Development Cycle Archive

Thread: Publish 7 Feedback: Camp Restrictions Removed

Indene
Wed Mar 17, 2004 3:10 pm
#66


Pluto9Moon wrote:

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.






If you are going to ask for a nerf of them should it not be the same nerf that we have? It is 30 sec after combat is *COMPLETED* I.E. you are dead. Our restriction is NO CALL during combat no matter how long it lasts. (usually 10-20 sec )

-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
Pluto9Moon
Wed Mar 17, 2004 3:27 pm
#67

Thank you Indene for the clarification. Yes the nerf must include no switching until you have been at peace for 30 seconds. Immediate calling if at peace inside a City, Camp or House. 15 seconds if in the wild and not in a camp.



Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
TygerBlueEyes
Wed Mar 17, 2004 10:06 pm
#68

Ok, I found a nitpick...lol


With the spawn delay and if you're moving the pet/mount spawns where you called it and not where you are standing aftre the delay. That can be a pain if you're calling a mount and want to mount it. See I was in the habit already of running, call my speeder and mount it all in one slick move. Little hard to do now...lol






[My new sig]

I'm out of here! I'll be hunting wabbit, again...
O'los 'Zulis - Flurry
DarthDaver2
Thu Mar 18, 2004 1:37 am
#69



I'm not having trouble calling out my vehicles. I am however having difficulty storing them now. I am also having difficulty in my vehicles "keeping" the maintainance that I pay for them. They are reverting to a worn down state after I regenerate the vehicle on another planet.



-DD


TK1210GT
Thu Mar 18, 2004 1:46 am
#70

Yes, it pulls out but after using the vehicle and letting it sit while I do combat..it tends to dissapear more now.



Epani Tesh - Sole Proprietor, Epani Industries - Naboo
Col. Epani Tesh - Rebel Alliance, REV Division - New Utapau Naboo Detachment


Indene
Thu Mar 18, 2004 5:26 am
#71



TygerBlueEyes wrote:

Ok, I found a nitpick...lol

With the spawn delay and if you're moving the pet/mount spawns where you called it and not where you are standing aftre the delay. That can be a pain if you're calling a mount and want to mount it. See I was in the habit already of running, call my speeder and mount it all in one slick move. Little hard to do now...lol






Thats interesting. I guess I will have to try it with mounts/vehicles. I called a pet. Ran 50 m and the pet appeared beside me. Bunch of fun new bugs and old ones still with us. My Grand Wrix (tamed) seems to have eaten a slow pill. Yesterday (after patch) he was able to keep up with me on speeder where the razorcat (BE) kept getting behind. Today after the hotfix they reversed position The razorcat keeps up and the wrix falls behind. Maybe they switched skins

My BE gurrcat ran during battle (had for maulers on him) but I jsut followed and he gained courage again from somewhere turned and continued the fight. Won too.

My BE gurrcat autostored for no reason.

My other 2 pets stored when I selected store on my bike radial. The bike didn't.

All in all great fun tripping over new bugs

-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
WarKarL
Thu Mar 18, 2004 9:20 am
#72

I agree


now MScouts and MRangers are real useless ...


poor scouts and poor doctors (like me) ,


it s real difficult find scouts or ranger hunters in my server

be a ranger, hunt and sell mob resources isn tfunny i see,

there are better way to make money in swg.


pubblish 7 make scout/ranger more useless.


but Why don t let master scouts or ranger craft something like "generic camp kit" for a non scout player?

like a pet lvl10 for nn CH....


cya


infinity.WarKarL
_YakFace_
Thu Mar 18, 2004 9:40 am
#73

Great great work, i'm a master CH myself so i have some survival, but i'm really happy because i dont have to carry with me anymore bones and hides to made camps.

This is a must!



__________________________________

YakFace in Radiant [ exMaster CH / exMaster Pistoleer]
A smuggler now

Judger
Fri Mar 19, 2004 5:27 am
#74

Sad - No use for uber camps or camps in general. guess i'm dropping Master Ranger.

- Esquibar..Bloodfin



>-Esquibar
AudioOrgana
Fri Mar 19, 2004 6:07 am
#75








Judger wrote:
Sad - No use for uber camps or camps in general. guess i'm dropping Master Ranger.

- Esquibar..Bloodfin






How many times have you called an "uber" camp just to call a vehicle?


The more I play with this change, the more I think it's the best thing to hit SWG ever, because it was the one thing impeding the vehicle system (which would have been the best thing ever if not for this restriction).


I'll give you some examples from the last few days of my playing without the restriction :



  • I run a business and have an apartment in a player city. However, I have not been able to vote in that player city because in order to call vehicles at my main house (which is in the middle of nowhere on an advanced planet) to get back to civilization when I work or, god forbid, log out there. A whole game system I couldn't really participate in (player cities) because I needed to be able to call my vehicle so I didn't have to run 4500m every time I wanted to leave my house. It would have been "wasting" the advantage of residence to declare in a player city - since anyone can call in cities anyway.



  • I've been out on Endor a lot the last few days. And I've been exploring more on foot than EVER before. Why? Because I know that if I wander aseveral thousand meters over the course of a couple of hours, and suddenly I have to log out for some reason, I don't have to hoof it back on foot when I log back on. And even in normal play, I found myself much happier that I didn't have to tend to my vehicle, watch it like a hawk so it doesn't disapear, cry when it did...I got to a location, and finally felt free to explore and wander and see the game, knowing that when I was done I was only 5-6 minutes from civilization, instead of 20 or 25.


I think value has already been added to the scout profession because of this change; scout will no longer be the most dabbled skill in the game. The first barrier to this was vehicles/mounts themselves - I always used to say without Explo III I felt like I was playing in slow-mo. That changed, and many of us "dabblers" dropped Explo skills but kept Novice Scout just so we could use our vehicles effectively.


This meant that other scout skills - namely harvesting - were a dime a dozen. More people having scout for travel reasons = more people who will harvest just because they can = less need for career scouts who harvest. With the vehicle reasons gone, very few people are going to keep scout simply to harvest.


Core scout/ranger issues that need to be addressed to add usefulnees and bonuses to make them valuable - but in this case, it was more of an annoyance for most people than a play dynamic, and it lead to people doing the novice-dabble (just like being able to use stim-b's at novice medic) just to function.


AO

SkevStarmu
Fri Mar 19, 2004 11:03 am
#76


I think the camp issue is wildly underappricated AudioOrgana your post shows this. there is no debate whatsoever that using an "uber" camp to call a vehical is a waist. And there is a case forthe issue of dependencyof healing in the feildof whitch rangers had at least a small advantage.


Now the real issue is thatSoe has made it that no one in there rite mind will sink skill points into being a ranger. And this is where everyone in SWG suffers. Lets face it the only reason now to be a master scout is because of the BH requirement. Of the four scout skill trees 2 are useless and a third (trapping) is only good for small creatures. Nobody cares about walking speed when we have speeders. and now tents are completly useless, if you want to blow smoke my rear you can bring up a reduced call speed but you can do that with novice scout and a basic campthe tree has no value. What this means to all the Chefs, Docs, Archetects,and Armorsmiths is that as people start dropping scout to use there points on better skills the price of the bones, hides, and Meat will go through the roof. BH's will not waist there time to hunt forbone, meat, or hide for even 100/cpu when they can take a jedi down for up to a million credets a pop.


So what now!!
MeSleep
Fri Mar 19, 2004 12:03 pm
#77

I sitll think the best solution for this problem is to allow everyone the ability to use basic camp kits. Camps will then become a commodity in the galactic economy. If I already didn't make crates of camps, I'd drop 2k for a crate of 25. Just starting scouts could also make a little bit of cash selling individual camps. It's a winning situation.



Star'li Saobe - Master Bounty Hunter | Master Carbineer
Star'la Saobe - TKM | Master Swordswoman | 0040 Medic
Au'dra Saobe - Master Tailor | Master Smuggler
Averi Saobe - Master Brawler - 4004 TKA - 0433 Swordsman
SkevStarmu
Fri Mar 19, 2004 12:37 pm
#78






MeSleep wrote:
I sitll think the best solution for this problem is to allow everyone the ability to use basic camp kits. Camps will then become a commodity in the galactic economy. If I already didn't make crates of camps, I'd drop 2k for a crate of 25. Just starting scouts could also make a little bit of cash selling individual camps. It's a winning situation.




I said those exact words a while back. lets face it they would rather screw the scouts/rangers and make the other 32 classes happy then have a fix that would be fair to everyone. besides CHs could build camps all along and they're the most pissed that theres a delay to call creatures/vehicals so someones always gonna have a problem.

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