Ranger Archive
Thread: JFreeman posts on Scout forum about grey cons breaking maskscent (and camo)
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Vorpaks
Sun Jul 10, 2005 6:22 am
#1
Ok, not sure how seriously you will take this since the last "this will be fixed in publish X" has not happened yet, but JFreeman pposted Here to tell us grey cons breaking maskscent and camo will be fixed in Publish 21. 
Please don't flame him - by my calculations is was 3:30am in Austin on a Saturday night when he posted this, so he is certainly burning the midnight (and weekend) oil.
Here is the quote:
Please don't flame him - by my calculations is was 3:30am in Austin on a Saturday night when he posted this, so he is certainly burning the midnight (and weekend) oil.
Here is the quote:
JFreeman wrote:
The maskscent bugs (and Ranger cammo kits) will be fixed in pub21. i.e. Grey mobs mostly won't break maskscent (definitely not once you are combat level 15 or higher), and mobs that do break maskscent won't attack you unless you get "too close" to them ("too close" being: the same distance as if you hadn't been using maskscent).
Message Edited by Vorpaks on 07-10-2005 09:25 AM
BioEngine
Sun Jul 10, 2005 8:17 am
#3
Finally, it will possibly become more useful than level con system defenses.
Seiryuu
Sun Jul 10, 2005 8:32 am
#5
Finally! I've always been against the extra aggro that maskscent generates, and gotten a little aggressive about it in the past (sorry Brisc). I'm glad to see we will no longer be penalized for having the skill break.
Vorpaks
Sun Jul 10, 2005 9:15 am
#6
Seiryuu wrote:
Finally! I've always been against the extra aggro that maskscent generates, and gotten a little aggressive about it in the past (sorry Brisc). I'm glad to see we will no longer be penalized for having the skill break.
Just a note: I think they are just fixing the weirdness that has happened since the grey-con-don't-aggro change - I don't know if the break rate will be any better. Unless you are talking about the aggro range he mentions in the second part. We'll have to see if that is better than it was pre-CU.
Ronaj
Sun Jul 10, 2005 9:22 am
#7
Yeah I'm just waiting for the huge But... part that we usually don't find out about until after the patch goes live.
Seiryuu
Sun Jul 10, 2005 2:10 pm
#8
Yes, I was talking about the aggro range.
A creature with 0 ferocity only aggroes when almost on top of it... unless you have maskscent, in which case it does so at 64 meters. My complaint has always been that given a non-scout and a scout and maskscent breaking, we should only be attacked if the non-scout would as well.
A creature with 0 ferocity only aggroes when almost on top of it... unless you have maskscent, in which case it does so at 64 meters. My complaint has always been that given a non-scout and a scout and maskscent breaking, we should only be attacked if the non-scout would as well.
Sunjammer
Mon Jul 11, 2005 3:56 am
#9
As someone who is also an entertainer, I now cringe at the words "JFreeman posts". 
Umiio
Umiio
Aenedor
Mon Jul 11, 2005 7:25 am
#10
Excellent news.
I experienced this bug for the first time the other day.
As a on-leave rebel I usually burst run out of the imperial outpost on Talus as fast as I can but thus far I had not been attacked.
The other day I tried a camo kit to see what happen.
I got near an AT-ST and my camo dropped and the AT-ST agroed me.
TomedNor
Mon Jul 11, 2005 11:23 am
#11
Good. It's really ticked me off that as long as I'm only surrounded by grey cons it's safer to run around without maskscent or cammo...
Eulbobo
Tue Jul 12, 2005 2:54 am
#13
Calculus_Entropy wrote:
No more instant agro? Wow!
I already have a tip preventing all aggro and making you gain experience
-> get a faction
-> get on leave
-> apply camo kit
-> run into your own faction NPC -> xp ! WOOT, my friends didn't see me coming
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