Medic Archive

Thread: Ye olde Big list of medic issues.

Traigus
Thu Jul 24, 2003 1:53 pm
#1

Here is the short form of the master list. (it doesn't include URL's of threads, many if any examples, or elaborate explanations of sides in political debates).

Please post here or in other threads if you have more. I'll post the list of this week's top 5 later today.

Also note: issues that have been fixed in the upcoming patch, have been marked... not all of them were listed under medic.

The list is numbered for convenience, not as indication of importance. I was using bullets, but I thought people would appreciate numbers to see the count total.

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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 now 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.

6.Crafting stations in houses stop working.

*7.Medical droids stop working for healing wounds***** (fixed, but listed under droid engineer in patch notes).

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.

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.)

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 YAY!)

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)

*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)

*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.

26.Lack of item statistics before reaching level to craft them, causes medics to not always be prepared with the rigth skills to actually use the meds they can make 9need certain levels of Pharm to use meds, but don't know what Pharm level they need until they can already make the meds.

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).)

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.

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."

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.

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).

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.



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keep them coming
-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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Zarlor
Thu Jul 24, 2003 2:20 pm
#2

Just a note on:


*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)


This is also clarified in the Crafting Game Guide available off the main web site. Any resource which does not have a stat listed is, in all effects, a 0 for that stat.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Traigus
Thu Jul 24, 2003 2:25 pm
#3

Yeah, I have read that... but in many cases, it doesn't bahave like a 0.. I do a lot of other crafting ( I have a character that is a Weaponsmith/DE)...

Non-stats seem to null out, rather than function as 0's, the meds that use Potency aren't affected as badly as something that does not, but get a 153 quality item in it.

It is possible this item is actually asking for a nerf, if they are not actually behaving as zeros.

-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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Cadithial
Thu Jul 24, 2003 3:56 pm
#4

Add another, diagnosis line useless to medics. It doesn't actually work until the doctor line of it. It always reads something like "You can't do this for another 24 seconds" no matter what level of diagnostics upon spamming my heal macro

Elenora
Thu Jul 24, 2003 4:11 pm
#5

you're mistaken..this is a common mistake..


diagnostics speeds up damage healing not wound healing..


i.e. you heal faster with stims but not with wound packs...





--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
PlasticBoy
Fri Jul 25, 2003 6:04 am
#6


Traigus wrote:
12. Request for Medic secure healing trade?



Can we add: Request for "health insurance" or automatic payment-for-healing mechanism?

Also, how about: Request for way for medics to gain faction points in PvP or clarification whether this statement from the patch notes, "Added healing kill credit for medics that perform healing on same group combatants", addresses this and issue 46.



--
Ackava Doci, Master Combat Medic
Visit the SwgWiki at http://plasticboy.com/swgwiki
Traigus
Fri Jul 25, 2003 7:06 am
#7



PlasticBoy wrote:

Traigus wrote:
12. Request for Medic secure healing trade?



Can we add: Request for "health insurance" or automatic payment-for-healing mechanism?

Also, how about: Request for way for medics to gain faction points in PvP or clarification whether this statement from the patch notes, "Added healing kill credit for medics that perform healing on same group combatants", addresses this and issue 46.




Actually all the "money options" are under that one. Just didn't list them all.

Clarification on PVP faction points for the new patch is fine, but is too low priority for today's report. Only 5 items are geting sent. It'll be on testserver way before they see a request for clarification.

-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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TaivAarzak
Fri Jul 25, 2003 7:44 am
#8

*13.Status of Diagnose? *****(added in patch at novice medic YAY!)


This is in there? How do we use it?


-Taiv


Master Medic, Tyrena, Corellia, Ahazi

Traigus
Fri Jul 25, 2003 7:54 am
#9

I don'tknow any more about /daignose than anyone else does.

(from Q's in dev post)
"Added the /diagnose command to novice medic skill. This command gives you feedback on what wounds a targeted player has."

We'll see when it hits test.

I'm betting on Spatial chat list myself... though it may have a popup.

-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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TaivAarzak
Fri Jul 25, 2003 8:02 am
#10

Hi,


List or pop-up is fine with me. This is a LONG needed command. I'm glad to see it coming to life finally!


-Taiv


Master Medic, Tyrena, Corellia, Ahazi

Scorus
Fri Jul 25, 2003 11:15 am
#11

On factories, artisans only get crafting xp from their factories when they are logged on and close to their factories, I assume the same would be true for medics? Stupid rules, I know, because it encourages people to be afk, but that is how it works.

Scorus



Scorus
Traigus
Fri Jul 25, 2003 11:24 am
#12

Factories are supposed to give 10% no matter where you are (or if you are logged off). Zonelines see mto be bugging it though on and off, same with UXP.

Holo has posted that the 100% when close is a bug, and will be removed.

-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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Kylania
Fri Jul 25, 2003 3:06 pm
#13

"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."


I looted a bright red sports wrap and people used to say I looked like the red cross.


Now that I've become a Tailor I'm quite displeased to find out that Tailors cannot make red items (true red, not the silly magenta/pink stuff) at all. Apparently that line was one of 55 colors removed from us that we're trying to get back. So please push for this and talk with the Tailoring Team Lead to get this color pushed back in.

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