give an example or two. This might be viewed as offensive or confrontational though.


Another, possibly better question, would be to ask what does each "treatment skill" affect (for example, how does it affect stims, ranged stims, quickheal, poison cures, and tenddamage)? For example, using a 200 strength stim C and having first aid 4, I think I have healed from 200 - 500 health and action in a single usage, the number seems very variable. We might try to glean a little more information about the various healing work, but TH seems loath to give out any formula.


Overall though I think medics (and most of the other novice classes) are fairly well understood. They have a few issues (such as medicalsample), but these are known bugs rather than questions. It might be interesting to ask something a little more broad scoped, like "many questions have gotten evasive answers from you whereas others get clear answers, what kinds of questions do you want for these 19 answers sessions", or "If all the combat related questions always get a 'wait until the revamp' response, what do you suggest the various combat related professions do until then?"



Honestly though, none of those questions are very good. I like the first one, but... If you get desperate for a question though.



P.S. I have several (combat) medic questions we could ask. So if there is literally nothing else anybody wants to ask...
MasterNerfSlayer
Tue Jun 15, 2004 7:07 pm
#5

Medic was meant to be fairly easy, being a base profession, but not to the extent that various exploits have made it. Healing tumblers and entertainers will go away with the combat balance.


Heals are in the queue on TC.


I was thinking along the lines of "will we ever get mission terminals" or "will heals ever have the random component removed to bring them inline with doctor buffs seeing we're tired of getting random heals from our stim packs". Worded better of course, but I'm at work right now




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

jfang
Wed Jun 16, 2004 12:43 am
#6






DND_Cas wrote:

Is the medic use queue different to the combat queue? If so why does it lag more in combat? If not why do medical actionsappear to have a lower priority than combat actions in this queue.






The medic queue is not a separate queue. Healing actionsjust do not show up in the standard queue, so you don't know when the healing is coming up in a stack of actions. This has been changed on TC so healing actions are now properly displayed in the combat queue.
jfang
Wed Jun 16, 2004 9:33 am
#7


I'm hesitant to ask about mission terminals, or any "hey, fix this bug" requests hidden as a question. It seems like the best responses we have gotten thus far are from "how does this work" questions, rather than a "this issue has been around for a year, any updates" questions.


I also like the "what does injury treatment affect, and how does it affect it" question. I have noticed as a master medic my 300 effectiveness packs have healed from 300 to 700 HAM. I am also curious if injury treatment of wound treatment affect cure poisons (I expect injury). And very odd, as a novice combat medic I noticed my 200 strength ranged stims were healing up to 400+, with 350 being very regular.


Given our few potential questions, this might be a good one to ask.
MasterNerfSlayer
Wed Jun 16, 2004 6:47 pm
#8

Injury treatment is a bonus multiplier to your heals, it's the random bit that makes it confusing.




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

Jynn_Seidai
Thu Jun 17, 2004 7:41 am
#9

I think the preliminary question is a good one. I'd at least like to see the range of the randomness go down. Having a stim heal anywhere between 450 and 900 is a little excessive.



Kerry - - Sawyer - A'la - Montego
MD/MCM - Master Tailor - Master Booty Shaker x2
Test Center Roughnecks


jfang
Thu Jun 17, 2004 10:50 am
#10






MasterNerfSlayer wrote:

Injury treatment is a bonus multiplier to your heals, it's the random bit that makes it confusing.







But does it, or wound treatment, affect poison or disease heals. (Testing with BE clothing confirms that at least one of the two stats is relevent.) And does it affect the /tends, the /quickheal, or ranged heals?


Like you said, the random factor makes it unclear, but I swear it at least plays into ranged stim A's...


And do we have a better idea for a question?

MasterNerfSlayer
Fri Jun 18, 2004 7:02 am
#11






jfang wrote:






MasterNerfSlayer wrote:

Injury treatment is a bonus multiplier to your heals, it's the random bit that makes it confusing.







But does it, or wound treatment, affect poison or disease heals. (Testing with BE clothing confirms that at least one of the two stats is relevent.) And does it affect the /tends, the /quickheal, or ranged heals?


Like you said, the random factor makes it unclear, but I swear it at least plays into ranged stim A's...


And do we have a better idea for a question?







I'm going to say yes even though I have no physical proof to back it up. Observation from my own perspective over time has shown that it does, while I never really cared most times. It would make sense for it to, and I'm sure someone more uber than myself will come along with some proof either way soon.




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

MasterNerfSlayer
Fri Jun 18, 2004 7:03 am
#12

As for the questions we're being asked to keep them relatively simple this week...




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

Obata
Fri Jun 18, 2004 10:42 am
#13

I'm quite sure that /tends are affected by the modifiers. My master doc toon can heal more wounds using /tendwound than a starting medic can with a woundpack B.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
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