Development Cycle Archive

Thread: Publish 7 Feedback: Camp Restrictions Removed

slaier0702
Wed Mar 17, 2004 9:02 am
#53

Works great and a 15 point saver. Thanks
Bigair2003
Wed Mar 17, 2004 9:26 am
#54

I was thinking that my 20 crates ofmulti person tents might go to waist until I started thinking. Im a CH and when i am fighting nasty creatures (like kimos) I have to rotate pets. the no combat for 45 seconds would kill me. So to pull out a new pet all i have to do is peace for a few seconds popa tent and pull new pet.


Another example to think about, you are doing faction missions and you see a red PC coming, you have camps he doesnt, that 15 seconds he had to wait just saved your life.


Also i get wounded or diseased in the wild alot, and i dont go back to a city for a day or 2. camps let me heal all my wounds.


And my ranger tents still look WAY cool!
SkevStarmu
Wed Mar 17, 2004 10:51 am
#55

Now don't forget that when the going rate of organics goes through the roof since no one has any reason to be scouts or rangers anymore. YOU ASKED FOR IT!!



As for Devs you should really look at what you offer master Rangers and ask yourselves why anyone in there right mind would waist 140+ skill points to be one.


Nothing planned for at least 2-3 months for our class while the last four months have had nothing but Fixes? that have made us more and more obsolete. If rangers had any sense we'd go on strike!


Foxteeth
Wed Mar 17, 2004 10:54 am
#56

Everything works for me. Great additions.





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Mordib1
Wed Mar 17, 2004 11:51 am
#57

Yes, this is working just fine.



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AudioOrgana
Wed Mar 17, 2004 1:05 pm
#58






Jalen-COMIA wrote:





Dimentox wrote:

It worked great.. Now i can drop novice scout!





I think you have severely nerfed the scout/ranger class with this change. Without the need for the camps you take away any reason for people to pursue scout except for BH and Ranger. I my be wrong but the Ranger's areatrack ability seems to have also been crimped a bit by this publish, so with the loss of the usefulness of camps and the (apparent) loss of areatrack ranger, why not just eliminate the class altogether. There were few enough of us as it was, now the class(es) are even more unappealing.

Publish 7 is bad all around, and this is one of the worst changes made. It takes away alot of the realism. People can just store anything they want in their pockets now and pull them out whenever.

The 15 second delay is stupid in my opinion. If you are going to let them do it whenever, then why delay it?

Bad move overall IMHO






I think you need to look at it from another perspective.


Issue : Scout was just "dabbled" so people could make a camp to call their stinkin' vehicle.


Side effect : novice scout also allows harvesting and other scout-only activities.


End result : Scout in general is devalued because most everyone has the skill


Now, since people no longer dabble to because of camp restrictions - very few are going to spend 15 points just to harvest.


Less people dabbling = more value in scout skills because less people have them.


The more I play with this change, the more I think we were playing in the dark ages before. There was this big cloud hanging over vehicles, and this was it. Heck, they can make it so you still need a camp to call pets - that's not the issue. The issue is with vehicles being a one-way trip half the time between auto-store (which we are told is absolutely necessary) or simply logging out without finding a city.


This is a chance for scout to become a real viable profession - hopefully they will get more in the future to flesh out their role now that scout isn't just a means to an end.


Audio

Ozzma
Wed Mar 17, 2004 1:46 pm
#59

This was very much needed and is an EXCELLENT idea !


But pls give scouts and rangers in return (I am not any of these professions) in the form of higher organics harvest rate and help with this avian meat madness.


Pluto9Moon
Wed Mar 17, 2004 2:12 pm
#60

TH,


For the last month or more we CH have asked for some justification as to why there is a timer at all for pets. Pets are our weapons/defenses. We cannot grief any more than we can be griefed. You have blantanly disregarded any request of explanations. So since I cannot have justification I want you to nerf all classes with 30 second calling timers after combat has been initiated. People can currently grief me by magically producing a cornecopia of weapons. Artisan who are surveying can suddenly produce a weapon. CM's can suddenly produce poison attacks. Medics anc Doctors can suddenly heal. This shocks me and destroys the advantage.





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Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
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Rolassk
Wed Mar 17, 2004 2:25 pm
#61

Best addition in Publish 7


No more having to keep Novice Scout to pull vehicles, nor keeping bone and hide or pre-made tents in my inventory.


Thanks for the additional 15SP





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ideas
Wed Mar 17, 2004 2:51 pm
#62

At first I completely forgot about this and left my vehicle sitting outside my housefor 2 hours while I tested the new crafting system. Later I remembered that I could pull things out anywhere and was very pleased at it. 15 seconds is enough pause to make the city/camp advantage appealing for go-go impatient players like me, yet still allowing me to get what I need even if there's no scout in the area.


Good change. Thanks!








So, let me get this straight: To advance my character, I have to give up my current abilities?

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Indene
Wed Mar 17, 2004 2:57 pm
#63



Sullano wrote:

I'm going to be labeled very unpopular w/ my b!tching tonight but this Publish is rotten and this "no camp needed" feature is still flawed.

PvE - I'm an Overt X. I see Overt Y NPCs. I don't want to fight but I didn't plan on this. So rather than the inconvience of having to walk around them because of my poor planning, I now get to call out a vehicle and go around. OR, even worse, now I can call out my pet and get XP/Faction where I once didn't because I didn't have anything to tank for me.

PvP - I'm overt but I don't feel like PvP. Uh-oh, there's a red PC blip on my radar 128m away. Better call my vehicle so I can bail even though I'm 5km away from a city and I got caught "with my pants down".

Bleah...nerf this and force people to use camps. Its strategy and it's supposed to have some element of difficulty to it.






Illogical reasoning. If pets and vehicles stayed out and didnt get lost then the call of the wild would not even be needed. Why were you waling btw instead of being on your vehicle. I am a CH and if my pets would keep with me I wouldn't have to call them they would already be there. Camp restriction for calling pets/vehicles is a silly reason to make camps usefull. Thousands of better ways to make them useful. Read the scout thread for ideas.

-Indene-



Master Creature Handler - Kettemoor Nov 2003, Radiant Nov 13, 2005
http://www.swgcreatures.com/forums/phpbb2/index.php
Once Happy contented successful Master Merchant. (RiverBend, Naboo.)
Then came the dark times. The NGE
"its as if i heard a million pets cry out in terror...and they were suddenly silenced...i feel a great disturbance in the force"
We're the few, the proud, the Creature Handlers.
Creature Handler Memorial at -1419 283 Mos Mesric, Tatooine, Kettemoor
BE and CH museum at 6627 5365 Tatooine, Chimaera
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Indene
Wed Mar 17, 2004 3:01 pm
#64



Erop wrote:

I am really in 2 minds about this new feature. I am a 4-3-3-3 Scout and was of great use to my group when all the vehicles would disapear and quickly blast a camp up to get them out again. But the only advantages I can see of camps now is for the heal factor and I normally go back to a town to heal in either the medical centre or call the droid (I am a medic as well).

So the question is do I drop all the scouting XP and really waste all of that time running around slaughtering animals or do I go to BH and join a profession that loks like it will be hit hard in the next publish!!

But the huge upside is when your hunting and its all going horribly wrong and you need you vehicle back but then there is the 15 sec delay... why?? I dont have to wait 15 secs after pressing the unlock button on my car keyfob before the doors unlock!!






You better not be in combat or you are toast. No call during combat and for *30* seconds after combat ends

-Indene-



Master Creature Handler - Kettemoor Nov 2003, Radiant Nov 13, 2005
http://www.swgcreatures.com/forums/phpbb2/index.php
Once Happy contented successful Master Merchant. (RiverBend, Naboo.)
Then came the dark times. The NGE
"its as if i heard a million pets cry out in terror...and they were suddenly silenced...i feel a great disturbance in the force"
We're the few, the proud, the Creature Handlers.
Creature Handler Memorial at -1419 283 Mos Mesric, Tatooine, Kettemoor
BE and CH museum at 6627 5365 Tatooine, Chimaera
Find me on MySpace
Indene
Wed Mar 17, 2004 3:05 pm
#65



Bigair2003 wrote:
I was thinking that my 20 crates of multi person tents might go to waist until I started thinking. Im a CH and when i am fighting nasty creatures (like kimos) I have to rotate pets. the no combat for 45 seconds would kill me. So to pull out a new pet all i have to do is peace for a few seconds pop a tent and pull new pet.





Better test this one. There is still that 30sec delay after combat is concluded. Make sure that it does not exist in camps or cities before depending on it.


-Indene-



Master Creature Handler - Kettemoor Nov 2003, Radiant Nov 13, 2005
http://www.swgcreatures.com/forums/phpbb2/index.php
Once Happy contented successful Master Merchant. (RiverBend, Naboo.)
Then came the dark times. The NGE
"its as if i heard a million pets cry out in terror...and they were suddenly silenced...i feel a great disturbance in the force"
We're the few, the proud, the Creature Handlers.
Creature Handler Memorial at -1419 283 Mos Mesric, Tatooine, Kettemoor
BE and CH museum at 6627 5365 Tatooine, Chimaera
Find me on MySpace
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