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Medic Top 5 (03/22/04)   [ Edited ]
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Zarlor
Squadron Leader
Posts: 4669
Registered: 06-28-2003


PA: NO PA
Server: Test Center


The following Top 5 listing is based on a polling that closed with the release of Publish 7 and was responded to by 52 Medics. The only issue possibly affected by the publish might be the first issue, Experimentation Issues, which initially had listed some concerns over Crit Fail rates among the other issues therein. My personal feeling, however, is that the change to Crit Fail rates would not in itself be enough to knock the issue out of the Top 5.

I list relavent Dev responses to any of these issues in the past for historical record and so the Devs can know how they have responded to us previously (if they have done so, even if indirectly) all in one handy spot.

The primary changes between this Top 5 listing and the previous one Traigus sent is are some minor shuffling of location, notated on the issue and a few that were replaced. The Target Self and TEF issues did not make it into the Top 5 this time, being replaced with interest in gettign Faction Points and the old standby that keeps returning, the Money issue.

 

1. Experimentation Issues

(Previously #2)

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 stated by the crafting tool. Having highly experimented crafting tools and stations do seem to alleviate the problem a little, but not by very much. Amazing successes appear to not produce as nearly drastic improvements as critical failures produce in reductions, a better trade-off is sought 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 some preliminary experimentation with the crafting system would suggest that a crafting tool with a negative rating (up to -14.99) is 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.

Of particular note would be schematics where experimentation on a single line affects more than one attribute. Once the resource max for any particular attribute is reached each EP used only produces a 50% improvement over what it would normally have done if it were not being held back by the secondary trait.

Further Malleability ratings do 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 the Holocron, although the Knowledgbase does now contain this tidbit of information.. 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

Publish 7 Patch Notes:

"Crafting System Enhancements: One of the top concerns for crafters of all types was the issue of "critical fails". Critical fails are a risk that all crafters take when attempting to create an item. This basic dice roll function is the gamble crafters take as part of the risk of crafting, but as a resounding player concern, the developers looked at the system to see how the relationship of crafter and crafter-risk could be made to have a stronger relationship to the fictional act of crafting. Toward creating a stronger crafting experience, a new modified die roll model has been implemented to enhance the experience so that now, a crafter's raw ability will have an effect on how often critical fails occur. Crafting still works on the same risk/reward principle of a 5% critical fail chance, but is now modified with the player's assembly or experimentation skill. As crafters progress from Novice to Master they will have a reduced chance of a critical failure. " Ref: http://starwarsgalaxies.station.sony.com/recent_test_updates.jsp?page=In%20Testing )

 

2. Medical Resource Requirements

(Previously #4)

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 threads 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:

(Please note that these often reference the /medicalForage skill which is a different issue for Medics altogether, however since it touches upon this issue indirectly those references are left in.)

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.

Refs: http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=192&highlight=#M192 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 skill points spent by other professions.  Skill point 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 first sentence above refers primarily to the suggestion of giving a form of the /survey skill to the medical professions, not necessarily the other solutions or the general situation outlined in the issue worded above.]

Ref: http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=9053

Thunderheart was asked  in a thread about the "Droid Invasion" on 1/22/04: "So, other than combat, droids aren't actually becoming any more useful? No surveying droids?  Task-specific chassis?  Etc?"

To which Thunderheart responded: "We want to do that, but that's new development and it's going to take time.  These are just the first two passes."

Ref: http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=21228#M21228

[Z's note: This may or may not be an indicator that some kind of surveying droid may be under consideration by the Dev team which might help to alleviate part of this issue.])

 

3. Faction Points

(New for this Top 5)

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)

 

4. Combat Queue Heals (or removal of) &

(Previously #1, 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)

Message Edited by Zarlor on 03-22-2004 09:21 PM

Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center

03-22-2004 07:18 PM   Report Abuse to a Moderator
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Medic Top 5 (Part 2)
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Zarlor
Squadron Leader
Posts: 4669
Registered: 06-28-2003


PA: NO PA
Server: Test Center


5. Money

(New for this Top 5)

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)

Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center

03-22-2004 07:19 PM   Report Abuse to a Moderator
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Re: Medic Top 5 (Part 2)   [ Edited ]
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Pahdbacca
Blue Glowie
Posts: 2794
Registered: 06-27-2003


PA: 5307th SpecOps Alliance Rangers (SOAR)
Server: Flurry


Looks good to me, except for 1 point...

I am hesitant that any issue concerning experimentation that is brought up will give ammunition to the Devs to being the 'crafting balance' already tried twice back a third time.

The only medical crafters I know of that can afford to buy the medical crafting aprons availably on Flurry are the ones that already have the big bucks (they are going for around 2 mill an apron right now.)  The crafting fix that was implemented seem to improve some items when only experimented on one line with 10 points...however, items with 2 lines of experimentation (such as improving medical use or charges in enhance packs) needed 12 points to get back to a break even point with the pre patch packs.  This would allow the medic professions that already have the skill tapes (the rich) to have even better quality items than those who don't (the poor) and further widen the gap....

I may have lost the answer somewhere in the thousands of posts made on this issue but....

If the crafting changes were intended to fix a broken economy...fix the economy as being the pathology, not crafting as being a symptom.

If the crafting changes were brought about to make a bigger variety of goods...the patch was counter productive.  You needed to spend 12 points to get the stats you used to have with 10 points.  If the devs want to see medical goods experimented more on charges, or medical use requirements, make it so you get more than one extra charge per point of experimentation, or the medical use req reduced more than one point.  Otherwise, it's not orth it to spend points outside of power/effectiveness unless you have to.

I'm sorry if this should have been brought up earlier in another thread.  It was a combination of being dumb (didn't think about diong it) and/or lazy (didn't do it when I had the thought in my head.
 
I do still think that this issue needs to be brough up concerning the failure rate.  With resources being so hard to obtain (surveying and the best avian meat right now on Flurry is on tatooine...hunt dwarf nunas for an hour to get 100 units)...failures, not even crit failures, can be costly.  I have to start over on enhance packs if I get a failure.  When the going rate for good avian meat is 60-100cpu, those 20 something units add up to a lot of dough.

Message Edited by Pahdbacca on 03-23-2004 07:16 AM

-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
"Dude? Where's my poisEn?" - Brainplay

03-23-2004 04:11 AM   Report Abuse to a Moderator
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Re: Medic Top 5 (Part 2)
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Traigus
Blue Glowie
Posts: 3234
Registered: 06-26-2003


Server: Test Center

1 rating - 5.0 average


2 and 4 are really dead issues from where I'm sitting.

2. was pretty clearly not going to happen after it made all 3 top 5's last time and was shut down.

4. Is in process... and I'd expect we'd be pushing it hard for combat balance (as we have been).

So they kinda seem like wasted slots to me (out of a very limited 5 to start with).

 

-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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03-23-2004 08:27 AM   Report Abuse to a Moderator
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Re: Medic Top 5 (03/22/04)
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IlyaMasool
Pilot
Posts: 1892
Registered: 07-21-2003


Server: Gorath


On #4 Med resource Requirement, I always though Dev could've done something with their new junkyard dealer patch. I seem to remember someone mentioning while back that what they hate the most were them little tiny stacks of meat on bazaar.

I think it would have helped some if any meat sold on bazaar get crossed linked to junk dealer so that every "hard to get" resource can be gotten from any junk dealer instead of having to spend good chunk of time browing bazaar then go from planet to planet.

it would also help if junk dealer tell folks such and such resource are good and would pay so and so credit per for em to sorta fix the price on some of these rediculous resources.
03-23-2004 09:09 AM   Report Abuse to a Moderator
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Re: Medic Top 5 (03/22/04)
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Zarlor
Squadron Leader
Posts: 4669
Registered: 06-28-2003


PA: NO PA
Server: Test Center


Well, on Med Resources I just won;t let that one die. The votings are so darned clear about it and it consistentl comes up, plus they PROIMISED me they would enter into a discussion with me on the issue (even if that was months ago, now) that I intend to hold them to that promise. In that respect I don't consdier it a wasted slot, I consider it a not so subtle reminder that the discussion NEEDS to take place.

As for the Healing Queue... well it p[robably is something of a wasted slot since they pretty much have responded on it, but folks continue to vote for it anyway so I also consider just another reminder that it's still an important issue for medics.

In all, though, you know my procedure. If it gets voted into the the Top 5, I report it as a Top 5. You'd have to convince all the rest of the medics not to vote on those issues anymore to get them back out of the Top 5. (Although I personally intend to keep voting on the Medical Resource issue. )

Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center

03-23-2004 05:19 PM   Report Abuse to a Moderator
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Re: Medic Top 5 (03/22/04)
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Traigus
Blue Glowie
Posts: 3234
Registered: 06-26-2003


Server: Test Center


Well to clarify (seeing I have a minor revolt on the doc boards)... /survey /sample /harvest aren't going to happen. I'm sure devs would be willing to talk about resource availability in the economy... but not medics getting for themselves...

I think number 4 is a result of you starting and ending your vote so early compared to TH getting ready for a new Top 5... (and you ending it before pub 7 hit live even) I plan to lean on it for combat balance (and have been)... IMO anything that has been on a top 5, and has been answered.. has been answered. We only get 20 top 5 issues a year (or so).. seems kinda a waste to pick stuff that is already on the dev radar from a previous list.

-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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03-23-2004 05:34 PM   Report Abuse to a Moderator
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Re: Medic Top 5 (03/22/04)
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Songe
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Posts: 5141
Registered: 07-04-2003


Server: Sunrunner


Not being able to heal when people are moving without getting a out of range message is my main issue... I put it in my list for the doc top 5, but i guess it should be here instead.

------

Retired doc

03-24-2004 09:35 AM   Report Abuse to a Moderator
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Re: Medic Top 5 (03/22/04)
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Zarlor
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Posts: 4669
Registered: 06-28-2003


PA: NO PA
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Yeah, that's probably more of a Medic Issue than it is a Doc issue (since it originates in maedic and affects Docs and CMs equally as well.) At any rate, it's on the list of issues (just wasn't voted into the Top 5.) I currently have it listed at the #12 position of the Gameplay Issues. I'm working on getting the new full list up sometime this week.

Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center

03-24-2004 03:20 PM   Report Abuse to a Moderator
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Re: Medic Top 5 (03/22/04)
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Cas_Lowca
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Posts: 562
Registered: 09-10-2003


PA: The House of DooM


T,

Since you took medical survey off the list without even notifing the community, and will not discuss it in a thread outside of the voting list, then yes it is a dead issue from your point of view.  I am glad that this issue is being pushed somewhere for the community.

It made to the doc top 5 for months, and like wookie armor, maybe just maybe if they see it enough, the game designers will see it truly as an issue.  Same thing with the crafting changes if we all rolled over and said, "oh the devs are not gonna change it, TH said it was a good thing and is not going to change it back."  Then we would be stuck with the crafting changes.   

Run the boards however you see fit (and no I am not asking you to quit or calling for your head :smileyhappy, but remember the corrospondant position is there to provide communication, between the game designers and the community.  By not letttng anyone know why its off the list or discussing why it should NOT be on the list you are failing the docs you are supposed to support. 
 
I can undersand your position and appreciate it, and we can agree that we disagree on this issue, however I think this issue needs additonal discussion.  From what I have seen, the true/pure Docs are typically more mature and older then most people who play, put it up present your reasons and let the community debate.  
Thanks,
Cas 
03-25-2004 03:05 PM   Report Abuse to a Moderator
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Re: Medic Top 5 (03/22/04)
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Cas_Lowca
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Posts: 562
Registered: 09-10-2003


PA: The House of DooM


T,

Since you took medical survey off the list without even notifing the community, and will not discuss it in a thread outside of the voting list, then yes it is a dead issue from your point of view.  I am glad that this issue is being pushed somewhere for the community.

It made to the doc top 5 for months, and like wookie armor, maybe just maybe if they see it enough, the game designers will see it truly as an issue.  Same thing with the crafting changes if we all rolled over and said, "oh the devs are not gonna change it, TH said it was a good thing and is not going to change it back."  Then we would be stuck with the crafting changes.   

Run the boards however you see fit (and no I am not asking you to quit or calling for your head :smileyhappy, but remember the corrospondant position is there to provide communication, between the game designers and the community.  By not letttng anyone know why its off the list or discussing why it should NOT be on the list you are failing the docs you are supposed to support. 
 
I can undersand your position and appreciate it, and we can agree that we disagree on this issue, however I think this issue needs additonal discussion.  From what I have seen, the true/pure Docs are typically more mature and older then most people who play, put it up present your reasons and let the community debate.  
Thanks,
Cas 
03-25-2004 03:06 PM   Report Abuse to a Moderator
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