MasterNerfSlayer
Blue Glowie
Posts: 4184
Registered: 09-05-2003


PA:
The shoulder camera makes me nauseous Server: Starsider
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Doctor Top 5:
2. Resuscitation Timer Issues 34. Player City Hospital Benefits 17. Buff timers /icons in the new Buff UI dissapear on short logouts/LD, but the buffs remain. 35. Request for increased drop counts on animal products 21. Doctor Content
Doctor Issues List in no particular order: 1 - Player city Cantinas and player houses work just like Hospitals 2 - Resuscitation Timer Issues 3 - Enhance Action -v- other Enhance Pack Resource Disparity 4 - Crafting Schematics with Unused Ratings 5 - Rooms/Dungeons and /DragIncap 6 - Battle Fatigue Notification (appears later then the 250 it starts affecting patients) 7 - Unable to Use Enhance Notification 8 - Radial Menu and Heal Options Bug 9 - Enhance Timer on Pets 10 - Food Factory Deed 11 - State Pack Schematics with Range 12 - Player Hospital /register Faction Problems 13 - "unwise to help this patient" appearing while figting non-GCW factioned NPCs 14 - /dragincapacitated player not working on coverts for neutrals, even though all other healing types do.
15 - Character title selected "no title" reverts to last title used on logout - login. 16 - Spawned Combat UI window resets to default size on login. 17 - Buff timers /icons in the new Buff UI dissapear on short logouts/LD, but the buffs remain. 18 - Drag and Clone Exploit 19 - Pet Re-Enhance Exploit 20 - Mounted Healing 21 - Doctor Content 22 - Make /medicalforage do something useful. 23 - Target Friendlies 24 - Auto-Retaliate 25 - Heal Targeting Persistence 26 - Resuscitation Pack Usage on Faction Pets 27 - /diagnose Refresh 28 - General Inventory Search for Meds 29 - Accidental Cloning
30 - Wookie doctors can't wear Doc crafter's apron.
31 - Power Selection for Factories/Harvesters 32 - Animals don't drop resouces appropriate to body type (notably avians) 33 - Med Center Grouping 34 - Player City Hospital Benefits 35 - Request for increased drop counts on animal products 36 - State healing uses far too much mind for something that happens so often and repeatedly in combat. 37 - Faction Points 38 - State Pack Persistence/Immunity 39 - First Aid Improvements 40 - High Level Wound Pack Consolidation 41 - Resuscitation Consent Request 42 - Crate combining 43 - Medical Bag/Inventory Search for Meds 44 - Factory Completion Timer 45 - Med Center Crafting Station 46 - Medic-looking Clothing 47 - Groupmate Numbering 48 - /diagnose Damage Level Display 49 - Groupmate Highlighting 50 - Non-Combat Diseases 51 - /registerwithlocation Terminal Request 53 - /consent or /group required for buffing 54 - Ability to totaly remove buffs (from self) 55 - multi-state cures 56 - /diagnose window, add buff amount and buff times 57 - Dead-eye uncraftable
Doctor Issues: Details
1 - Player city Cantinas and Med-Centers and Houses are effectively interchangeable. Please have these buildings operate in their respective areas. 2 - Resuscitation seems to now be subject to a timer that does not allow a corpse to be resuscitated. The timer is inconsistent and otherwise undocumented. If there really is to be a timer we need to know what it is supposed to be or provide the dead player with some kind of indicator or countdown timer, but some folks are reporting that even given immediate access to a corpse they are unable to resuscitate the player. Request for a timer like the incap timer, so dead players know how much tiem they have left before they can't be resed anymore. 3 - Enhance Action B+ packs use simple Organic and Inorganic resources, while the rest of the B+ Enhance series uses Avian Meat and Reactive Gas. It is often considered a problem in that the Action packs should be brought into line with the rest of the Enhance packs, or the stringent requirements on the other packs lessened. Occasional questions also arise about the 2 or 3 BEC requirement that seems to fluctuate between some of the higher end Enhance schematics. Some consistency would make things less confusing or at least some clarification on the reasoning for these inconsistencies. 4 - There are several schematics that use resources that do not have stats required by their schematic. In particular, on the D-level schematics for all Enhance packs other than Action the schematics require Avian Meat and Reactive Gas, neither of which have UT rating which affects the charges available. The same is true for the top-level Cure Disease and Poison packs. 5 - We’d like the ability to /DragIncap from a room or Cave/Dungeon. 6 - The Battle Fatigue affecting your heal rate should be giving notification at 250 instead of 400 (where it is being given now), according to experiments done after the static buff change in pub7. 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. 7 - Enhance A packs can be made at a lower skill ability than Advanced Wound Treatment and are given a low enough med use requirement that most Doctors will have no problem trying to make and use one as soon as they acquire the ability to do so. Unfortunately trying to use the packs without Advanced Wound Treatment means that they do not work, but they also do not give notification of why they do not work. This proves to be very confusing to many new Doctors. Same for Cure Poison Statepack. (And possibly Disease as well). Please provide some form of error notification when trying to use these packs. 8 - The Radial menu does not always provide the Heal options, even though the target is obviously wounded and/or the redial menu was just used to provide a heal. Please fix. This may be a lag issue. 9 - The timers on Pets are screwed up in that if a pet is enhanced using the same buff that is used on the Pet’s owner at approximately the same time, after the buff wears off normally from the owner, for example, the Pet’s buff will also wear off. However the Pet’s timer will still be active, so even though the owner could be re-buffed, the Pet cannot as the game states the pet already has an enhancement to that attribute. (Storing then recalling the pet is a likely workaround for this, but also a possible exploit since it allows unlimited buffing of a pet for XP.) 10 - The Factory schematic for Food & Chem. Factories needs to be renamed. They currently state only "Food Factory" on the schematic and far too many medics, and far too many architects, get confused enough by the name to think that some other factory, such as the Equipment factory, is needed for making meds. Please Fix to read "Food and Chemical Factory." 11 - The State Pack schematics all have an experimentable trait for Range that is set for 0 and is not improvable. It should probably be removed. 12 - When a Player City Hospital is placed by a Doctor who is a member of a faction (either Overt or Covert) then Neutrals or members of the opposing faction (either Over or Covert) cannot use the /register command at that hospital. 13 - This appears only to happen while fighting NPCs that ahve a trackable faction (Not a GCW faction). Meatlums, Corsec etc. It appears to be a TEF, and behaves the same way... but generates no flag in the UI, or explanation in game. 14 - This happens, even if all other healing actions do work (no TEf situation). This does not always happen.
15 - Characters logging out - logging in are reverted to their last selected title. Doctors often use "no title" to dodge tells. Reversion of "master Doctor" title often results in 11ty thousand "R U BUFFIN?" tells before a person can even finish logging in. 16 - After dragging the "Combat" pane off of the center stack of chat windows. it will resize to its origional size after every login. 17 - When Characters LD or log out very fast, the new UI for buffs does not hold the icons and buff timers al lthe time. The buffs are still active and can be seen on the statistics screen. Renewing the buffs creates new Icons and timers on the buff window. 18 - It is possible to have a player Clone while being Dragged as a corpse allowing them to clone "in place" instead of being forced to the cloning center. 19 - A pet can be Enhanced for XP then Stored and pulled back out again removing the buffs and the buff timer from the pet, thereby allowing them to be buffed again immediately for XP. 20 - 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 Doctor 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.
21 - There is concern that there is a lack of Doc 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. Such missions could be construed as a method of alleviation of the issues concerning how Docs make money. 22 - Please make this skill do something useful, or remove it from the game. It confuses new players, and has now useful function in the modern SWG. 23 - 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.) 24 - The ability to turn off auto-retaliate when fighting has been requested. The reason being that for healer characters the actual fighting process slows down their heals, and can sometimes cause confusion about who/what is targeted occasionally causing heals to go in the wrong place. Some medics prefer to avoid having any weapons in hand in an attempt to not have attacks being fired off from them that might slow down their ability to heal. The possibility of ensuring that heals get priority in the combat queue by going immediately to the front of the queue may help to alleviate this at least some. 25 - It is requested that Heals that go into the Combat Queue remember who it was the heal was targeted at initially instead of trying to heal the current target. 26 - Resuscitate pack usage on pets has been asked for. Since this obviously does not apply to true beastie-type "pets" as they no longer have perma-death, I believe this request still applies primarily for NPC-style faction "pets". 27 - There have been requests for the new /diagnose command to either have a refresh button added to it, that it automatically refresh at some interval (perhaps every 15-30 seconds or following the wound timer), or that reissuing the command will refresh the current window instead of opening a new one 28 - We would like to see better management of medicines that are in inventory, such as allowing searches from the /healdamage command to search for a stim in packs if it cannot find it in upper level inventory. 29 - Typing while a corpse and hitting enter sometimes is accepted as a Yes response to clone, often to the default cloning center of the closest facility, even if they player would have preferred their bind point. This is a problem for Doctors in that a player may have been attempting some message or communication and accidentally have cloned when a Doctor was available, sometimes even just about to, Resuscitate them. Please look into removing this default behavior.
30 - Wookies need some loving with the skill bonus clothing.
31 - Power management on factories (and harvesters for that matter) is fairly annoying in that there is no way to tell the structure which power from inventory to use. It is not even possible to hide a power source you do not wish to have used (such as radioactives) in a container. Of particular annoyance here is that a radioactive, usable in some components, will be used preferentially over something like Solar Power, which has very few uses in med production. 32 - many animals athat apper to be a certian type (say avian) drop materials that do not seem to match their outward appearance. Whiel this is a general issue, it greatly affects Docs, because Avian meat seems to be the rareast meat of them all. 33 - Docs woudl be interested in some kind of bonus for being grouped in medical rated areas with other doctors. 34 - Some players have expressed concern that Player City Hospitals offer little benefit over a large house and almost no benefit over a Cantina. Houses can be used for all forms of wound healing. Cantinas can also be used for wound healing, are available on the overhead and planetary maps, and autoheal all forms of wounds and Battle Fatigue. A Hospital only appears to add the /registerwithlocation ability, which is only usable by members of the same faction, if a factional player placed the structure, anyway and is of fairly limited usefulness. Are there other benefits that we are unaware of? If not suggestions have included providing a healing bonus to those /registered there, a free vendor for the placing Doctor to use for med sales, not allowing wound healing in player cantinas and cloning centers, or some other benefit. 35 - Animal harvested materials are very rare. Docs would liek them to be more available to the economy. 36 - Since states happen so fast and frequently in combat, healing tyhem uses far too much mind ot bother. Healing states uses so much mind that a Doctor could nto be able to heal damage. Please lower mind cost on state heals. 37 - Docs 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). 38 - Docs are wondering if it would be possible to get some level of persistence in Cure packs for States, Poisons and/or Diseases. The states appear to be regained upon the very next hit by a MOB or player. For example, why unblind someone when they are just going to get blinded again before they can even get their own attack off. Some persistence in the state cure packs would provide some level of immunity to being afflicted with the state again immediately. Another possibility would be that state cures offer a temporary increase in resistance against that state. It should also be noted that many states do not seem to have some very obvious effects and with the timer-related errors involved in state pack usage, few Doctors, or their patients for that matter, bother with State healing, apparently. Considering the defense bonuses now being fully applied to moving characters, getting to a character to apply a state cure is even more difficult (because they keep moving around in order to avoid being hit.) Clari fication on the effects of various states, review of their effectiveness and review of their persistence on healing would be welcome. 39 - There is some concern that the new First Aid improvements may not be enough. Some Doctors feel that First Aid should improve further as they move up in the Doctor Profession. Suggestions would be that by Master Doctor a Doctor should be able to completely remove a Bleed State in a single application of First Aid. 40 - A request has been made for a set of low level wound packs (assuming no consolidation is done based on the Inventory consolidation issue) that would heal, say, Health and the Health secondaries all at the same time and another pack for Action and the Action secondaries. Perhaps limiting them to a comparable A, B and possibly as high as a C-pack, but no higher, at the highest of Doc crafting levels.
41 - A request has also been made for a pop-up box to appear to the player of an unconsented corpse telling them that a Doctor is attempting to Resuscitate them, would they like to give consent for this action to occur? It was also suggested that a short delay, perhaps 30-60 seconds, would not be to out of line as an acceptable penalty for death before cloning is allowed. This also gives a Doctor a bit of time to get to a player and at least let them know that they are willing to Resuscitate them, if they prefer not to clone. 42 - The ability to combine crates in inventory would be a very welcome addition. 43 - It has been suggested that some kind of equip-able Medic Bag exist that would allow a Doc to put all of their medicines (and only medical items) in that allows sorting and that would also be searched, alongside of type level inventory, for the purposes of finding medicines with the use of some medic-related commands. Presumably this would be in addition to the wearable Travel Pack. Another possibility was mentioned of consolidating med-packs into single types. Like having a Healpack-C instead of one each for Action and Health, or a Curepack-A for curing ANY state, not just dizzy or blind, and so on. This last suggestion may also help the Developers in greatly reducing database bloat. Even changing the naming conventions of Medicines to a more standardized form so that all Med Packs and Stims, and so on, can at least be sorted better alphabetically. Shorter names wouldn’t hurt either (after all, why are there Small Stimpacks, when there are no Large Stimpacks? Why waste putting the word Small in there?) S tacking of meds in some way or putting things back into crates has also been suggested. 44 - Requests has also been made for some kind of Time-To-Completion timer being added to the factories radial menu, or even in an email sent at production start. Obviously game time is not always going to be accurate, but an estimate at the beginning of production would still prove useful, nonetheless. 45 - The Doctors would also like to see a Public Food & Chemical Crafting Station in Med Center. The inconvenience of having to leave the Med Center to craft more packs for patients who want healing "right now" to both the Doctor and the Patient seem a bit much for such an easy fix. Admittedly this is more important as an issue for Medics, but the Doctors have brought this up as well and would like to see it implemented. 46 - There is a white coat, but other types of red, white, or white with red patterned-clothing for medics has been requested. 47 - Suggestions and ideas have been bandied about for the concept of a Surgeon profession as a form of elite (or even elite-elite) medical profession. Varying suggestions have been made for what this class might entail, including such ideas as the addition of bio-electronic enhancements (such as Luke’s replacement hand) but that such replacements have some negative costs associated with them, such as slower XP gain or permanent reduction of some stat or skill or some permanent amount of Battle Fatigue. The relevant threads below would provide far more important details. 48 - Adding in the HAM Damage levels (not wound levels, but damage levels) and the max level of a stat (to make it easier to check buff status) to the /diagnose display has been requested. 49 - It has also been requested that a selected group member be made to stand out more than with just a blue box outlining them and their blip on radar. Something like a flashing name and/or radar dot in order to better locate the targeted individual in a clumped up group. 50 - Some folks think it may be interesting to add spreadable diseases that are not like the combat diseases but do other things, such as making temporary image changes, stat reductions or mood changes. Such diseases would be curable by Doctors. 51 - Some have indicated that having a terminal prominently located in the Med Center buildings (it appears that SOME med centers do have such a terminal?) would also make using the command easier for Medics/Docs by drawing their attention to this new object that they can use. It also adds a certain amount of in-game interactivity with turning on the sign, so to speak, beyond simply typing a command. 53 - Docs would like to require /consent and/or group only status to buffs to keep people from randomly buffing players. 54 - Docs woudl like players to be able to totally remove buffs from themselves. 55 - Docs would like to be able to create consolidated state cure packs. Btween mind cost of state curing (issue 72), inventory issues (issue 8, 88, and 91) and crafting materials less chematics and more "bang for hte buck" on state cures seems a good solution to several problems. 56 - Docs would likethe /diagnose window to show a target's current buffs. Short range on /dagnose would keep this from being used in combat.
57 - Dead-eye is currently uncraftable due to Alderaanian flora having no serial numbers. Suggest the proposed resource / schematic changes be added to the game or the flora to be given serial numbers. Message Edited by MasterNerfSlayer on 02-24-2005 09:18 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
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