Ranger Archive
Thread: Test Center Scout/Ranger Changes
hey appy, is the tracking graphical? a map? or a window like the fishing and just text?
thanks
"What the heck are Field Requisitions? "
- These are Faction perk terminals in Faction camps. They got listed here by accident.
- You can requisition Faction Pets from them, like you do on a battlefield.
Vass wrote:
We do not have an estimate yet when this will reach Live servers. However, I can tell you with a large amount of certainty that it will not be next week.
-Vass
James Whisenant
SWG Assistant Buildmaster
Hopefully the new Ranger traps won't suck as much Sarlacc as the old ones. As a Wookiee, I love my traps.. I just don't want to be close enough to a rancor to pat it in the back before laying a bear claw down.
- Increased the cost of some Ranger skills because they were too low and not consistent with the advancement rates of other professions
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This is simply BS. I love the rest of the changes which were justified, but this really put a damper on the rest. This should take effect for NEW rangers only, it is not fair for those of us that have been grinding to master already to see our levels raised up. Scout xp is already a bitch to get, no need to raise the requirements. Why can't SoE do good things without trying to balance it out with bad things all the time?
Sorry to focus on the negative, but we were OWED the good stuff. I am not kissing SoE's butt for giving it to us. We did NOT, however, need a xp change. Makes no sense, you said Wilderness xp has been lowered yet they gave us 2 more ways to raise it PLUS they increased camp xp?? THen why lower it? The others are raised yet were not improved at all? Does this not baffle anyone else?
A HTFB already costs 30 (or 35, can't remember and servers are down
If it's hides and bones, then fine... we can get those. But asking us to use more polymer and steel is ridiculous. Unless they are artificially forcing us to be subject to the same price gouging that crafters take on resources (which I'm sure is the intent).
On the one hand, I'm so glad that I'm done with Frontiering, especially due to this. On the other hand, I'm sorry I couldn't capitalize on the thousands of camps and traps I crafted to get survival xp. Actually, since they added new ways to get xp, AND are increasing the xp cost of skills, it probably balances out.
I'm very cynical, but it appears that they gave us a bone, but it tastes so bad that we throw up before it is even digested and they get their bone back.
SOrry, I just have a complex where I feel like I'm usually ignored for some reason on the boards.
*points at sig*
One aspect of tracking is added for each lvl. I wanna say the order was animals for novice, direction, npcs, distance, and then people.
The new traps are not on TC yet, and neither is the new camp.
Conceal is added though. And other than the fact that you don't have acess to all of the kits right off, it seems to be implemented really well.
One odd thing. Scouts still have a camo mod, it is not renamed to mask scent yet. So, if you were a master ranger you would have somewhere around 140 camo I think. They need to fix that.
Increased the cost of some Ranger skills because they were too low and not consistent with the advancement rates of other professions
So what does this mean? You will lose your skills if you do not have enough XP???? So people who are Master Rangers now could end up losing whole branches of the tree?!
No of course you can't lose what you've already got. They are raising the requirements thats all. Your looking at the exp system wrong, its more like money, you BUY the skills. So you saved your exp points and bought bioscience 1 or whatever, its yours, and even if they raise the cost of it that doesn't matter, you already own it. In fact there is nothing in game that records your "spent" exp points, just the unspent one, so technically the game doesn't know how much you spent to get the skill, they just know you have it.
Anyway, simply put, no your not going to lose skills you've already trained.