Ranger Archive
Thread: Survival XP Changes: Your feedback
ioan
Fri Apr 15, 2005 8:39 am
#27
I'm concerned by the change. It feels capricious, and I don't trust that there is a plan. I'm concerned by where it may be leading. Some clarification from the DEVs would help a lot, here.
I know that camps don't seem particularly useful, but I did make use of them. In a practical sense, they were a way for me to recover from my wounds, while in the field. In an intangible sense, they provide a focal point, a cozy spot in the middle of nowhere, and another layer of the wilderness experience. For those that might claim that those intangible benefits are a waste of time, feel free to go back to playing text-based adventures because none of the abstractions we play with are truly necessary. While text-based games are greatfun, they don't have the visceral impact of a visual-oriented game.
It was a bittersweet moment when I struckthe camp that qualified me for the Master Ranger license. I was glad to get the license, but that part of the journey was over. If you're bored and grinding, thenit's your own fault. There are more than enough hooks, in this game, on which to hang your own story. Mindless grinding, begging for people to visit your camp so that you can get experience,is a symptom of a lack of initiative and imagination. If you want to play using the "grind" method, that's your right and your choice. But, don't try to blame any unpleasantness you might experienceon anyone else.
DaveG
Fri Apr 15, 2005 8:45 am
#28
I think a more sensitive change for us would have been to keep camping experience (survival/wilderness) but seriously reduce the amount we have to get to progress to each next box.
As all know that the frontieering line is legendary, and it does in all honestly hold us back. In one way it's very frustrating, but in another it gives us a martyr badge to wear on our sleeve with pride.
On one hand scouting experience would be good because it's much more plentiful than camping experience, but as many people have said before me here, it means you don't have to build a single camp! I think that's the crux of the issue.
So, as I opened up with, tell them to switch it back to camping-specific experience, just reduce the amount of experience points we need to get for each box.
Failing that, put it all back as it was, and we shall remind our budding rangers to forget the grind and enjoy the journey.
Message Edited by DaveG on 04-15-2005 04:46 PM
Owen-Lars
Fri Apr 15, 2005 8:48 am
#29
Survival/frontiering is not slow, its that you get no rewards for leveling it so the 4 boxes blend into one big grind. If we ever get usefull skills/rewards in these boxes that will break the leveling up a treat and you will see its not a long grind at all. If you do it right you can grind the tier out in a few hours.
Calculus_Entropy
Fri Apr 15, 2005 8:50 am
#30
STOP THE WORLD, I WANT TO GET OFF!!!
DaveG and I have fairly similar viewpoints on this (I don't agree 100% on the martyr thing
! He just worded it a little more eloquently than I had!
DaveG and I have fairly similar viewpoints on this (I don't agree 100% on the martyr thing
Calculus_Entropy
Fri Apr 15, 2005 8:51 am
#31
Owen-Lars wrote:Survival/frontiering is not slow, its that you get no rewards for leveling it so the 4 boxes blend into one big grind. If we ever get usefull skills/rewards in these boxes that will break the leveling up a treat and you will see its not a long grind at all. If you do it right you can grind the tier out in a few hours.
Ah yes....but it's still a grind. I notice you didn't say that it wasn't slow if you use camps as they were intended
Owen-Lars
Fri Apr 15, 2005 8:51 am
#32
Calculus Wrote:
"OK, so tell me what the issue was with Survival XP, in relation to the CU (I know you don't have the answer...)"
Hehe easy
leveling is harder than before, leveling ranger is harder than before, this makes leveling easier, but also removes a massive part of the profession identity.
Also this change was made by the CU team, it was an issue arising from changes in the cu so was addressed, but i feel it wasnt addressed correctly.
Owen-Lars
Fri Apr 15, 2005 8:54 am
#33
Crafting camps/traps is intended too 
You use your survival expertise to craft "ingeneous" traps that aidyou in combat(or camps if you prefer). You use survival skills and get survival xp.
Sitting in camp and crafting traps/camps is designed and intended hehe. Wechoose our own way to level but thedev made it so you cangetxp from crafting or camping so the option is there, or the combination.
DaveG
Fri Apr 15, 2005 8:54 am
#34
/bow
Calculus_Entropy wrote:
STOP THE WORLD, I WANT TO GET OFF!!!
DaveG and I have fairly similar viewpoints on this (I don't agree 100% on the martyr thing! He just worded it a little more eloquently than I had!
Calculus_Entropy
Fri Apr 15, 2005 8:57 am
#35
Owen-Lars wrote:Calculus Wrote:"OK, so tell me what the issue was with Survival XP, in relation to the CU (I know you don't have the answer...)"Hehe easyleveling is harder than before, leveling ranger is harder than before, this makes leveling easier, but also removes a massive part of the profession identity.
Also this change was made by the CU team, it was an issue arising from changes in the cu so was addressed, but i feel it wasnt addressed correctly.
I would say it is harder now, as Combat is harder AND Scout xp is a tad slower to get. The beauty of camping was that the xp was totally independant of your combat ability
Now I wonder what the issues are/were that you alluded to...
Owen-Lars
Fri Apr 15, 2005 9:03 am
#36
Having the majority of your xp focused around one xp type is easier imo, this does not mean a good thing though in this regard.
The issues were that leveling ranger/scout is slow, the devs have interpreted this how they want and the result is that survival is removed unfortunatly so scout xp can be contributed to this.
WildBil2Me
Fri Apr 15, 2005 9:21 am
#37
I'm indifferent currently because I know we've yet to see the whole picture.
My major concern is for camping.
Something has to be done to make camping a viable fun and helpful way to raise XP. Right now its just become like forage... a skill we have, don't need, and don't use.
The XP cahngeitself is something that, like I said, is too early to really be positive or negative about.
Calculus_Entropy
Fri Apr 15, 2005 9:25 am
#38
Owen-Lars wrote:Having the majority of your xp focused around one xp type is easier imo, this does not mean a good thing though in this regard.The issues were that leveling ranger/scout is slow, the devs have interpreted this how they want and the result is that survival is removed unfortunatly so scout xp can be contributed to this.
Ummm...levelling Scout and Ranger is slower becuase the xp you get from harvesting is slower. Oy.
Owen-Lars
Fri Apr 15, 2005 9:25 am
#39
IMO you can never give frontiering and the other two lines scout xp reqs as how do you balance the gains from camping compared to harvesting and /mask?
You make camp xp gains too high everyone afks in camps to level ranger and scout. You make scout gains too high and everyone stops using camps therefore train up in camping without actually ever camping.
Spliting the xp up means you have two routes to travel and have to use both knowledge areas to progress in their respective tiers.