Ranger Archive
Thread: Gah, we've been hit with the nerf bat...sort of
As my primary character is a ranger, dropping basic camps to call pets and vehicles was nothing more than a minor inconvenience. Then I went and made a second character who is a crafter, spending a little time each day doing harvester runs. Picking up novice scout to simply drop camps was now a bother, especially since that tied up 15 points I could put towards another skill.
I had always thought that the camp requirement should remain, but make it something that anyone could do without having to be a novice scout. However, make it so that you would at least have to purchase basic camps from scouts/rangers. My crafter would no longer need novice scout, but would still have to drop camps that she'd buy from my ranger character. That, I feel, would have been a good compromise.
They definately are taking away from the scout as a proffesion. But everyone and their brothers were scouts to make camps. So it opens the player up for better template options for their character. Now they can be a master where 15 pts were holding them up before.
However, some people were making a living out camps and it was using up resources which I thought I heard the devs want. This kills what they want. It also trivializes the calling of pets and vehicles. Making things too easy. I have seen suggestions of only in garages or cities, which is good in its own rights.
But what is the answer, how about dropping scout as a requirement to setting up a basic camp and thus also medic to pop a small dose of health. It is in the realm of reality. Give me a pop-up tent, push a button, and boom up goes the camp. Small and basic. Same with stim-a, give yourself a shot and your a little healthier.
Now lets not trivialize this idea, lets make it economical. I can use the camp and stim-a but I sure cannot make one. What is in a stim-a? How do I place that pole right so that the tent stays up. The creation of these is a skill. Only medics and scouts can make and therefore sell stim-as and camps. Thus you have an economical solution and it still uses up resources.
Caiden Appentice
Master Ranger/ Swordsman 3-4-4-3
Antaraian Ranger
Aye, The Corr. were taken off guard with this one as well.
No one should have been caught off-guard. CH's have complained since the requirements were added in beta. It has been a topic on the scout boards. There was one on the discussion board that went for pages and had Holocron himself weighing in. There were tons of others, but they were never in the Ranger board because it isn't a Ranger issue.
Further, the only supporting argument was that camps would become worthless. They already were for the most part and when it is "worthless vs. annoyance", annoyance is going to be dealt with first. The value Ranger camps do provide is not in calling pets, so there is no loss there.
What this does mean is that it is all the more important to make the devs realize our camps are near worthless and should give the modular (or other) idea serious consideration to make them worth using.
As a CH, I hated putting up a camp for five seconds to call my pet. Give me a way to increase its healing rate and I will happily make a camp. As a hunter a camp disbands out from under me. Make it stay or lure animals and I have a reason to make a camp. Garages, fortifications, bonuses to healing by increasing stim and enhancement efficiency. All of these would be reasons to make a camp and good ones at that. We should want to use a camp, not need to use one.
ReptileSpit wrote:
Eklectrick wrote:
maybe this means theres a possibility that we (not rangers but players in general) can have an arguement for the use of Stim A's without novice medic. Heck if all those players now get 15 more skill points to play with those of us who are holding on to novice medic for silly reasons should get thrown a bone too.
Now THIS change would make me happy. I've been stuck with one useless skill point left over after master ranger/pistoleer and novice medic for months. I would love those 15 skill points used up by the manditory novice medic (for a soloer like me).
But that's another thread in another forum.........
/agree with Reptile
This proves that if a thread to allow me to use Stim A's gets enough traffic, the Novice Medic requirement would change. We should see just how far we can get.
As I stated in the Scout forums I'm disappointed that TH and Holocron caved on this issue.
I agree.. it is a SAD state of affairs, when we feel bad that this change went through. I found it annoying as well that I had to do this.. but I at least felt our camps had some use at that point. Now they have hardly any usefull function. The only function they had before was an annoying one!!
So the changes don't matter.. we want are camps to actually have a good and usefull purpose that everyone else won't want to get rid of\!
"maybe this means theres a possibility that we (not rangers but players in general) can have an arguement for the use of Stim A's without novice medic. Heck if all those players now get 15 more skill points to play with those of us who are holding on to novice medic for silly reasons should get thrown a bone too."
That is brilliant! And it fits too. Non CHs are able to call low level pets, and non DE's can have limited numbers of droids. Wow what I could do with those extra points.......
That's it That is what I want from the devs. I want skill points!
How about this. A camp can save damage to your droid, vehicle and pet. If you call a pet, vehicle or droid without the use of a camp, it takes a set amount of damage? Maybe something between 10 - 20 percent?
Camps now serve no real purpose. This really really blow.
Make Camps useful again!
Make Camps useful again!
Then contribute to the Camp Thread which is trying to do just that instead of sitting here griping about a poorly designed game mechanic being removed.
That is because there is no such argument.
And yes, I am a Master Ranger. I still don't want people to have to use camps just to deploy their equipment.
The entire purpose of both camping lines needs to be be rethought, and this was the first step.